From 1ea5180c0379e1a756158f7886c4b1a48e7ee5a8 Mon Sep 17 00:00:00 2001 From: Wanne Date: Wed, 14 May 2014 18:49:43 +0000 Subject: [PATCH] - Moved some wrong placed INI values in the correct section - Fixed missing INI properties in Data\Ja2_Options.INI and Data-1.13\Ja2_Options.INI - Added missing INI properties in Data\Skills_Settings.INI git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2034 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data-1.13/Ja2_Options.INI | 40 ++++-- gamedir/Data/Ja2_Options.INI | 195 ++++++++++++++++++++++++++---- gamedir/Data/Skills_Settings.INI | 21 ++++ 3 files changed, 220 insertions(+), 36 deletions(-) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 6ef11f8f9..52e587227 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -1098,6 +1098,20 @@ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE AUTO_COLLAPSE_INVENTORY_ON_TURN_END = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE). +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_PASSENGER_TO_ANY_SQUAD = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE). +;------------------------------------------------------------------------------------------------------------------------------ + +PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1922,6 +1936,19 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE SOLDIER_PROFILES_ENEMY = TRUE SOLDIER_PROFILES_MILITIA = FALSE +; If set to TRUE, vehicles can be driven through tactical maps. +ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE + +; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). +; 0 - No change. +; 1 - AP deducted from vehicle are also deducted from all passengers. +; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. +; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 + +; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 + ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use ; the rag to completely erase the camo. @@ -2180,16 +2207,6 @@ ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03 [Tactical Cover System Settings] -; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). -; 0 - No change. -; 1 - AP deducted from vehicle are also deducted from all passengers. -; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. -; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). -AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 - -; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). -AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 - ;****************************************************************************************************************************** ; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. ;****************************************************************************************************************************** @@ -2764,7 +2781,6 @@ EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1 EXTREME_IRON_MAN_SAVING_HOUR = 0 - ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3094,7 +3110,7 @@ PRISONER_INFO_NUMBER_CHANCE = 30 ; chance that interrogated soldiers can give info on enemy movement directions PRISONER_INFO_DIRECTION_CHANCE = 40 -; chance that interrogated soldiers pays you ransom money +; chance that interrogated soldiers get you ransom money PRISONER_RANSOM_CHANCE = 25 ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index caf0f636b..38bc923e0 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -1623,6 +1623,29 @@ USE_SCOPE_MODES = FALSE ; Allow display of scope modes on weapon DISPLAY_SCOPE_MODES = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Spotter skill +;------------------------------------------------------------------------------------------------------------------------------ + +; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. +; You need an item the usSpotting-tag in your hands. +; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. +; Effectiveness depends on: +; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) +; - lowered by being wounded or fatigues +; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background + +; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. +SPOTTER_PREPARATIONTURNS = 3 + +; This variable intentionally has two meanings. +; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. +; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. +SPOTTER_RANGE = 10 + +; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns +SPOTTER_MAX_CTHBOOST = 50 + ;------------------------------------------------------------------------------------------------------------------------------ ; external feeding ;------------------------------------------------------------------------------------------------------------------------------ @@ -1912,6 +1935,19 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE SOLDIER_PROFILES_ENEMY = FALSE SOLDIER_PROFILES_MILITIA = FALSE +; If set to TRUE, vehicles can be driven through tactical maps. +ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE + +; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). +; 0 - No change. +; 1 - AP deducted from vehicle are also deducted from all passengers. +; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. +; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 + +; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 + ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use ; the rag to completely erase the camo. @@ -2052,31 +2088,120 @@ BACKPACKWEIGHT_LOWERS_AP = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Tactical Cover System Settings] +[Tactical Enemy Role Settings] -; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). -; 0 - No change. -; 1 - AP deducted from vehicle are also deducted from all passengers. -; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. -; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). -AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 +;****************************************************************************************************************************** +; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder. +;****************************************************************************************************************************** -; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). -AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 +; allow enemy roles, required for the following settings +ENEMYROLES = TRUE -; If set to TRUE, vehicles can be driven through tactical maps. -ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE +; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns. +; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu): +; - officers +; - medics +; - radio operators +; - snipers +; - mortarmen +; - generals (a special kind of officer) +; Default 4, values between 0 and 20. +ENEMYROLES_TURNSTOUNCOVER = 4 -; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). -; 0 - No change. -; 1 - AP deducted from vehicle are also deducted from all passengers. -; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. -; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). -AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 +;****************************************************************************************************************************** +; MEDIC +;****************************************************************************************************************************** -; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). -AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 +; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor. +; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs. +; Requires ENEMYROLES to be TRUE. +ENEMY_MEDICS = TRUE +; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain +; This allows the AI to heal more wounded before its medkits run out +; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0. +ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1 + +; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient +; Default 40, values between 5 and 60. +ENEMY_MEDICS_SEARCHRADIUS = 40 + +; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount. +; 100 is one hp. Default 500, values between 0 and 50000. +ENEMY_MEDICS_WOUND_MINAMOUNT = 500 + +; allow enemy medic to heal himself +ENEMY_MEDICS_HEAL_SELF = TRUE + +;****************************************************************************************************************************** +; OFFICER +;****************************************************************************************************************************** + +; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this: +; a officer with squadleader trait is considered a lieutnant, an officer with squadleader(expert) is a captain. +; For now, a officer grants boni to the entire enemy team present: +; - a bonus to suppression resistance +; - a percentage bonus to morale +; - a bonus to team surrender strength +; Important: Only the bonus of the highest officer present counts. +; Requires ENEMYROLES to be TRUE. +ENEMY_OFFICERS = TRUE + +; for every officer, the enemy team needs at least this many soldiers total +ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10 + +; maximum number of officers the enemy team may ever have +ENEMY_OFFICERS_MAX = 4 + +; The boni listed here are for lieutnant, they are doubled for captains. +; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50. +ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10 + +; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. +ENEMY_OFFICERS_MORALE_MODIFIER = 0.1 + +; bonus to surrender strength (used when the player asks the enemy to surrender). +; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. +ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1 + +;****************************************************************************************************************************** +; GENERALS +;****************************************************************************************************************************** + +; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old +; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are - +; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector +; and try to assassinate the generals. +; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small +; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player +; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky. +; Generals are important targets, as long as they are alive, the enemy will get significant boni to +; - its decision speed +; - its travelling speed +ENEMY_GENERALS = FALSE + +; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely. +; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move +; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10. +ENEMY_GENERALS_NUMBER = 5 + +; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them +; Default 4, values between 0 and 10. +ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 + +; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions, +; making the game more difficult. +; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%. +; Default 0.05, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05 + +; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this +; speeds up enemy AI travel times per general alive GLOBALLY. +; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%. +; Default 0.03, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03 + +;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Cover System Settings] @@ -2085,6 +2210,20 @@ AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 ; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. ;****************************************************************************************************************************** +; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. +COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 + +; This tell how much a stealth value of 100 will decrese the sight range of an enemy. +; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. +COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 + +; This is similar to STEALTH_EFFECTIVENESS. +; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. +COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 + +; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. +COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 + ; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, ; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. COVER_SYSTEM_LBE_EFFECTIVENESS = 20 @@ -2970,17 +3109,23 @@ PRISONER_INFO_NUMBER_CHANCE = 30 ; chance that interrogated soldiers can give info on enemy movement directions PRISONER_INFO_DIRECTION_CHANCE = 40 -; chance that interrogated soldiers get you ransom money +; chance that interrogated soldiers pay you ransom money PRISONER_RANSOM_CHANCE = 25 ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners -; Interrogation first removes admin prisoners, then regulars and then elites +; Interrogation first removes admin prisoners, then regulars then elites and then officers (see Tactical Enemy Role for an explanation on officers) ; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia -; special prisoners do not exist... yet. PRISONER_INTERROGATION_POINTS_ADMIN = 80 PRISONER_INTERROGATION_POINTS_REGULAR = 100 PRISONER_INTERROGATION_POINTS_ELITE = 140 -PRISONER_INTERROGATION_POINTS_SPECIAL = 250 +PRISONER_INTERROGATION_POINTS_OFFICER = 250 + +; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals. +; See also Tactical Enemy Role Settings for this +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0 +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1 +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10 +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60 ;------------------------------------------------------------------------------------------------------------------------------ ; Helicopter Repair @@ -3384,6 +3529,9 @@ MIN_LOYALTY_TO_TRAIN_MILITIA = 20 ; This controls how fast town militia gets trained. MILITIA_TRAINING_RATE = 4 +; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished. +MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, ; and are almost as well-trained as enemy Blackshirts. @@ -3878,7 +4026,6 @@ CLOCK_SPEED_PERCENT = 150 ENEMY_CLOCK_SPEED_PERCENT = 150 - ;------------------------------------------------------------------------------------------------------------------------------ ; Timeslice in microseconds. The frequency that the screen is refreshed. ; At normal speed the clock is updated every 16 milliseconds. diff --git a/gamedir/Data/Skills_Settings.INI b/gamedir/Data/Skills_Settings.INI index d2de22888..8ac2c0a5d 100644 --- a/gamedir/Data/Skills_Settings.INI +++ b/gamedir/Data/Skills_Settings.INI @@ -740,6 +740,9 @@ COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5 ; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy COVERT_ELITES_DETECT_NEXTTILE = TRUE +; if set to TRUE, disguises will blow if you are bleeding and close to the enemy +COVERT_DETECTEDIFBLEEDING = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Radio Operator] @@ -778,6 +781,12 @@ RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5 ; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20 +; if frequencies are jammed, bombs cannot be activated/defused by remote +RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS = FALSE + +; if a enemy radio operators jams frequencies, there is a 5% chance that he will activate remote bombs/defuses +RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Snitch] @@ -808,3 +817,15 @@ SAME_ASSIGNMENT_BONUS = 20 ; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%) ; (-25 - 25) MERC_OPINION_ABOUT_MERC_TRESHOLD = -10 + +; Reputation gain per day if snitch is happy (0 - 100) +PASSIVE_REPUTATION_GAIN = 3 + +; Hearing range bonus (0 - 100) +HEARING_RANGE_BONUS = 1 + +; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0) +PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0 + +; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0) +PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0