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New EXE Release (Build: 3329) incl. HAM 3.6
Bugfixes -------- - Fixed NPC and PC movement errors - Fixed boxers in San Mona do not leave the boxing ring after the fight - Fixed Darren does not pay the cash after you won the boxing fight - Removed a line of code which fiddled with chance to hit calculation. - Cover Display now works correctly with multiple enemies. - Cover Display has no problems with stance anymore. - Enhanced IMP Creation: When choosing female, after leaving color choosing, the "email" button is removed. That's because the code tries to remove a button which do not exist (for big/small body) so it grabs the first one around (fixed by Sandro) - Fixed CTD when throwing item (grenade, rock, throwing knife, ...) in tactical when item description box is open New Features ------------ - HAM 3.6 (by Headrock) o For more infos see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=243620&page=1&fpart=1 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1208 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -330,7 +330,7 @@ BP_USE_DETONATOR = 0
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BP_PER_AP_NO_EFFORT = -50
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BP_PER_AP_MIN_EFFORT = -25
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BP_PER_AP_LT_EFFORT = -12
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BP_PER_AP_MOD_EFFORT = 0
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BP_PER_AP_MOD_EFFORT = 6
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BP_MOVEMENT_FLAT = 5
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BP_MOVEMENT_GRASS = 10
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@@ -759,12 +759,6 @@ CREATE_EACH_N_HOURS = 24
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; Divisor for mobile group size
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DIV_OF_ORIGINAL_MILITIA = 4
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; Minimum possible militia squad size
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MINIMUM_MILITIA_SQUAD_SIZE = 5
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; Maximum possible militia squad size
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MAXIMUM_MILITIA_SQUAD_SIZE = 20
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;******************************************************************************************************************************
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; Merchant coolness settings
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; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
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@@ -801,7 +795,7 @@ MIN_LOYALTY_TO_TRAIN = 20
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; This setting will restrict your roaming militia from entering any sectors
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; defined in RestrictedRoamingMilitia.xml
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RESTRICT_ROAMING = FALSE
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RESTRICT_ROAMING = TRUE
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;******************************************************************************************************************************
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; Repairing
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@@ -839,9 +833,6 @@ SELF_TRAINING_DIVISOR = 1000
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; This value gets added to the self training divisor when calculating training points
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INSTRUCTED_TRAINING_DIVISOR = 3000
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; The bonus to training in marksmanship in the Alma gun range sector
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GUN_RANGE_TRAINING_BONUS = 25
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;******************************************************************************************************************************
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; Militia Training
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;******************************************************************************************************************************
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@@ -849,9 +840,6 @@ GUN_RANGE_TRAINING_BONUS = 25
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; This controls how fast town militia gets trained
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MILITIA_TRAINING_RATE = 4
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; Limits the number of mercs assigned to militia training in a single sector
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MAX_MILITIA_TRAINERS_PER_SECTOR = 2
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; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
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; Also applies to training militia
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TEACH_BONUS_TO_TRAIN = 30
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@@ -1022,18 +1010,6 @@ ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
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ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
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;******************************************************************************************************************************
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; Enable Suppression Bugfix/feature.
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;
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; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
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; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
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; 1 = The suppression counter is cleared at the start of the character's turn.
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; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression.
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;
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;******************************************************************************************************************************
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CLEAR_SUPPRESSION_COUNTER = 1
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;******************************************************************************************************************************
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; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
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; gets at the end of the attack.
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@@ -1211,7 +1187,7 @@ INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
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;******************************************************************************************************************************
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; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
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; number of "sub-points" you need to acquire to gain a new level.
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;
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;
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; JA2 defaults are:
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; Skills: 25 Sub-Points to advance
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; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership.
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@@ -1279,7 +1255,7 @@ SMART_ROAMING_MILITIA_GENERATOR = TRUE
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; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE
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;******************************************************************************************************************************
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DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
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DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
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;******************************************************************************************************************************
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; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
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@@ -1364,8 +1340,8 @@ MILITIA_DROP_EQUIPMENT = 0
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; 1, or both to 0, but feel free to experiment.
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;******************************************************************************************************************************
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SMART_TRAINING-SLEEP_HANDLER = 0
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SMART_TRAINING-WAKE_HANDLER = 0
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SMART_TRAINING-SLEEP_HANDLER = 1
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SMART_TRAINING-WAKE_HANDLER = 1
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;******************************************************************************************************************************
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; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
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@@ -1381,11 +1357,88 @@ SMART_TRAINING-WAKE_HANDLER = 0
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; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
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;******************************************************************************************************************************
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SMART_TRAINING_REST = 0
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SMART_TRAINING_REST = 1
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;******************************************************************************************************************************
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; This setting controls, if attachments on weapons should be shown in the tooltip when hovering over a weapon
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; in Bobby Rays shop.
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;******************************************************************************************************************************
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BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE
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;*************************
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; HAM 3
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;*************************
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BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE
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STRENGTH_TO_LIFT_HALF_KILO = 1.0
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MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
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TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
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LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
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REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
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NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
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NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
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NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
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NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
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ALTERNATE_PROGRESS_CALCULATION = FALSE
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;*************************
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; HAM 3.1
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;*************************
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FIRST_AIM_READY_COST_DIVISOR = 0
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SHOW_MSG_FULLY_SUPPRESSED = TRUE
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MANUALLY_SELECT_MINE_TO_RUN_OUT = FALSE
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WHICH_MINE_RUNS_OUT = 0
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HUMVEE_OFFROAD = TRUE
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;*************************
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; HAM 3.2
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;*************************
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REINFORCEMENTS_ARRIVE_WITH_NO_AP = 0
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FRIENDLIES_AFFECT_TOLERANCE = FALSE
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MORTAR_CTH_DIVISOR = 1
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COWERING_REDUCES_SIGHTRANGE = 1
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CHANCE_BLINDED_BY_HEADSHOT = 0
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CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
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NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
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;*************************
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; HAM 3.3
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;*************************
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MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
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TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
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MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
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LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
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REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90
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MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
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ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
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ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
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;*******************
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; HAM 3.4 Settings
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;*******************
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BULLET_HIDE_INTENSITY = 0
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PERCENT_ROAMING_MILITIA_ELITES = 20
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PERCENT_ROAMING_MILITIA_REGULARS = 30
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;*******************
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; HAM 3.5 Settings
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;*******************
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LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
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EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
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GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE
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HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
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HELICOPTER_BASE_COST_PER_RED_TILE = 1000
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DEFAULT_ARRIVAL_SECTOR_X = 9
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DEFAULT_ARRIVAL_SECTOR_Y = 1
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RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
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;*******************
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; HAM 3.6 Settings
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;*******************
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MILITIA_PLACE_FLAGS_ON_MINES = FALSE
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READ_PROFILE_DATA_FROM_XML = FALSE
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WRITE_PROFILE_DATA_TO_XML = FALSE
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STAT_PROGRESS_BARS_RED = 140
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STAT_PROGRESS_BARS_GREEN = 90
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STAT_PROGRESS_BARS_BLUE = 20
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FACILITY_EVENT_RARITY = 1000
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FACILITY_DANGER_RATE = 50
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INCLUDE_CONTRACTS_IN_EXPENSES_DISPLAY = 0
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MAXIMUM_MESSAGES_IN_TACTICAL = 36
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DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
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DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
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DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
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DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
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DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
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DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
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CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE
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CAN_MILITIA_BECOME_HOSTILE = 1
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NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
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@@ -0,0 +1,73 @@
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<!--
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STANDARD UNIFORMS
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Please note that you need all six uniform types defined here,
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otherwise the game will not load:
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ENEMY_ADMIN
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ENEMY_TROOP
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ENEMY_ELITE
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MILITIA_ROOKIE
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MILITIA_REGULAR
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MILITIA_ELITE
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Also, there's a limited choice of uniform types, and you need
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to select from this set of choices.
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(Please note that this is CASE SENSITIVE)
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Possible vests:
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YELLOWVEST
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BLACKSHIRT
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REDVEST
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GREENVEST
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JEANVEST
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BLUEVEST
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greyVEST :: note capitalization here
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GYELLOWSHIRT
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WHITEVEST
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PURPLESHIRT
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BLUEVEST
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BROWNVEST
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Possible pants:
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GREENPANTS
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BLACKPANTS
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BEIGEPANTS
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TANPANTS
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JEANPANTS
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BLUEPANTS
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-->
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<UNIFORMS>
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<ENEMY_ADMIN>
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<Vest>YELLOWVEST</Vest>
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<Pants>GREENPANTS</Pants>
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</ENEMY_ADMIN>
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<ENEMY_TROOP>
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<Vest>REDVEST</Vest>
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<Pants>GREENPANTS</Pants>
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</ENEMY_TROOP>
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<ENEMY_ELITE>
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<Vest>BLACKSHIRT</Vest>
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<Pants>BLACKPANTS</Pants>
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</ENEMY_ELITE>
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<MILITIA_ROOKIE>
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<Vest>GREENVEST</Vest>
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<Pants>BEIGEPANTS</Pants>
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</MILITIA_ROOKIE>
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<MILITIA_REGULAR>
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<Vest>JEANVEST</Vest>
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<Pants>BEIGEPANTS</Pants>
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</MILITIA_REGULAR>
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<MILITIA_ELITE>
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<Vest>BLUEVEST</Vest>
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<Pants>BEIGEPANTS</Pants>
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</MILITIA_ELITE>
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</UNIFORMS>
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@@ -0,0 +1,692 @@
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<BLOODCAT_PLACEMENTS>
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<SECTOR>
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<SectorGrid>A15</SectorGrid>
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<ubPlacementType>0</ubPlacementType>
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<NOVICE>
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<ubAmbushChance>5</ubAmbushChance>
|
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<ubMinBloodcats>3</ubMinBloodcats>
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<ubMaxBloodcats>8</ubMaxBloodcats>
|
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</NOVICE>
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<EXPERIENCED>
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<ubAmbushChance>10</ubAmbushChance>
|
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<ubMinBloodcats>3</ubMinBloodcats>
|
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<ubMaxBloodcats>9</ubMaxBloodcats>
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</EXPERIENCED>
|
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<EXPERT>
|
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<ubAmbushChance>15</ubAmbushChance>
|
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<ubMinBloodcats>3</ubMinBloodcats>
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<ubMaxBloodcats>9</ubMaxBloodcats>
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</EXPERT>
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<INSANE>
|
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<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
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||||
<ubMaxBloodcats>9</ubMaxBloodcats>
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</INSANE>
|
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</SECTOR>
|
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<SECTOR>
|
||||
<SectorGrid>B4</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>B16</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>C3</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>13</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>C11</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>D9</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>E11</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>E13</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F3</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>13</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F5</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F7</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F12</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F14</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F15</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>G6</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>G10</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>G12</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>H5</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I4</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I15</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>J6</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K3</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K6</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K10</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K14</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
<ubPlacementType>1</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubMaxBloodcats>18</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I16</SectorGrid>
|
||||
<ubPlacementType>2</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubMaxBloodcats>19</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubMaxBloodcats>26</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubMaxBloodcats>39</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
</BLOODCAT_PLACEMENTS>
|
||||
|
||||
|
||||
@@ -0,0 +1,851 @@
|
||||
<!--
|
||||
This is HAM's fully-dynamic roaming system. As each city is liberated, its perimeter as well as some road sectors leading out of the city will be patrolled by Militia. Militia will also move into sectors that allow them to intercept enemies headed for nearby SAM sites. As more cities are liberated, more areas of the map, including some minor cities, will be available for militia roaming. On the whole, however, militia will completely shun enemy cities and the areas around them. To have militia patrolling the Meduna area, you will need to liberate all 6 other cities on the map.
|
||||
|
||||
With this system in place, a militia unit trained in one city can end up patrolling the perimeter of another city, assuming both cities are liberated. This system is also geared to be used with other HAM features, such as reinforcing SAMs/Towns, and autonomously reclaiming important areas (such as Tixa or Omerta) from enemy units.
|
||||
-->
|
||||
|
||||
<DYNAMICROAMING>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A9</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A10</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B9</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B10</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B11</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D15</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E15</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K6</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K7</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K8</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K9</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K11</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K12</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K13</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L11</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L12</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L13</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M13</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N8</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N9</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G11</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A1</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B1</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C1</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G1</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H1</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C9</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G11</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J7</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J8</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D7</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J7</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J8</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L2</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M2</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>O3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>O4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>P3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
</DYNAMICROAMING>
|
||||
@@ -0,0 +1,296 @@
|
||||
<!-- Use this XML to place facilities on the map.
|
||||
|
||||
SectorGrid = Sector coordinates
|
||||
FacilityType = Unique index number (see FacilityTypes.XML)
|
||||
ubHidden = Does this facility appear in the sector info popup?
|
||||
0 = Yes, always.
|
||||
1 = Yes, but only once the sector's been explored.
|
||||
2 = No, never.
|
||||
-->
|
||||
|
||||
<SECTORFACILITIES>
|
||||
<!-- DRASSEN -->
|
||||
<FACILITY>
|
||||
<SectorGrid>B13</SectorGrid>
|
||||
<FacilityType>4</FacilityType>
|
||||
<ubHidden>0</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>B13</SectorGrid>
|
||||
<FacilityType>9</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>B13</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>C13</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>C13</SectorGrid>
|
||||
<FacilityType>2</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<FacilityType>11</FacilityType>
|
||||
<ubHidden>0</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<FacilityType>12</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<FACILITY>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<FacilityType>10</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- ALMA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>H13</SectorGrid>
|
||||
<FacilityType>7</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H13</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H14</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>I13</SectorGrid>
|
||||
<FacilityType>6</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>I13</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>I14</SectorGrid>
|
||||
<FacilityType>9</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>I14</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- SAN MONA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<FacilityType>11</FacilityType>
|
||||
<ubHidden>0</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<FacilityType>13</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- CHITZENA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>A2</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>A3</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>A3</SectorGrid>
|
||||
<FacilityType>9</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- CAMBRIA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>F8</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>F8</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>F9</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G8</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G9</SectorGrid>
|
||||
<FacilityType>9</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G9</SectorGrid>
|
||||
<FacilityType>2</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H8</SectorGrid>
|
||||
<FacilityType>11</FacilityType>
|
||||
<ubHidden>0</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<FACILITY>
|
||||
<SectorGrid>I8</SectorGrid>
|
||||
<FacilityType>10</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- ESTONI -->
|
||||
<FACILITY>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<FacilityType>16</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- GRUMM -->
|
||||
<FACILITY>
|
||||
<SectorGrid>G1</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G2</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H1</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<FacilityType>5</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<FacilityType>9</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<FacilityType>2</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H3</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H3</SectorGrid>
|
||||
<FacilityType>11</FacilityType>
|
||||
<ubHidden>0</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- TIXA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<FacilityType>3</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- BALIME -->
|
||||
<FACILITY>
|
||||
<SectorGrid>L11</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>L12</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>L12</SectorGrid>
|
||||
<FacilityType>14</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- ORTA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>K4</SectorGrid>
|
||||
<FacilityType>15</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- MEDUNA -->
|
||||
<FACILITY>
|
||||
<SectorGrid>N3</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>N3</SectorGrid>
|
||||
<FacilityType>4</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>N4</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>N4</SectorGrid>
|
||||
<FacilityType>10</FacilityType>
|
||||
<ubHidden>1</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>O3</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>O4</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>O5</SectorGrid>
|
||||
<FacilityType>18</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
</SECTORFACILITIES>
|
||||
@@ -0,0 +1,291 @@
|
||||
<FACILITYTYPES>
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>1</ubIndex>
|
||||
<szFacilityName>Hospital</szFacilityName>
|
||||
<szFacilityShortName>Hospital</szFacilityShortName>
|
||||
<ubTotalStaffLimit>2</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>DOCTOR</ubAssignmentType>
|
||||
<szTooltipText>Perform life-saving surgery on your wounded men, using state-of-the-art equipment. Increases the DOCTOR's efficiency.</szTooltipText>
|
||||
<ubStaffLimit>2</ubStaffLimit>
|
||||
<usPerformance>150</usPerformance>
|
||||
<usKitDegrade>40</usKitDegrade>
|
||||
<CONDITIONS>
|
||||
<ubMinimumMedical>60</ubMinimumMedical>
|
||||
<ubMinimumWisdom>75</ubMinimumWisdom>
|
||||
</CONDITIONS>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>2</ubIndex>
|
||||
<szFacilityName>Small Sleazy Bar</szFacilityName>
|
||||
<szFacilityShortName>Bar</szFacilityShortName>
|
||||
<ubTotalStaffLimit>4</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REST</ubAssignmentType>
|
||||
<szTooltipText>Have a drink at the local bar! Increases loyalty in this town, for a price and a chance to get drunk.</szTooltipText>
|
||||
<ubStaffLimit>4</ubStaffLimit>
|
||||
<usPerformance>150</usPerformance>
|
||||
<sCostPerHour>15</sCostPerHour>
|
||||
<CONDITIONS>
|
||||
</CONDITIONS>
|
||||
<MORALE>
|
||||
<usChance>700</usChance>
|
||||
<bBaseEffect>0</bBaseEffect>
|
||||
<ubRange>15</ubRange>
|
||||
</MORALE>
|
||||
<LOYALTY_LOCAL>
|
||||
<ubChance>40</ubChance>
|
||||
<bBaseEffect>1</bBaseEffect>
|
||||
<ubRange>0</ubRange>
|
||||
</LOYALTY_LOCAL>
|
||||
<DRUNK>
|
||||
<ubChance>500</ubChance>
|
||||
<bBaseEffect>1</bBaseEffect>
|
||||
<ubRange>0</ubRange>
|
||||
</DRUNK>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>3</ubIndex>
|
||||
<szFacilityName>Prison Complex</szFacilityName>
|
||||
<szFacilityShortName>Prison</szFacilityShortName>
|
||||
<ubTotalStaffLimit>0</ubTotalStaffLimit>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>4</ubIndex>
|
||||
<szFacilityName>Small Airport</szFacilityName>
|
||||
<szFacilityShortName>Airport</szFacilityShortName>
|
||||
<ubTotalStaffLimit>4</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>PRACTICE_STRENGTH</ubAssignmentType>
|
||||
<szTooltipText>Spend some time loading and unloading aircraft. Increases the efficiency of STRENGTH practice.</szTooltipText>
|
||||
<ubStaffLimit>4</ubStaffLimit>
|
||||
<usPerformance>130</usPerformance>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>5</ubIndex>
|
||||
<szFacilityName>Munitions Factory</szFacilityName>
|
||||
<szFacilityShortName>Factory</szFacilityShortName>
|
||||
<ubTotalStaffLimit>2</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REPAIR_ITEMS</ubAssignmentType>
|
||||
<szTooltipText>The machinery here can manufacture all sorts of replacements parts, which will increase your efficiency at repair, assuming you know how to use the complex machinery here.</szTooltipText>
|
||||
<ubStaffLimit>2</ubStaffLimit>
|
||||
<usPerformance>200</usPerformance>
|
||||
<usKitDegrade>30</usKitDegrade>
|
||||
<CONDITIONS>
|
||||
<ubMinimumMechanical>60</ubMinimumMechanical>
|
||||
<ubMinimumDexterity>70</ubMinimumDexterity>
|
||||
</CONDITIONS>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>6</ubIndex>
|
||||
<szFacilityName>Military Barracks</szFacilityName>
|
||||
<szFacilityShortName>Barracks</szFacilityShortName>
|
||||
<ubTotalStaffLimit>10</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REST</ubAssignmentType>
|
||||
<szTooltipText>There are plenty of beds here. It's a bit basic, but certainly better than resting outside!</szTooltipText>
|
||||
<ubStaffLimit>10</ubStaffLimit>
|
||||
<usPerformance>110</usPerformance>
|
||||
<usSleep>105</usSleep>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>7</ubIndex>
|
||||
<szFacilityName>Military Headquarters</szFacilityName>
|
||||
<szFacilityShortName>Mil. HQ</szFacilityShortName>
|
||||
<ubTotalStaffLimit>1</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>STAFF</ubAssignmentType>
|
||||
<szTooltipText>The war room here has all sorts of digital equipment, designed for maintaining a good grasp on the strategic situation across the country. This will help you coordinate your defenses, and collect information about enemy movements in the wilderness.</szTooltipText>
|
||||
<ubStaffLimit>1</ubStaffLimit>
|
||||
<fCountEnemiesInWild>1</fCountEnemiesInWild>
|
||||
<CONDITIONS>
|
||||
<ubMinimumWisdom>80</ubMinimumWisdom>
|
||||
<ubMinimumLeadership>60</ubMinimumLeadership>
|
||||
</CONDITIONS>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>8</ubIndex>
|
||||
<szFacilityName>Shooting Range</szFacilityName>
|
||||
<szFacilityShortName>Range</szFacilityShortName>
|
||||
<ubTotalStaffLimit>5</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>PRACTICE_MARKSMANSHIP</ubAssignmentType>
|
||||
<szTooltipText>Why not spend some time practicing your aim? The dummy targets are practically begging for it. It sure as hell beats taking pot-shots at rocks out in the wilderness.</szTooltipText>
|
||||
<ubStaffLimit>5</ubStaffLimit>
|
||||
<usPerformance>130</usPerformance>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>9</ubIndex>
|
||||
<szFacilityName>A.C.A Building</szFacilityName>
|
||||
<szFacilityShortName>A.C.A</szFacilityShortName>
|
||||
<ubTotalStaffLimit>1</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>STAFF</ubAssignmentType>
|
||||
<szTooltipText>The locals here may be willing to scout out the surrounding area for you. You can collect the information gleaned from them to get a better idea about enemy activity in this region.</szTooltipText>
|
||||
<ubStaffLimit>1</ubStaffLimit>
|
||||
<fDetectEnemiesDynamic>1</fDetectEnemiesDynamic>
|
||||
<ubDetectEnemiesImmediate>2</ubDetectEnemiesImmediate>
|
||||
<CONDITIONS>
|
||||
<ubMinimumWisdom>75</ubMinimumWisdom>
|
||||
<ubMinimumLeadership>30</ubMinimumLeadership>
|
||||
<ubMinimumLoyaltyHere>60</ubMinimumLoyaltyHere>
|
||||
</CONDITIONS>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>10</ubIndex>
|
||||
<szFacilityName>SAM Site</szFacilityName>
|
||||
<szFacilityShortName>SAM Site</szFacilityShortName>
|
||||
<ubMilitiaTrainersAllowed>2</ubMilitiaTrainersAllowed>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>11</ubIndex>
|
||||
<szFacilityName>Mine</szFacilityName>
|
||||
<szFacilityShortName>Mine</szFacilityShortName>
|
||||
<ubTotalStaffLimit>4</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>PRACTICE_EXPLOSIVES</ubAssignmentType>
|
||||
<szTooltipText>Anyone who knows how to set explosives will be welcome in a mine. Increases efficiency of EXPLOSIVES training.</szTooltipText>
|
||||
<ubStaffLimit>4</ubStaffLimit>
|
||||
<usPerformance>150</usPerformance>
|
||||
<CONDITIONS>
|
||||
<ubMinimumExplosives>40</ubMinimumExplosives>
|
||||
<ubMinimumLoyaltyHere>70</ubMinimumLoyaltyHere>
|
||||
</CONDITIONS>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>12</ubIndex>
|
||||
<szFacilityName>Small Church</szFacilityName>
|
||||
<szFacilityShortName>Church</szFacilityShortName>
|
||||
<ubTotalStaffLimit>1</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REST</ubAssignmentType>
|
||||
<szTooltipText>A solemn hour of prayer and devotion in a quiet little church can help raise anyone's spirit. It might also convince the locals that you respect their way of life.</szTooltipText>
|
||||
<ubStaffLimit>1</ubStaffLimit>
|
||||
<usPerformance>110</usPerformance>
|
||||
<CONDITIONS>
|
||||
</CONDITIONS>
|
||||
<MORALE>
|
||||
<ubChance>200</ubChance>
|
||||
<bBaseEffect>10</bBaseEffect>
|
||||
<ubRange>10</ubRange>
|
||||
</MORALE>
|
||||
<LOYALTY_LOCAL>
|
||||
<ubChance>50</ubChance>
|
||||
<bBaseEffect>1</bBaseEffect>
|
||||
<ubRange>0</ubRange>
|
||||
</LOYALTY_LOCAL>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>13</ubIndex>
|
||||
<szFacilityName>Boxing Club</szFacilityName>
|
||||
<szFacilityShortName>Club</szFacilityShortName>
|
||||
<ubTotalStaffLimit>2</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>PRACTICE_HEALTH</ubAssignmentType>
|
||||
<szTooltipText>There's plenty of gymnastic equipment here, just waiting to be used. This is a great way to get a balanced work-out that might improve your shape considerably. Increases the efficiency of HEALTH training.</szTooltipText>
|
||||
<ubStaffLimit>2</ubStaffLimit>
|
||||
<usPerformance>200</usPerformance>
|
||||
<CONDITIONS>
|
||||
<ubMinimumHealth>60</ubMinimumHealth>
|
||||
<ubMinimumStrength>40</ubMinimumStrength>
|
||||
<ubMinimumAgility>40</ubMinimumAgility>
|
||||
</CONDITIONS>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>14</ubIndex>
|
||||
<szFacilityName>National Museum</szFacilityName>
|
||||
<szFacilityShortName>Museum</szFacilityShortName>
|
||||
<ubTotalStaffLimit>0</ubTotalStaffLimit>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>15</ubIndex>
|
||||
<szFacilityName>Laboratory</szFacilityName>
|
||||
<szFacilityShortName>Lab</szFacilityShortName>
|
||||
<ubTotalStaffLimit>0</ubTotalStaffLimit>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>16</ubIndex>
|
||||
<szFacilityName>Junkyard</szFacilityName>
|
||||
<szFacilityShortName>Junkyard</szFacilityShortName>
|
||||
<ubTotalStaffLimit>6</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REPAIR_ITEMS</ubAssignmentType>
|
||||
<szTooltipText>This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier.</szTooltipText>
|
||||
<ubStaffLimit>6</ubStaffLimit>
|
||||
<usPerformance>120</usPerformance>
|
||||
<usFatigue>120</usFatigue>
|
||||
<usKitDegrade>60</usKitDegrade>
|
||||
</ASSIGNMENT>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REPAIR_VEHICLE</ubAssignmentType>
|
||||
<szTooltipText>This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier.</szTooltipText>
|
||||
<ubStaffLimit>2</ubStaffLimit>
|
||||
<usPerformance>110</usPerformance>
|
||||
<usFatigue>120</usFatigue>
|
||||
<usKitDegrade>75</usKitDegrade>
|
||||
</ASSIGNMENT>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REPAIR_ROBOT</ubAssignmentType>
|
||||
<szTooltipText>This place is practically littered with spare parts for anything you might imagine. This will certainly make any repair-work considerably easier.</szTooltipText>
|
||||
<ubStaffLimit>1</ubStaffLimit>
|
||||
<usPerformance>175</usPerformance>
|
||||
<usFatigue>120</usFatigue>
|
||||
<usKitDegrade>90</usKitDegrade>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>17</ubIndex>
|
||||
<szFacilityName>Beach Resort</szFacilityName>
|
||||
<szFacilityShortName>Beach</szFacilityShortName>
|
||||
<ubTotalStaffLimit>32</ubTotalStaffLimit>
|
||||
<ASSIGNMENT>
|
||||
<ubAssignmentType>REST</ubAssignmentType>
|
||||
<szTooltipText>Sun, sand, surf. This sure as hell beats sleeping in a trench.</szTooltipText>
|
||||
<ubStaffLimit>32</ubStaffLimit>
|
||||
<sCostPerHour>15</sCostPerHour>
|
||||
<usPerformance>200</usPerformance>
|
||||
<usSleep>160</usSleep>
|
||||
<MORALE>
|
||||
<ubChance>500</ubChance>
|
||||
<bBaseEffect>10</bBaseEffect>
|
||||
<ubRange>15</ubRange>
|
||||
</MORALE>
|
||||
</ASSIGNMENT>
|
||||
</FACILITYTYPE>
|
||||
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>18</ubIndex>
|
||||
<szFacilityName>Legacy Militia Training Facility</szFacilityName>
|
||||
<szFacilityShortName>Legacy</szFacilityShortName>
|
||||
<ubMilitiaTrainersAllowed>2</ubMilitiaTrainersAllowed>
|
||||
<ubMobileMilitiaTrainersAllowed>2</ubMobileMilitiaTrainersAllowed>
|
||||
</FACILITYTYPE>
|
||||
</FACILITYTYPES>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -320,7 +320,7 @@ BP_USE_DETONATOR = 0
|
||||
BP_PER_AP_NO_EFFORT = -50
|
||||
BP_PER_AP_MIN_EFFORT = -25
|
||||
BP_PER_AP_LT_EFFORT = -12
|
||||
BP_PER_AP_MOD_EFFORT = 0
|
||||
BP_PER_AP_MOD_EFFORT = 6
|
||||
|
||||
BP_MOVEMENT_FLAT = 5
|
||||
BP_MOVEMENT_GRASS = 10
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+186
-134
@@ -91,12 +91,12 @@ IMP_FEMALE_3 = 56
|
||||
|
||||
MIN_ATTRIBUTE_POINT = 35
|
||||
MAX_ATTRIBUTE_POINT = 85
|
||||
IMPATTRIBUTEPOINTS = 30
|
||||
IMPATTRIBUTEPOINTS = 50
|
||||
MAX_ZERO_BONUS = 15
|
||||
START_ATTRIBUTE = 55
|
||||
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
|
||||
IMP_BONUS_POINTS_FOR_DISABILITY = 20
|
||||
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
|
||||
IMP_BONUS_POINTS_FOR_DISABILITY = 0
|
||||
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
|
||||
@@ -115,10 +115,10 @@ ALL_MERCS_AT_MERC = FALSE
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MERCS_DIE_ON_ASSIGNMENT = TRUE
|
||||
EASY_MERC_DEATHS = 1
|
||||
EASY_MERC_DEATHS = 1
|
||||
EXPERIENCED_MERC_DEATHS = 2
|
||||
EXPERT_MERC_DEATHS = 3
|
||||
INSANE_MERC_DEATHS = 4
|
||||
EXPERT_MERC_DEATHS = 3
|
||||
INSANE_MERC_DEATHS = 4
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -167,10 +167,10 @@ VERTICAL_SYNC = FALSE
|
||||
; Range: 0-1
|
||||
;******************************************************************************************************************************
|
||||
|
||||
PLAYER_TURN_SPEED_UP_FACTOR = 1
|
||||
ENEMY_TURN_SPEED_UP_FACTOR = 1
|
||||
PLAYER_TURN_SPEED_UP_FACTOR = 1
|
||||
ENEMY_TURN_SPEED_UP_FACTOR = 1
|
||||
CREATURE_TURN_SPEED_UP_FACTOR = 1
|
||||
MILITIA_TURN_SPEED_UP_FACTOR = 1
|
||||
MILITIA_TURN_SPEED_UP_FACTOR = 1
|
||||
CIVILIAN_TURN_SPEED_UP_FACTOR = 1
|
||||
|
||||
|
||||
@@ -194,7 +194,7 @@ WEAPON_SOUND_EFFECTS_VOLUME = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; -----------------------------------------------------------------------------------------------------------------------------
|
||||
; In this section you can change some tactical settings
|
||||
; In this section you can change tactical settings
|
||||
; -----------------------------------------------------------------------------------------------------------------------------
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -202,7 +202,7 @@ WEAPON_SOUND_EFFECTS_VOLUME = 0
|
||||
|
||||
; This setting determines if items on enemy soldiers have to be seen by mercs after combat
|
||||
; or if they automatically reveal themselves when combat is over.
|
||||
REVEAL_ITEMS_AFTER_COMBAT = TRUE
|
||||
REVEAL_ITEMS_AFTER_COMBAT = FALSE
|
||||
|
||||
; Enable/disable militia command on tactical map
|
||||
; Range: TRUE/FALSE
|
||||
@@ -216,7 +216,7 @@ ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
|
||||
NOVICE_AP_BONUS = 0
|
||||
EXPERIENCED_AP_BONUS = 0
|
||||
EXPERT_AP_BONUS = 0
|
||||
INSANE_AP_BONUS = 0
|
||||
INSANE_AP_BONUS = 5
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Bonus for the player's mercs
|
||||
@@ -224,7 +224,7 @@ INSANE_AP_BONUS = 0
|
||||
; Do not set this higher than 50.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
PLAYER_AP_BONUS = 0
|
||||
PLAYER_AP_BONUS = 0
|
||||
|
||||
; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
|
||||
; Range: 0-255
|
||||
@@ -234,7 +234,7 @@ BASE_SIGHT_RANGE = 13
|
||||
; Range: 0-100%
|
||||
; 0% - no decrease
|
||||
; 100% - max
|
||||
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
|
||||
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 0
|
||||
|
||||
; Enable/disable limited vision
|
||||
; Range: TRUE/FALSE
|
||||
@@ -251,7 +251,7 @@ ALLOW_LIMITED_VISION = FALSE
|
||||
ALLOW_UDT_RANGE = FALSE
|
||||
ALLOW_UDT_DETAIL = FALSE
|
||||
; The modifier sets the percentage of visible range that tooltips will be visible for (Default = 50)
|
||||
UDT_MODIFIER = 50
|
||||
UDT_MODIFIER = 75
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; The minimum amount of information that soldier tooltips will display
|
||||
@@ -262,42 +262,42 @@ UDT_MODIFIER = 50
|
||||
; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
|
||||
; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
|
||||
;******************************************************************************************************************************
|
||||
SOLDIER_TOOLTIP_DETAIL_LEVEL = 1
|
||||
|
||||
SOLDIER_TOOLTIP_DETAIL_LEVEL = 0
|
||||
|
||||
; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
|
||||
; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
|
||||
DYNAMIC_SOLDIER_TOOLTIPS = TRUE
|
||||
DYNAMIC_SOLDIER_TOOLTIPS = FALSE
|
||||
|
||||
; Enable/disable individual lines of information within the tooltip
|
||||
; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
|
||||
; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
|
||||
SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE
|
||||
|
||||
SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ID = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
|
||||
|
||||
SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE
|
||||
|
||||
SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE
|
||||
|
||||
SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
|
||||
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This section controls Shift+F behaviour.
|
||||
@@ -306,11 +306,11 @@ SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE
|
||||
|
||||
; Set this to false to keep weapons loaded.
|
||||
; Note that loaded weapon can be stolen by militia or enemy.
|
||||
SHIFT_F_UNLOAD_WEAPONS = TRUE
|
||||
SHIFT_F_UNLOAD_WEAPONS = FALSE
|
||||
|
||||
; Set this to false to keep item attachments.
|
||||
; Unseparable attachments will not be removed.
|
||||
SHIFT_F_REMOVE_ATTACHMENTS = TRUE
|
||||
SHIFT_F_REMOVE_ATTACHMENTS = FALSE
|
||||
|
||||
; Armor coverage
|
||||
ENABLE_ARMOR_COVERAGE = FALSE
|
||||
@@ -382,12 +382,12 @@ COVER_DISPLAY_UPDATE_WAIT = 500
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_RAIN = FALSE
|
||||
RAIN_CHANCE_PER_DAY = 40
|
||||
RAIN_CHANCE_PER_DAY = 0
|
||||
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
||||
RAIN_MAX_LENGTH_IN_MINUTES = 180
|
||||
RAIN_MAX_LENGTH_IN_MINUTES = 300
|
||||
MAX_RAIN_DROPS = 80
|
||||
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
|
||||
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
|
||||
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -420,10 +420,10 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
||||
; The only restriction with these, is the INT32 they are stored in.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
NOVICE_CASH = 45000
|
||||
EXPERIENCED_CASH = 35000
|
||||
EXPERT_CASH = 30000
|
||||
INSANE_CASH = 15000
|
||||
NOVICE_CASH = 45000
|
||||
EXPERIENCED_CASH = 35000
|
||||
EXPERT_CASH = 30000
|
||||
INSANE_CASH = 15000
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Game starting time and merc arrival delay
|
||||
@@ -458,13 +458,13 @@ CAN_SELL_ALT_LMB = FALSE
|
||||
PRICE_MODIFIER = 10
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Shipment delivery settings
|
||||
; Item shipment settings
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; Should there be a chance that stealing of shipment items (in Drassen it will be Pablo) should be enabled?
|
||||
; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
|
||||
STEALING_FROM_SHIPMENTS_DISABLED = FALSE
|
||||
|
||||
; Set the chance in percentage that whole shipment will be lost.
|
||||
; Set the chance in percentage of whole shipment lost from Bobby Ray
|
||||
CHANCE_OF_SHIPMENT_LOST = 10
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -484,7 +484,6 @@ GAME_PROGRESS_INCOME = 50
|
||||
|
||||
; Sectors visited
|
||||
GAME_PROGRESS_VISITED = 0
|
||||
|
||||
; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults
|
||||
; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment.
|
||||
; These values will also affect the inventory at Bobby Rays because it is based off game progress.
|
||||
@@ -522,15 +521,15 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70
|
||||
; Use these to adjust the numbers of various sorts of "people" that can appear on one map.
|
||||
;******************************************************************************************************************************
|
||||
; Player mercs, valid values 16 through 32, default is 24
|
||||
MAX_NUMBER_PLAYER_MERCS = 24
|
||||
MAX_NUMBER_PLAYER_MERCS = 18
|
||||
; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
|
||||
MAX_NUMBER_PLAYER_VEHICLES = 2
|
||||
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
|
||||
MAX_NUMBER_ENEMIES = 32
|
||||
MAX_NUMBER_ENEMIES = 20
|
||||
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
|
||||
MAX_NUMBER_CREATURES = 32
|
||||
MAX_NUMBER_CREATURES = 20
|
||||
; Rebels (i.e., militia), valid values 16 through 64, default is 32
|
||||
MAX_NUMBER_REBELS = 32
|
||||
MAX_NUMBER_REBELS = 20
|
||||
; Civilians, valid values 16 through 40, default is 32
|
||||
MAX_NUMBER_CIVS = 32
|
||||
|
||||
@@ -558,7 +557,7 @@ GUN_DAMAGE_MULTIPLIER = 0
|
||||
;
|
||||
; Basically the 1st set are the number of available troops the queen starts with in her
|
||||
; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
|
||||
; The 3rd set are percentages of extra troops converted to ELITE by the three highest difficulty levels.
|
||||
; The 3rd set are percentages of extra troops converted to ELITE by the Three highest difficulty levels.
|
||||
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
|
||||
; wants to travel with. And this option right under the comments, this is the largest size an
|
||||
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
|
||||
@@ -573,11 +572,12 @@ MAX_STRATEGIC_TEAM_SIZE = 20
|
||||
|
||||
; This is not used yet
|
||||
NEW_AGGRESSIVE_AI = FALSE
|
||||
|
||||
; Amount of troops avaliable to the queen at game start
|
||||
NOVICE_QUEENS_POOL_OF_TROOPS = 150
|
||||
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
|
||||
EXPERT_QUEENS_POOL_OF_TROOPS = 300
|
||||
INSANE_QUEENS_POOL_OF_TROOPS = 450
|
||||
EXPERT_QUEENS_POOL_OF_TROOPS = 400
|
||||
INSANE_QUEENS_POOL_OF_TROOPS = 8000
|
||||
|
||||
; Initial group sizes for pre-placed garrisons when starting a new game
|
||||
NOVICE_INITIAL_GARRISON_PERCENTAGES = 70
|
||||
@@ -591,10 +591,10 @@ EXPERT_ELITE_BONUS = 25
|
||||
INSANE_ELITE_BONUS = 50
|
||||
|
||||
; Minimum enemy group size
|
||||
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
|
||||
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
|
||||
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
|
||||
INSANE_MIN_ENEMY_GROUP_SIZE = 9
|
||||
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
|
||||
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
|
||||
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
|
||||
INSANE_MIN_ENEMY_GROUP_SIZE = 12
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
|
||||
@@ -605,10 +605,10 @@ INSANE_MIN_ENEMY_GROUP_SIZE = 9
|
||||
NOVICE_ENEMY_STARTING_ALERT_LEVEL = 5
|
||||
EXPERIENCED_ENEMY_STARTING_ALERT_LEVEL = 20
|
||||
EXPERT_ENEMY_STARTING_ALERT_LEVEL = 60
|
||||
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
|
||||
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; When an enemy spots and chases a player group, the alertness value decrements by this value. The
|
||||
; 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).
|
||||
;******************************************************************************************************************************
|
||||
@@ -645,7 +645,7 @@ INSANE_TIME_EVALUATE_VARIANCE = 60
|
||||
NOVICE_GRACE_PERIOD_IN_HOURS = 144
|
||||
EXPERIENCED_GRACE_PERIOD_IN_HOURS = 96
|
||||
EXPERT_GRACE_PERIOD_IN_HOURS = 48
|
||||
INSANE_GRACE_PERIOD_IN_HOURS = 6
|
||||
INSANE_GRACE_PERIOD_IN_HOURS = 6
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||||
@@ -673,8 +673,8 @@ INSANE_NUM_AWARE_BATTLES = 4
|
||||
|
||||
NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE
|
||||
EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE
|
||||
EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
|
||||
INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
|
||||
EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
|
||||
INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors
|
||||
@@ -700,7 +700,7 @@ INSANE_QUEEN_AGGRESSIVE = TRUE
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ENEMY_INVESTIGATE_SECTOR = FALSE
|
||||
REASSIGN_PENDING_REINFORCEMENTS = TRUE
|
||||
REASSIGN_PENDING_REINFORCEMENTS = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; 0 = Use default drop item system for enemies (militia).
|
||||
@@ -717,7 +717,7 @@ ENEMIES_ITEM_DROP = 0
|
||||
; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
USE_EXTERNALIZED_LOADSCREENS = FALSE
|
||||
USE_EXTERNALIZED_LOADSCREENS = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Settings for mobile militia
|
||||
@@ -742,7 +742,7 @@ TRAIN_VETERAN_MILITIA = FALSE
|
||||
ALLOW_MILITIA_MOBILE_GROUPS = FALSE
|
||||
|
||||
; Forces paying and training mobile militia.
|
||||
MUST_TRAIN_MOBILE_MILITIA = FALSE
|
||||
MUST_TRAIN_MOBILE_MILITIA = TRUE
|
||||
|
||||
; Allows militia reinforcements from near sectors
|
||||
ALLOW_REINFORCEMENTS = FALSE
|
||||
@@ -759,11 +759,6 @@ CREATE_EACH_N_HOURS = 24
|
||||
; Divisor for mobile group size
|
||||
DIV_OF_ORIGINAL_MILITIA = 4
|
||||
|
||||
; Minimum possible militia squad size
|
||||
MINIMUM_MILITIA_SQUAD_SIZE = 5
|
||||
|
||||
; Maximum possible militia squad size
|
||||
MAXIMUM_MILITIA_SQUAD_SIZE = 20
|
||||
;******************************************************************************************************************************
|
||||
; Merchant coolness settings
|
||||
; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
|
||||
@@ -771,7 +766,7 @@ MAXIMUM_MILITIA_SQUAD_SIZE = 20
|
||||
;******************************************************************************************************************************
|
||||
|
||||
TONY_USES_BR_SETTING = FALSE
|
||||
DEVIN_USES_BR_SETTING = TRUE
|
||||
DEVIN_USES_BR_SETTING = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
|
||||
@@ -783,20 +778,20 @@ DEVIN_USES_BR_SETTING = TRUE
|
||||
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MAX_MILITIA_PER_SECTOR = 20
|
||||
MAX_MILITIA_PER_SECTOR = 20
|
||||
MAX_TRAINING_SQUAD_SIZE = 10
|
||||
MILITIA_TRAINING_COST = 750
|
||||
MILITIA_TRAINING_COST = 750
|
||||
|
||||
; Price Modifier for training Mobile Militia
|
||||
MILITIA_COST_MODIFIER = 3
|
||||
MILITIA_COST_MODIFIER = 3
|
||||
|
||||
; Price Modifier for Promoting to Regular
|
||||
REGULAR_COST_MODIFIER = 1
|
||||
REGULAR_COST_MODIFIER = 1
|
||||
|
||||
; Price Modifier for Promoting to Veteran
|
||||
VETERAN_COST_MODIFIER = 2
|
||||
VETERAN_COST_MODIFIER = 2
|
||||
|
||||
MIN_LOYALTY_TO_TRAIN = 20
|
||||
MIN_LOYALTY_TO_TRAIN = 20
|
||||
|
||||
; This setting will restrict your roaming militia from entering any sectors
|
||||
; defined in RestrictedRoamingMilitia.xml
|
||||
@@ -808,7 +803,6 @@ RESTRICT_ROAMING = FALSE
|
||||
|
||||
; Number we divide the total pts accumlated per day by for each assignment period
|
||||
; Higher number = slower repair rate
|
||||
|
||||
ASSIGNMENT_UNITS_PER_DAY = 24
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -818,9 +812,8 @@ ASSIGNMENT_UNITS_PER_DAY = 24
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; The amount time must be on assignment before it can have any effect
|
||||
; Theoretically, everything will go faster if this is lower...
|
||||
|
||||
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
|
||||
; theoretically, everything will go faster if this is lower...
|
||||
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Skill Training
|
||||
@@ -830,7 +823,7 @@ MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
|
||||
TRAINING_SKILL_MIN = 1
|
||||
|
||||
; Max value to which a skill can be trained
|
||||
TRAINING_SKILL_MAX = 85
|
||||
TRAINING_SKILL_MAX = 100
|
||||
|
||||
; Divisor for rate of self-training; reduce to speed all skill training
|
||||
SELF_TRAINING_DIVISOR = 1000
|
||||
@@ -838,10 +831,7 @@ SELF_TRAINING_DIVISOR = 1000
|
||||
; The divisor for rate of training bonus due to instructors influence
|
||||
; Reduce to speed trainer/student training
|
||||
; This value gets added to the self training divisor when calculating training points
|
||||
INSTRUCTED_TRAINING_DIVISOR = 3000
|
||||
|
||||
; The bonus to training in marksmanship in the Alma gun range sector
|
||||
GUN_RANGE_TRAINING_BONUS = 25
|
||||
INSTRUCTED_TRAINING_DIVISOR = 3000
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Militia Training
|
||||
@@ -850,9 +840,6 @@ GUN_RANGE_TRAINING_BONUS = 25
|
||||
; This controls how fast town militia gets trained
|
||||
MILITIA_TRAINING_RATE = 4
|
||||
|
||||
; Limits the number of mercs assigned to militia training in a single sector
|
||||
MAX_MILITIA_TRAINERS_PER_SECTOR = 2
|
||||
|
||||
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
|
||||
; Also applies to training militia
|
||||
TEACH_BONUS_TO_TRAIN = 30
|
||||
@@ -881,7 +868,7 @@ DOCTORING_RATE_DIVISOR = 2400
|
||||
|
||||
; How many points of healing each hospital patients gains per hour in the hospital
|
||||
; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
|
||||
HOSPITAL_HEALING_RATE = 5
|
||||
HOSPITAL_HEALING_RATE = 5
|
||||
|
||||
; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
|
||||
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
|
||||
@@ -896,7 +883,7 @@ POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
|
||||
REPAIR_COST_PER_JAM = 2
|
||||
|
||||
; Increase to reduce repair pts, or vice versa
|
||||
REPAIR_RATE_DIVISOR = 2500
|
||||
REPAIR_RATE_DIVISOR = 2500
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
|
||||
@@ -934,7 +921,7 @@ VEHICLE_INVENTORY = FALSE
|
||||
; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
|
||||
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Slay Forever
|
||||
@@ -945,7 +932,7 @@ SLAY_FOREVER = FALSE
|
||||
;******************************************************************************************************************************
|
||||
; Allow the item description and stack popup windows to be accessed from the sector inventory panel
|
||||
;******************************************************************************************************************************
|
||||
ALLOW_SECTOR_DESCRIPTION_WINDOW = FALSE
|
||||
ALLOW_SECTOR_DESCRIPTION_WINDOW = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Use the new bullet tracer animation instead of the classic bullet animation?
|
||||
@@ -956,7 +943,7 @@ USE_BULLET_TRACERS = FALSE
|
||||
; Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
|
||||
; If set to TRUE, female enemies will only occur as Elites in the army.
|
||||
;******************************************************************************************************************************
|
||||
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
|
||||
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Use the Enhanced Description Box instead of the old one?
|
||||
@@ -1005,7 +992,7 @@ MINE_INCOME_PERCENTAGE = 100
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MAXIMUM_POSSIBLE_CTH = 99
|
||||
MINIMUM_POSSIBLE_CTH = 0
|
||||
MINIMUM_POSSIBLE_CTH = 1
|
||||
MINIMUM_CTH_DIVISOR = 100
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -1021,19 +1008,7 @@ ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
|
||||
; Requires RESTRICT_ROAMING to be TRUE, but overrides XML definitions.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Enable Suppression Bugfix/feature.
|
||||
;
|
||||
; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
|
||||
; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
|
||||
; 1 = The suppression counter is cleared at the start of the character's turn.
|
||||
; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression.
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
CLEAR_SUPPRESSION_COUNTER = 1
|
||||
ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
|
||||
@@ -1065,7 +1040,7 @@ LIMITED_SUPPRESSION_AP_LOSS_PER_ATTACK = TRUE
|
||||
;
|
||||
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
|
||||
;******************************************************************************************************************************
|
||||
SUPPRESSION_TOLERANCE_MAX = 18
|
||||
SUPPRESSION_TOLERANCE_MAX = 24
|
||||
SUPPRESSION_TOLERANCE_MIN = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -1077,7 +1052,7 @@ SUPPRESSION_TOLERANCE_MIN = 1
|
||||
; TRUE = activated.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SUPPRESSION_SHOCK = TRUE
|
||||
SUPPRESSION_SHOCK = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
|
||||
@@ -1092,7 +1067,7 @@ SUPPRESSION_SHOCK = TRUE
|
||||
; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SUPPRESSION_SHOCK_EFFECTIVENESS = 100
|
||||
SUPPRESSION_SHOCK_EFFECTIVENESS = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
|
||||
@@ -1104,7 +1079,7 @@ SUPPRESSION_SHOCK_EFFECTIVENESS = 100
|
||||
; still drop, but will also remain more accurate.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
AIM_PENALTY_PER_TARGET_SHOCK = 2
|
||||
AIM_PENALTY_PER_TARGET_SHOCK = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
|
||||
@@ -1114,7 +1089,7 @@ AIM_PENALTY_PER_TARGET_SHOCK = 2
|
||||
; out of the way. They will subsequently also become more shocked.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
COWER_EFFECT_ON_SUPPRESSION = 150
|
||||
COWER_EFFECT_ON_SUPPRESSION = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; The next three settings control realistic tracer fire.
|
||||
@@ -1134,7 +1109,7 @@ COWER_EFFECT_ON_SUPPRESSION = 150
|
||||
;******************************************************************************************************************************
|
||||
|
||||
REALISTIC_TRACERS = 2
|
||||
NUM_BULLETS_PER_TRACER = 5
|
||||
NUM_BULLETS_PER_TRACER = 1
|
||||
CTH_BUMP_PER_TRACER = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -1199,7 +1174,7 @@ MAXIMUM_SUPPRESSION_SHOCK = 30
|
||||
; 3 = New Autofire CTH Bars only
|
||||
;******************************************************************************************************************************
|
||||
|
||||
NEW_BURST-AUTO_CTH_BARS = 1
|
||||
NEW_BURST-AUTO_CTH_BARS = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression
|
||||
@@ -1212,7 +1187,7 @@ INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
|
||||
;******************************************************************************************************************************
|
||||
; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
|
||||
; number of "sub-points" you need to acquire to gain a new level.
|
||||
;
|
||||
;
|
||||
; JA2 defaults are:
|
||||
; Skills: 25 Sub-Points to advance
|
||||
; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership.
|
||||
@@ -1260,7 +1235,7 @@ APPROXIMATE_CTH = FALSE
|
||||
; For this feature to work, "RESTRICT_ROAMING" and at least one of the militia restriction options must be set to TRUE.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
|
||||
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
|
||||
@@ -1270,7 +1245,7 @@ ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
|
||||
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SMART_ROAMING_MILITIA_GENERATOR = TRUE
|
||||
SMART_ROAMING_MILITIA_GENERATOR = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
|
||||
@@ -1296,7 +1271,7 @@ DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
|
||||
; groups of militia in different places at different times, while most groups are smaller.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ROAMING_MILITIA_SPREADOUT_CHANCE = 50
|
||||
ROAMING_MILITIA_SPREADOUT_CHANCE = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
|
||||
@@ -1309,9 +1284,9 @@ ROAMING_MILITIA_SPREADOUT_CHANCE = 50
|
||||
;******************************************************************************************************************************
|
||||
|
||||
CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 1
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 1
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
|
||||
@@ -1384,9 +1359,86 @@ SMART_TRAINING-WAKE_HANDLER = 0
|
||||
|
||||
SMART_TRAINING_REST = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This setting controls, if attachments on weapons should be shown in the tooltip when hovering over a weapon
|
||||
; in Bobby Rays shop.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE
|
||||
;*************************
|
||||
; HAM 3
|
||||
;*************************
|
||||
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE
|
||||
STRENGTH_TO_LIFT_HALF_KILO = 1.0
|
||||
MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
|
||||
TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
|
||||
LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
|
||||
REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
|
||||
NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
|
||||
NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
|
||||
NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
|
||||
NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
|
||||
ALTERNATE_PROGRESS_CALCULATION = FALSE
|
||||
;*************************
|
||||
; HAM 3.1
|
||||
;*************************
|
||||
FIRST_AIM_READY_COST_DIVISOR = 0
|
||||
SHOW_MSG_FULLY_SUPPRESSED = FALSE
|
||||
MANUALLY_SELECT_MINE_TO_RUN_OUT = FALSE
|
||||
WHICH_MINE_RUNS_OUT = 0
|
||||
HUMVEE_OFFROAD = FALSE
|
||||
;*************************
|
||||
; HAM 3.2
|
||||
;*************************
|
||||
REINFORCEMENTS_ARRIVE_WITH_NO_AP = 0
|
||||
FRIENDLIES_AFFECT_TOLERANCE = FALSE
|
||||
MORTAR_CTH_DIVISOR = 1
|
||||
COWERING_REDUCES_SIGHTRANGE = 0
|
||||
CHANCE_BLINDED_BY_HEADSHOT = 0
|
||||
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
|
||||
NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
|
||||
;*************************
|
||||
; HAM 3.3
|
||||
;*************************
|
||||
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
|
||||
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
|
||||
MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
|
||||
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
|
||||
REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 1
|
||||
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
|
||||
;*******************
|
||||
; HAM 3.4 Settings
|
||||
;*******************
|
||||
BULLET_HIDE_INTENSITY = 0
|
||||
PERCENT_ROAMING_MILITIA_ELITES = 100
|
||||
PERCENT_ROAMING_MILITIA_REGULARS = 0
|
||||
;*******************
|
||||
; HAM 3.5 Settings
|
||||
;*******************
|
||||
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = FALSE
|
||||
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
|
||||
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
|
||||
HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
|
||||
HELICOPTER_BASE_COST_PER_RED_TILE = 1000
|
||||
DEFAULT_ARRIVAL_SECTOR_X = 9
|
||||
DEFAULT_ARRIVAL_SECTOR_Y = 1
|
||||
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
|
||||
;*******************
|
||||
; HAM 3.6 Settings
|
||||
;*******************
|
||||
MILITIA_PLACE_FLAGS_ON_MINES = FALSE
|
||||
READ_PROFILE_DATA_FROM_XML = FALSE
|
||||
WRITE_PROFILE_DATA_TO_XML = FALSE
|
||||
STAT_PROGRESS_BARS_RED = 140
|
||||
STAT_PROGRESS_BARS_GREEN = 90
|
||||
STAT_PROGRESS_BARS_BLUE = 20
|
||||
FACILITY_EVENT_RARITY = 1000
|
||||
FACILITY_DANGER_RATE = 50
|
||||
INCLUDE_CONTRACTS_IN_EXPENSES_DISPLAY = 0
|
||||
MAXIMUM_MESSAGES_IN_TACTICAL = 6
|
||||
DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
|
||||
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
|
||||
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
|
||||
DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
|
||||
DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
|
||||
DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
|
||||
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
|
||||
CAN_MILITIA_BECOME_HOSTILE = 2
|
||||
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
|
||||
@@ -0,0 +1,73 @@
|
||||
<!--
|
||||
STANDARD UNIFORMS
|
||||
|
||||
Please note that you need all six uniform types defined here,
|
||||
otherwise the game will not load:
|
||||
ENEMY_ADMIN
|
||||
ENEMY_TROOP
|
||||
ENEMY_ELITE
|
||||
MILITIA_ROOKIE
|
||||
MILITIA_REGULAR
|
||||
MILITIA_ELITE
|
||||
|
||||
Also, there's a limited choice of uniform types, and you need
|
||||
to select from this set of choices.
|
||||
(Please note that this is CASE SENSITIVE)
|
||||
|
||||
Possible vests:
|
||||
YELLOWVEST
|
||||
BLACKSHIRT
|
||||
REDVEST
|
||||
GREENVEST
|
||||
JEANVEST
|
||||
BLUEVEST
|
||||
greyVEST :: note capitalization here
|
||||
GYELLOWSHIRT
|
||||
WHITEVEST
|
||||
PURPLESHIRT
|
||||
BLUEVEST
|
||||
BROWNVEST
|
||||
|
||||
Possible pants:
|
||||
GREENPANTS
|
||||
BLACKPANTS
|
||||
BEIGEPANTS
|
||||
TANPANTS
|
||||
JEANPANTS
|
||||
BLUEPANTS
|
||||
|
||||
-->
|
||||
|
||||
<UNIFORMS>
|
||||
|
||||
<ENEMY_ADMIN>
|
||||
<Vest>YELLOWVEST</Vest>
|
||||
<Pants>GREENPANTS</Pants>
|
||||
</ENEMY_ADMIN>
|
||||
|
||||
<ENEMY_TROOP>
|
||||
<Vest>REDVEST</Vest>
|
||||
<Pants>GREENPANTS</Pants>
|
||||
</ENEMY_TROOP>
|
||||
|
||||
<ENEMY_ELITE>
|
||||
<Vest>BLACKSHIRT</Vest>
|
||||
<Pants>BLACKPANTS</Pants>
|
||||
</ENEMY_ELITE>
|
||||
|
||||
<MILITIA_ROOKIE>
|
||||
<Vest>GREENVEST</Vest>
|
||||
<Pants>BEIGEPANTS</Pants>
|
||||
</MILITIA_ROOKIE>
|
||||
|
||||
<MILITIA_REGULAR>
|
||||
<Vest>JEANVEST</Vest>
|
||||
<Pants>BEIGEPANTS</Pants>
|
||||
</MILITIA_REGULAR>
|
||||
|
||||
<MILITIA_ELITE>
|
||||
<Vest>BLUEVEST</Vest>
|
||||
<Pants>BEIGEPANTS</Pants>
|
||||
</MILITIA_ELITE>
|
||||
|
||||
</UNIFORMS>
|
||||
@@ -0,0 +1,692 @@
|
||||
<BLOODCAT_PLACEMENTS>
|
||||
<SECTOR>
|
||||
<SectorGrid>A15</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>B4</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>B16</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>C3</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>13</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>C11</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>D9</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>E11</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>E13</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F3</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>13</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F5</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F7</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F12</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F14</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>F15</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>G6</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>7</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>G10</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>G12</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>H5</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>9</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I4</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I15</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>J6</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>11</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K3</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K6</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K10</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>K14</SectorGrid>
|
||||
<ubPlacementType>0</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubAmbushChance>5</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubAmbushChance>10</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubAmbushChance>15</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubAmbushChance>20</ubAmbushChance>
|
||||
<ubMinBloodcats>3</ubMinBloodcats>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
<ubPlacementType>1</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubMaxBloodcats>8</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubMaxBloodcats>10</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubMaxBloodcats>12</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubMaxBloodcats>18</ubMaxBloodcats>
|
||||
<ubFactionAffiliation>14</ubFactionAffiliation>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I16</SectorGrid>
|
||||
<ubPlacementType>2</ubPlacementType>
|
||||
<NOVICE>
|
||||
<ubMaxBloodcats>14</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</NOVICE>
|
||||
<EXPERIENCED>
|
||||
<ubMaxBloodcats>19</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</EXPERIENCED>
|
||||
<EXPERT>
|
||||
<ubMaxBloodcats>26</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</EXPERT>
|
||||
<INSANE>
|
||||
<ubMaxBloodcats>39</ubMaxBloodcats>
|
||||
<fRespawn>1</fRespawn>
|
||||
</INSANE>
|
||||
</SECTOR>
|
||||
</BLOODCAT_PLACEMENTS>
|
||||
|
||||
|
||||
@@ -0,0 +1,851 @@
|
||||
<!--
|
||||
This is HAM's fully-dynamic roaming system. As each city is liberated, its perimeter as well as some road sectors leading out of the city will be patrolled by Militia. Militia will also move into sectors that allow them to intercept enemies headed for nearby SAM sites. As more cities are liberated, more areas of the map, including some minor cities, will be available for militia roaming. On the whole, however, militia will completely shun enemy cities and the areas around them. To have militia patrolling the Meduna area, you will need to liberate all 6 other cities on the map.
|
||||
|
||||
With this system in place, a militia unit trained in one city can end up patrolling the perimeter of another city, assuming both cities are liberated. This system is also geared to be used with other HAM features, such as reinforcing SAMs/Towns, and autonomously reclaiming important areas (such as Tixa or Omerta) from enemy units.
|
||||
-->
|
||||
|
||||
<DYNAMICROAMING>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A9</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A10</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B9</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B10</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B11</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D15</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E13</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E14</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E15</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F12</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J12</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J13</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J15</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K14</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K6</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K7</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K8</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K9</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K11</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K12</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K13</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L11</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L12</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L13</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M13</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N8</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N9</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N10</SectorGrid>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G11</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H10</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A1</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>A3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B1</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>B3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C1</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D2</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E3</SectorGrid>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>E3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>F3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G1</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H1</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J3</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K2</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C9</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>G11</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J7</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J8</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J6</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J7</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J8</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C7</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C8</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D7</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>H6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>I6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J7</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J8</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>J9</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>K6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>C6</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D4</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>D5</SectorGrid>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L2</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>L6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M2</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>M6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N6</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>N7</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>O3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>O4</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
<RESTRICTION>
|
||||
<SectorGrid>P3</SectorGrid>
|
||||
<ReqTown>2</ReqTown>
|
||||
<ReqTown>3</ReqTown>
|
||||
<ReqTown>4</ReqTown>
|
||||
<ReqTown>6</ReqTown>
|
||||
<ReqTown>10</ReqTown>
|
||||
<ReqTown>12</ReqTown>
|
||||
</RESTRICTION>
|
||||
</DYNAMICROAMING>
|
||||
@@ -0,0 +1,181 @@
|
||||
<!-- Use this XML to place facilities on the map.
|
||||
|
||||
SectorGrid = Sector coordinates
|
||||
FacilityType = Unique index number (see FacilityTypes.XML)
|
||||
ubHidden = Does this facility appear in the sector info popup?
|
||||
0 = Yes, always.
|
||||
1 = Yes, but only once the sector's been explored.
|
||||
2 = No, never.
|
||||
-->
|
||||
|
||||
<SECTORFACILITIES>
|
||||
|
||||
<!-- Drassen Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>B13</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>C13</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>D13</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Alma Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>H13</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H14</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>I13</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>I14</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Chitzena Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>A2</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>B2</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Cambria Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>F8</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>F9</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G8</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G9</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H8</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Grumm Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>G1</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>G2</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H1</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H2</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>H3</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Balime Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>L11</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>L12</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Meduna Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>N3</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>N4</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>O3</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>O4</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<FACILITY>
|
||||
<SectorGrid>P3</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
<!-- Drassen SAM SITE Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>D15</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<!-- Cambria SAM SITE Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>I8</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
<!-- Chitzena SAM SITE Militia Training -->
|
||||
<FACILITY>
|
||||
<SectorGrid>D2</SectorGrid>
|
||||
<FacilityType>1</FacilityType>
|
||||
<ubHidden>2</ubHidden>
|
||||
</FACILITY>
|
||||
|
||||
</SECTORFACILITIES>
|
||||
@@ -0,0 +1,10 @@
|
||||
<FACILITYTYPES>
|
||||
<FACILITYTYPE>
|
||||
<ubIndex>1</ubIndex>
|
||||
<szFacilityName>Legacy Militia Training Facility</szFacilityName>
|
||||
<szFacilityShortName>Legacy</szFacilityShortName>
|
||||
<ubTotalStaffLimit>32</ubTotalStaffLimit>
|
||||
<ubMilitiaTrainersAllowed>2</ubMilitiaTrainersAllowed>
|
||||
<ubMobileMilitiaTrainersAllowed>2</ubMobileMilitiaTrainersAllowed>
|
||||
</FACILITYTYPE>
|
||||
</FACILITYTYPES>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user