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:
Wanne
2010-02-21 22:22:32 +00:00
parent a3659143e2
commit 31c05993f1
23 changed files with 59562 additions and 171 deletions
+1 -1
View File
@@ -330,7 +330,7 @@ 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
+88 -35
View File
@@ -759,12 +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)
@@ -801,7 +795,7 @@ MIN_LOYALTY_TO_TRAIN = 20
; This setting will restrict your roaming militia from entering any sectors
; defined in RestrictedRoamingMilitia.xml
RESTRICT_ROAMING = FALSE
RESTRICT_ROAMING = TRUE
;******************************************************************************************************************************
; Repairing
@@ -839,9 +833,6 @@ SELF_TRAINING_DIVISOR = 1000
; 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
;******************************************************************************************************************************
; Militia Training
;******************************************************************************************************************************
@@ -849,9 +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
@@ -1022,18 +1010,6 @@ ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
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
;******************************************************************************************************************************
; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
; gets at the end of the attack.
@@ -1211,7 +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.
@@ -1279,7 +1255,7 @@ SMART_ROAMING_MILITIA_GENERATOR = TRUE
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE
;******************************************************************************************************************************
DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
;******************************************************************************************************************************
; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
@@ -1364,8 +1340,8 @@ MILITIA_DROP_EQUIPMENT = 0
; 1, or both to 0, but feel free to experiment.
;******************************************************************************************************************************
SMART_TRAINING-SLEEP_HANDLER = 0
SMART_TRAINING-WAKE_HANDLER = 0
SMART_TRAINING-SLEEP_HANDLER = 1
SMART_TRAINING-WAKE_HANDLER = 1
;******************************************************************************************************************************
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
@@ -1381,11 +1357,88 @@ SMART_TRAINING-WAKE_HANDLER = 0
; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
;******************************************************************************************************************************
SMART_TRAINING_REST = 0
SMART_TRAINING_REST = 1
;******************************************************************************************************************************
; 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 = TRUE
;*************************
; HAM 3
;*************************
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE
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 = TRUE
MANUALLY_SELECT_MINE_TO_RUN_OUT = FALSE
WHICH_MINE_RUNS_OUT = 0
HUMVEE_OFFROAD = TRUE
;*************************
; HAM 3.2
;*************************
REINFORCEMENTS_ARRIVE_WITH_NO_AP = 0
FRIENDLIES_AFFECT_TOLERANCE = FALSE
MORTAR_CTH_DIVISOR = 1
COWERING_REDUCES_SIGHTRANGE = 1
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 = 90
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 = 20
PERCENT_ROAMING_MILITIA_REGULARS = 30
;*******************
; HAM 3.5 Settings
;*******************
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE
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 = 36
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 = FALSE
CAN_MILITIA_BECOME_HOSTILE = 1
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 +1,296 @@
<!-- 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
+1 -1
View File
@@ -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.
+186 -134
View File
@@ -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>
+181
View File
@@ -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