mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
- New Feature: Arulco special division controls other features to fight the player. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343706&#msg_343706
- New Feature: Enemy helicopters allow the AI to rapidly deploy troops aross the map. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=343707&#msg_343707 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2279 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -2217,6 +2217,8 @@
|
||||
<file index="63">i_floor.sti</file>
|
||||
<file index="68">h-roof.sti</file>
|
||||
<file index="69">slant_12.sti</file>
|
||||
<file index="70">helcop.sti</file>
|
||||
<file index="71">helcop_s.sti</file>
|
||||
<file index="78">street2.sti</file>
|
||||
<file index="83">a-debri1.sti</file>
|
||||
<file index="84">burnmark.sti</file>
|
||||
|
||||
@@ -184,7 +184,7 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
|
||||
; Valid values = TRUE or FALSE, Default = FALSE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
USE_XML_TILESETS = FALSE
|
||||
USE_XML_TILESETS = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Change the number of PItem graphics files used by the game
|
||||
@@ -3499,6 +3499,172 @@ ENEMY_INVESTIGATE_SECTOR = FALSE
|
||||
REASSIGN_PENDING_REINFORCEMENTS = FALSE
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Strategic Additional Enemy AI Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These settings change the behavior of the queen's additional AI on the Strategy Map.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Arulco Special Division
|
||||
;
|
||||
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
|
||||
; This should control if, how and when these new features are used by the AI.
|
||||
;
|
||||
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
|
||||
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
|
||||
; For example, part of the AI budget might come from mine income, which the player can take away.
|
||||
;
|
||||
; If possible, the AI should have to buy and maintain its assets.
|
||||
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
|
||||
; Ideally this gives the player another immersive way to do sth. in the game.
|
||||
; For example, enemy helicopters have to be bought, fuelled and repaired.
|
||||
; In order to stop enemy heli raids, the player could
|
||||
; - shoot them down
|
||||
; - steal enemy fuel deliveries
|
||||
; - sabotage enemy helis in their airfield
|
||||
;
|
||||
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
|
||||
; These assets then have to be ordered and can only be used once arrived.
|
||||
; The AI also decides how to use these assets.
|
||||
;
|
||||
; This feature is not recommended for new players.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; TRUE: Arulco Special Division is active
|
||||
ASD_ACTIVE = FALSE
|
||||
|
||||
; The sector resources arrive in - if the AI no longer controls this, it cannot replenish its resources.
|
||||
; Sector number is (x - 1) + (y - 1) * 16, example: Meduna Airfield - x = 3, y = 14 -> Sector number 210
|
||||
; Valid from 0 to 255
|
||||
ASD_SUPPLY_ARRIVAL_SECTOR = 210
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
|
||||
; These are the base costs in $ for AI resources.
|
||||
; It is planned that at some point, the player and the AI will be able to influence these.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; one unit of fuel, valid from 1 to 100
|
||||
ASD_COST_FUEL = 10
|
||||
|
||||
; a helicopter, valid from 10000 to 1000000
|
||||
ASD_COST_HELI = 100000
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Once bought, it takes time for resources to get to the country.
|
||||
; These are the base times in minutes for the goods to arrive.
|
||||
; It is planned that at some point, the player and the AI will be able to influence these.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; one unit of fuel, valid from 1 to 60 * 48
|
||||
ASD_TIME_FUEL = 480
|
||||
|
||||
; a helicopter, valid from 1 to 60 * 48
|
||||
ASD_TIME_HELI = 1200
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Enemy Helicopter Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), it can purchase some for itself.
|
||||
; Just like the player, it can then fly a small squad around on the map and deploy them.
|
||||
; Helicopters have to be fuelled and repaired, which consumes AI resources.
|
||||
;
|
||||
; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
|
||||
; done manually.
|
||||
; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
|
||||
; (downed pilots are counted as officers with regards to Prisoner Interrogation).
|
||||
;
|
||||
; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
|
||||
; are parking in their home base.
|
||||
;
|
||||
; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
|
||||
; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
|
||||
;
|
||||
; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; TRUE: Arulco Special Division can use helicopters
|
||||
ENEMYHELI_ACTIVE = TRUE
|
||||
|
||||
; heli hitpoints, valid from 1 to 500
|
||||
ENEMYHELI_HP = 100
|
||||
|
||||
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
|
||||
ENEMYHELI_HP_REPAIRTIME = 6
|
||||
|
||||
; cost to repair 1 HP at the home base in &, valid from 10 to 1000
|
||||
ENEMYHELI_HP_COST = 200
|
||||
|
||||
; heli maximum fuel, valid from 25 to 200
|
||||
ENEMYHELI_FUEL = 50
|
||||
|
||||
; time to repair 1 HP at the home base in minutes, valid from 1 to 10
|
||||
ENEMYHELI_FUEL_REFUELTIME = 3
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Settings related to SAMs
|
||||
; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
|
||||
;
|
||||
; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
|
||||
; There are two kinds of anti-air-defense:
|
||||
; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
|
||||
; They require control of the sector. They can be rendered inactive by damaging their control computer.
|
||||
; Damaged SAM sites can be repaired by the player in the strategic map.
|
||||
; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
|
||||
; CTH depends on quality of the staff and range to the target.
|
||||
; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
|
||||
; They can only be used on targets in the same or adjacent sectors.
|
||||
; CTH depends on weapon status, range and the user's cth with launchers.
|
||||
; The launchers have to be armed in the inventory, it is not required to have them in the hands.
|
||||
;
|
||||
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), derault MANPADS damage is a lot higher than
|
||||
; SAM damage.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
|
||||
; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
|
||||
; Valid from 0 to 10.
|
||||
ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
|
||||
|
||||
; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
|
||||
ENEMYHELI_SAM_DAMAGE_BASE = 25
|
||||
|
||||
; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
|
||||
ENEMYHELI_SAM_DAMAGE_VAR = 30
|
||||
|
||||
; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
|
||||
ENEMYHELI_MANPADS_DAMAGE_BASE = 40
|
||||
|
||||
; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
|
||||
ENEMYHELI_MANPADS_DAMAGE_VAR = 80
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Settings related to placement of helicopters in maps
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; The base of the helicopters where they are refueled, repaired and based during missions
|
||||
; Sector number is (x - 1) + (y - 1) * 16, example: Meduna Airfield - x = 3, y = 14 -> Sector number 210
|
||||
; Valid from 0 to 255
|
||||
ENEMYHELI_BASE = 210
|
||||
|
||||
; If the tileset of the helicopter base contains helicopter graphics, they can appear in the map when they are currently at the base.
|
||||
; They can then be destroyed (for example by an infiltrating spy with C4).
|
||||
; Up to two helicopter positions can be given
|
||||
|
||||
; Tiles in tactical where the helis should be parked. Use -1 to never show a heli
|
||||
ENEMYHELI_BASE_PARKPOSITION_1 = 18475
|
||||
ENEMYHELI_BASE_PARKPOSITION_2 = 18469
|
||||
|
||||
; heli teile index in the map tileset (see also HeliSites.xml). In changed maps, you will need at least a map editor to figure this one out
|
||||
ENEMYHELI_BASE_PARK_TILEINDEX = 1689
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
|
||||
@@ -70,6 +70,7 @@
|
||||
<hearing_night>0</hearing_night> <!-- +- hearing range, -5 to 2 -->
|
||||
<hearing_day>0</hearing_day> <!-- +- hearing range, -5 to 2 -->
|
||||
<disarm_trap>0</disarm_trap> <!-- +- trap disarm ability (10 equals 1 LVL/5 DEX/10 MEC/1.6 EXP), -50 to 50 -->
|
||||
<SAM_cth>0</SAM_cth> <!-- +- % CTH with SAMs, -50 to 100 -->
|
||||
|
||||
<!-- +- % approach effectiveness, -50 to 20 -->
|
||||
<approach_friendly>0</approach_friendly>
|
||||
@@ -2149,6 +2150,7 @@
|
||||
<resistance_suppression>10</resistance_suppression>
|
||||
<speed_run>3</speed_run>
|
||||
<spotter>3</spotter>
|
||||
<SAM_cth>25</SAM_cth>
|
||||
<no_male>1</no_male>
|
||||
<no_female>1</no_female>
|
||||
</BACKGROUND>
|
||||
@@ -4673,6 +4675,7 @@
|
||||
<resistance_fear>10</resistance_fear>
|
||||
<resistance_suppression>10</resistance_suppression>
|
||||
<spotter>3</spotter>
|
||||
<SAM_cth>75</SAM_cth>
|
||||
<xenophobic>1</xenophobic>
|
||||
<no_male>1</no_male>
|
||||
<no_female>1</no_female>
|
||||
@@ -5204,6 +5207,7 @@
|
||||
<resistance_fear>10</resistance_fear>
|
||||
<resistance_suppression>10</resistance_suppression>
|
||||
<spotter>3</spotter>
|
||||
<SAM_cth>25</SAM_cth>
|
||||
</BACKGROUND>
|
||||
<BACKGROUND>
|
||||
<uiIndex>265</uiIndex>
|
||||
|
||||
@@ -200,10 +200,11 @@
|
||||
</NAME>
|
||||
<NAME>
|
||||
<uiIndex>26</uiIndex>
|
||||
<Enabled>0</Enabled>
|
||||
<szGroup>Empty Slot26</szGroup>
|
||||
<Enabled>1</Enabled>
|
||||
<szGroup>Downed Pilot</szGroup>
|
||||
<AddToBattle>0</AddToBattle>
|
||||
<Loyalty>0</Loyalty>
|
||||
<fCanBeCaptured>1</fCanBeCaptured>
|
||||
</NAME>
|
||||
<NAME>
|
||||
<uiIndex>27</uiIndex>
|
||||
|
||||
@@ -2021,4 +2021,24 @@
|
||||
<ubHorizontalDegree>359</ubHorizontalDegree>
|
||||
<ubVerticalDegree>5</ubVerticalDegree>
|
||||
</EXPLOSIVE>
|
||||
<EXPLOSIVE><!-- Strela-2 missile-->
|
||||
<uiIndex>101</uiIndex>
|
||||
<ubType>0</ubType>
|
||||
<ubDamage>25</ubDamage>
|
||||
<ubStunDamage>10</ubStunDamage>
|
||||
<ubRadius>4</ubRadius>
|
||||
<ubVolume>25</ubVolume>
|
||||
<ubVolatility>1</ubVolatility>
|
||||
<ubAnimationID>1</ubAnimationID>
|
||||
<ubDuration>0</ubDuration>
|
||||
<ubStartRadius>0</ubStartRadius>
|
||||
<ubMagSize>1</ubMagSize>
|
||||
<fExplodeOnImpact>0</fExplodeOnImpact>
|
||||
<usNumFragments>20</usNumFragments>
|
||||
<ubFragType>0</ubFragType>
|
||||
<ubFragDamage>10</ubFragDamage>
|
||||
<ubFragRange>80</ubFragRange>
|
||||
<ubHorizontalDegree>359</ubHorizontalDegree>
|
||||
<ubVerticalDegree>5</ubVerticalDegree>
|
||||
</EXPLOSIVE>
|
||||
</EXPLOSIVELIST>
|
||||
@@ -51666,4 +51666,75 @@
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1736</uiIndex>
|
||||
<szItemName>Strela-2</szItemName>
|
||||
<szLongItemName>Strela-2</szLongItemName>
|
||||
<szItemDesc>This man-portable surface-to-air missile has seen widespread use in nearly every regional conflict since 1968.</szItemDesc>
|
||||
<szBRName>9k32 Strela-2</szBRName>
|
||||
<szBRDesc>Another famous russian export, this MANPADS is comparable to its western counterparts but a lot cheaper. Get yours now!</szBRDesc>
|
||||
<usItemClass>16</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>1736</ubClassIndex>
|
||||
<ubCursor>3</ubCursor>
|
||||
<ubGraphicNum>68</ubGraphicNum>
|
||||
<ubWeight>52</ubWeight>
|
||||
<ItemSize>7</ItemSize>
|
||||
<usPrice>8000</usPrice>
|
||||
<ubCoolness>8</ubCoolness>
|
||||
<bRepairEase>-3</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<Sinks>1</Sinks>
|
||||
<ShowStatus>1</ShowStatus>
|
||||
<TwoHanded>1</TwoHanded>
|
||||
<BigGunList>1</BigGunList>
|
||||
<Unaerodynamic>1</Unaerodynamic>
|
||||
<BR_NewInventory>2</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<BR_ROF>8</BR_ROF>
|
||||
<RocketLauncher>1</RocketLauncher>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<DamageChance>10</DamageChance>
|
||||
<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
|
||||
<ItemFlag>2</ItemFlag> <!-- surface-to-air missile launcher -->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1737</uiIndex>
|
||||
<szItemName>Strela-2 Missile</szItemName>
|
||||
<szLongItemName>Strela-2 Missile</szLongItemName>
|
||||
<szItemDesc>A surface-to-air missile. Considering the price-tag, use against ground targets would be a waste.</szItemDesc>
|
||||
<szBRName>Strela-2 Missile</szBRName>
|
||||
<szBRDesc>A missile for the russian Strela-2. Best used against aircraft. And the sun, apparently.</szBRDesc>
|
||||
<usItemClass>256</usItemClass>
|
||||
<AttachmentClass>2048</AttachmentClass>
|
||||
<nasAttachmentClass>2048</nasAttachmentClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>101</ubClassIndex>
|
||||
<ubGraphicType>1</ubGraphicType>
|
||||
<ubGraphicNum>150</ubGraphicNum>
|
||||
<ubWeight>98</ubWeight>
|
||||
<ItemSize>32</ItemSize>
|
||||
<ItemSizeBonus>1</ItemSizeBonus>
|
||||
<usPrice>2500</usPrice>
|
||||
<ubCoolness>8</ubCoolness>
|
||||
<bRepairEase>-6</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<Sinks>1</Sinks>
|
||||
<BigGunList>1</BigGunList>
|
||||
<Electronic>1</Electronic>
|
||||
<BR_NewInventory>2</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<Directional>1</Directional>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
</ITEMLIST>
|
||||
@@ -628,4 +628,8 @@
|
||||
<launchableIndex>1700</launchableIndex>
|
||||
<itemIndex>901</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>1737</launchableIndex>
|
||||
<itemIndex>1736</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
</LAUNCHABLELIST>
|
||||
@@ -13205,4 +13205,31 @@
|
||||
<sSound>500</sSound>
|
||||
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
|
||||
</WEAPON>
|
||||
<WEAPON>
|
||||
<uiIndex>1736</uiIndex>
|
||||
<szWeaponName>Strela-2</szWeaponName>
|
||||
<ubWeaponClass>3</ubWeaponClass>
|
||||
<ubShotsPer4Turns>3.00</ubShotsPer4Turns>
|
||||
<ubBulletSpeed>30</ubBulletSpeed>
|
||||
<ubImpact>30</ubImpact>
|
||||
<ubDeadliness>70</ubDeadliness>
|
||||
<bAccuracy>2</bAccuracy>
|
||||
<ubMagSize>1</ubMagSize>
|
||||
<usRange>3700</usRange>
|
||||
<usReloadDelay>200</usReloadDelay>
|
||||
<BurstAniDelay>100</BurstAniDelay>
|
||||
<ubAttackVolume>80</ubAttackVolume>
|
||||
<ubHitVolume>10</ubHitVolume>
|
||||
<sSound>432</sSound>
|
||||
<sSilencedBurstSound>111</sSilencedBurstSound>
|
||||
<SilencedSound>157</SilencedSound>
|
||||
<bBurstAP>20</bBurstAP>
|
||||
<APsToReload>48</APsToReload>
|
||||
<MaxDistForMessyDeath>10</MaxDistForMessyDeath>
|
||||
<ManualReloadSound>476</ManualReloadSound>
|
||||
<Handling>1</Handling>
|
||||
<usOverheatingJamThreshold>30000</usOverheatingJamThreshold>
|
||||
<usOverheatingDamageThreshold>10000</usOverheatingDamageThreshold>
|
||||
<usOverheatingSingleShotTemperature>1600</usOverheatingSingleShotTemperature>
|
||||
</WEAPON>
|
||||
</WEAPONLIST>
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user