Little Alien

- New Ja2_Options.INI files
- Removed comments from .xml files



git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@4 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
lalien
2006-05-25 10:45:53 +00:00
parent a384cfb5de
commit 10864e1b44
13 changed files with 236 additions and 40 deletions
+116 -13
View File
@@ -1,12 +1,15 @@
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 2006.05.24 Build 78
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 10.22.05
;******************************************************************************************************************************
;******************************************************************************************************************************
;
; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
;General Guidelines:
;
@@ -226,10 +229,10 @@ CUSTOM_ATTITUDE = 3
;******************************************************************************************
;******************************************************************************************************************************
; In this section you can enable/disable vertical synchronisation
; If disabled the game will run faster
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Screen Resolution Settings]
VERTICAL_SYNC = FALSE
@@ -238,13 +241,13 @@ VERTICAL_SYNC = FALSE
;******************************************************************************************
;******************************************************************************************************************************
; In this section you can enable the weather effects (rain & storms).
; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
; with lightning)
; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Rain Settings]
@@ -281,12 +284,12 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
;******************************************************************************************
;******************************************************************************************************************************
; Controls animation speed for faster movements in battle
; 1 = normal
; 0 = max speed
; Range: 0-1
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Turnbased Animation Speed Settings]
@@ -304,12 +307,12 @@ CIVILIAN_TURN_SPEED_UP_FACTOR = 1
;******************************************************************************************
;******************************************************************************************************************************
; Allows militia to move on strategic map
; Allows militia reinforcements from near sectors
; Reinforcements only in cities
; Amount of troops that will be added to queens army when the troops pool is empty
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Gameplay Settings]
@@ -323,22 +326,34 @@ QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
;******************************************************************************************
; Time when some global events occur
;
; default 35
; default 50
; default 70
; Range: 0-100%
;
; Range: 1-100
;******************************************************************************************
GAME_PROGRESS_START_MADLAB_QUEST = 35
GAME_PROGRESS_MIKE_AVALIABLE = 10
GAME_PROGRESS_IGGY_AVALIABLE = 10
;******************************************************************************************
; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
; Range: 0-100
; 0 means no additional damage
; maximum damage is not more than 255
;******************************************************************************************
EXPLOSIVES_DAMAGE_MULTIPLIER = 1
MELEE_DAMAGE_MULTIPLIER = 1
GUN_DAMAGE_MULTIPLIER = 50
@@ -347,6 +362,94 @@ GUN_DAMAGE_MULTIPLIER = 50
;******************************************************************************************
;Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
;this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
;with each side checked. Stationary groups do this check periodically.
;******************************************************************************************
EASY_ENEMY_STARTING_ALERT_LEVEL = 5
NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
HARD_ENEMY_STARTING_ALERT_LEVEL = 60
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
;******************************************************************************************
;When an enemy spots and chases a player group, the alertness value decrements by this value. The
;higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
;minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
;******************************************************************************************
EASY_ENEMY_STARTING_ALERT_DECAY = 75
NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
HARD_ENEMY_STARTING_ALERT_DECAY = 25
INSANE_ENEMY_STARTING_ALERT_DECAY = 10
;******************************************************************************************
;The base time that the queen can think about reinforcements for refilling lost patrol groups,
;town garrisons, etc. She only is allowed one action per 'turn'.
;******************************************************************************************
EASY_TIME_EVALUATE_IN_MINUTES = 480
NORMAL_TIME_EVALUATE_IN_MINUTES = 360
HARD_TIME_EVALUATE_IN_MINUTES = 180
INSANE_TIME_EVALUATE_IN_MINUTES = 90
;******************************************************************************************
;The variance added on.
;******************************************************************************************
EASY_TIME_EVALUATE_VARIANCE = 240
NORMAL_TIME_EVALUATE_VARIANCE = 180
HARD_TIME_EVALUATE_VARIANCE = 120
INSANE_TIME_EVALUATE_VARIANCE = 60
;******************************************************************************************
;When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
;limited amount of time. This essentially dumbs down the AI, making it less aggressive.
;******************************************************************************************
EASY_GRACE_PERIOD_IN_HOURS = 144
NORMAL_GRACE_PERIOD_IN_HOURS = 96
HARD_GRACE_PERIOD_IN_HOURS = 48
INSANE_GRACE_PERIOD_IN_HOURS = 6
;******************************************************************************************
;Defines how many days must pass before the queen is willing to refill a defeated patrol group.
;******************************************************************************************
EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
;******************************************************************************************
;Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
;forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
;is what is used to determine the free checks.
;******************************************************************************************
EASY_NUM_AWARE_BATTLES = 1
NORMAL_NUM_AWARE_BATTLES = 2
HARD_NUM_AWARE_BATTLES = 3
INSANE_NUM_AWARE_BATTLES = 4
;******************************************************************************************
; 1. Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
@@ -1,4 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ATTACHMENTCOMBOMERGELIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ATTACHMENTCOMBOMERGE>
<uiIndex>0</uiIndex>
@@ -7,7 +7,6 @@ Attribute Field Reference:
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
@@ -22,7 +22,6 @@ Indexes:
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ENEMYGUNCHOICESLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ENEMYGUNCHOICES>
<uiIndex>0</uiIndex>
@@ -30,7 +30,6 @@ Indexes:
19= Ammo Types - !!!! note that this index does not contain Item #s, but rather AmmoType indexes!!!!!
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ENEMYITEMCHOICESLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ENEMYITEMCHOICES>
<uiIndex>0</uiIndex>
@@ -7,7 +7,6 @@ Attribute Field Reference:
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
@@ -7,7 +7,6 @@ Attribute Field Reference:
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
@@ -63,7 +63,6 @@ Indexes:
26= Thief specialty items - randomly assigned - this one's not used
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<IMPITEMCHOICESLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<IMPITEMCHOICES>
<uiIndex>0</uiIndex>
@@ -7,7 +7,6 @@ Attribute Field Reference:
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
@@ -7,7 +7,6 @@ Attribute Field Reference:
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
@@ -7,7 +7,6 @@ Attribute Field Reference:
ubOptimalNumber - optimal number of items to keep in stock - if zero, shopkeeper will just buy item, not sell it
-->
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
@@ -1,4 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<INVENTORYLIST xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<INVENTORY>
<uiIndex>0</uiIndex>
+120 -16
View File
@@ -1,12 +1,15 @@
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 2006.05.24 Build 78
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 10.22.05
;******************************************************************************************************************************
;******************************************************************************************************************************
;
; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
;General Guidelines:
;
@@ -226,10 +229,10 @@ CUSTOM_ATTITUDE = 3
;******************************************************************************************
;******************************************************************************************************************************
; In this section you can enable/disable vertical synchronisation
; If disabled the game will run faster
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Screen Resolution Settings]
VERTICAL_SYNC = FALSE
@@ -238,13 +241,13 @@ VERTICAL_SYNC = FALSE
;******************************************************************************************
;******************************************************************************************************************************
; In this section you can enable the weather effects (rain & storms).
; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
; with lightning)
; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Rain Settings]
@@ -281,12 +284,12 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
;******************************************************************************************
;******************************************************************************************************************************
; Controls animation speed for faster movements in battle
; 1 = normal
; 0 = max speed
; Range: 0-1
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Turnbased Animation Speed Settings]
@@ -304,12 +307,12 @@ CIVILIAN_TURN_SPEED_UP_FACTOR = 1
;******************************************************************************************
;******************************************************************************************************************************
; Allows militia to move on strategic map
; Allows militia reinforcements from near sectors
; Reinforcements only in cities
; Amount of troops that will be added to queens army when the troops pool is empty
;******************************************************************************************
;******************************************************************************************************************************
[JA2 Gameplay Settings]
@@ -322,13 +325,15 @@ ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
;******************************************************************************************
; Time when some global events occur
;
; default 35
; default 50
; default 70
; Range: 0-100%
;
; Range: 1-100%
;******************************************************************************************
GAME_PROGRESS_START_MADLAB_QUEST = 35
@@ -337,6 +342,18 @@ GAME_PROGRESS_MIKE_AVALIABLE = 50
GAME_PROGRESS_IGGY_AVALIABLE = 70
;******************************************************************************************
; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
; Range: 0-100
; 0 means no additional damage
; maximum damage is not more than 255
;******************************************************************************************
EXPLOSIVES_DAMAGE_MULTIPLIER = 1
MELEE_DAMAGE_MULTIPLIER = 1
GUN_DAMAGE_MULTIPLIER = 1
@@ -344,6 +361,96 @@ GUN_DAMAGE_MULTIPLIER = 1
;******************************************************************************************
;Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
;this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
;with each side checked. Stationary groups do this check periodically.
;******************************************************************************************
EASY_ENEMY_STARTING_ALERT_LEVEL = 5
NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
HARD_ENEMY_STARTING_ALERT_LEVEL = 60
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
;******************************************************************************************
;When an enemy spots and chases a player group, the alertness value decrements by this value. The
;higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
;minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
;******************************************************************************************
EASY_ENEMY_STARTING_ALERT_DECAY = 75
NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
HARD_ENEMY_STARTING_ALERT_DECAY = 25
INSANE_ENEMY_STARTING_ALERT_DECAY = 10
;******************************************************************************************
;The base time that the queen can think about reinforcements for refilling lost patrol groups,
;town garrisons, etc. She only is allowed one action per 'turn'.
;******************************************************************************************
EASY_TIME_EVALUATE_IN_MINUTES = 480
NORMAL_TIME_EVALUATE_IN_MINUTES = 360
HARD_TIME_EVALUATE_IN_MINUTES = 180
INSANE_TIME_EVALUATE_IN_MINUTES = 90
;******************************************************************************************
;The variance added on.
;******************************************************************************************
EASY_TIME_EVALUATE_VARIANCE = 240
NORMAL_TIME_EVALUATE_VARIANCE = 180
HARD_TIME_EVALUATE_VARIANCE = 120
INSANE_TIME_EVALUATE_VARIANCE = 60
;******************************************************************************************
;When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
;limited amount of time. This essentially dumbs down the AI, making it less aggressive.
;******************************************************************************************
EASY_GRACE_PERIOD_IN_HOURS = 144
NORMAL_GRACE_PERIOD_IN_HOURS = 96
HARD_GRACE_PERIOD_IN_HOURS = 48
INSANE_GRACE_PERIOD_IN_HOURS = 6
;******************************************************************************************
;Defines how many days must pass before the queen is willing to refill a defeated patrol group.
;******************************************************************************************
EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
;******************************************************************************************
;Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
;forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
;is what is used to determine the free checks.
;******************************************************************************************
EASY_NUM_AWARE_BATTLES = 1
NORMAL_NUM_AWARE_BATTLES = 2
HARD_NUM_AWARE_BATTLES = 3
INSANE_NUM_AWARE_BATTLES = 4
;******************************************************************************************
; 1. Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
; Range: 0-255
@@ -414,7 +521,4 @@ ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE