diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini deleted file mode 100644 index ee30fc708..000000000 --- a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini +++ /dev/null @@ -1,3836 +0,0 @@ - -;****************************************************************************************************************************** -; Jagged Alliance 2 v1.13 -;****************************************************************************************************************************** - -; This file controls various settings which have been added to the game by the 1.13 mod. -; -; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate -; features unique to 1.13. -; -; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change -; something unless you know what you're doing, or are willing to experiment. -; -; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, -; and contains more detailed descriptions of each setting and its effect. -; -; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning -; when the game is started, but at worst a default value will be used instead of the wrong one. -; If any lines are removed from this file, the game will always use a default value. -; -; Adding new settings requires changing the game's code. -; -; -;------------------------------------------------------------------------------------------------------------------------------ -;------------------------------------------------------------------------------------------------------------------------------ -; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! -;------------------------------------------------------------------------------------------------------------------------------ -;------------------------------------------------------------------------------------------------------------------------------ -; -; General Guidelines: -; -; PRICE_MODIFIER = 1-100 (Lower is better) -; -; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT -; -; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range -; -; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) -; -; MAX_STRATEGIC_TEAM_SIZE >= 20 -; -; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 -; -; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE -; -; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE -; -; _ELITE_BONUS = 1-100 (percentages) -; -;------------------------------------------------------------------------------------------------------------------------------ - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### -; # # ## # # # # # # # # # # # # ## # # # -; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # # -; #### #### # # #### # # # # #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[System Limit Settings] - -;****************************************************************************************************************************** -; These settings control some program limits. -; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This is the max number of mercs and vehicles you can recruit. -; -; PLEASE NOTE: -; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! -; To load any "broken" savegames, simply revert to your original settings. -;------------------------------------------------------------------------------------------------------------------------------ - -; Player mercs, valid values 16 through 32, default is 24 -MAX_NUMBER_PLAYER_MERCS = 24 -; Player vehicles, valid values 2 through 6, default is 2 -MAX_NUMBER_PLAYER_VEHICLES = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. -;------------------------------------------------------------------------------------------------------------------------------ - -; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 -MAX_NUMBER_ENEMIES_IN_TACTICAL = 32 -; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 -MAX_NUMBER_CREATURES_IN_TACTICAL = 32 -; Rebels (i.e., militia), valid values 16 through 64, default is 32 -MAX_NUMBER_MILITIA_IN_TACTICAL = 32 -; Civilians, valid values 16 through 40, default is 32 -MAX_NUMBER_CIVS_IN_TACTICAL = 32 - -;------------------------------------------------------------------------------------------------------------------------------ -; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 -; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. -; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together -; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 - - -;------------------------------------------------------------------------------------------------------------------------------ -; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon -; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE -; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than -; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. -; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE -; regardless of attachments. Values 0-32000, default is 9 -; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_ITEM_SIZE = 34 -MAX_WEAPON_SIZE = 9 -OLD_INVENTORY_ITEM_NUMBER = 99 - -;------------------------------------------------------------------------------------------------------------------------------ -; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. -; This switch will do nothing if you play with OCTH. -; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) -; The switch and the old code will probably be removed in the future. -;------------------------------------------------------------------------------------------------------------------------------ -USE_NEW_CTH_CALCULATION = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Data File Settings] - -;****************************************************************************************************************************** -; These settings tell the game where it should get the data it needs for a few SPECIFIC features. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Difficulty-based PROF.DAT -; -; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". -; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty -; level of your current game. This allows using different character profiles depending on difficulty level. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_DIFFICULTY_BASED_PROF_DAT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; PROFEX (profile externalization) -; -; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are -; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. -; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. -; If FALSE, reads profile data from PROF.DAT. -READ_PROFILE_DATA_FROM_XML = TRUE - -; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. -; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML -; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. -WRITE_PROFILE_DATA_TO_XML = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; 0 = Use default drop item system for enemies / militia. -; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, -; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). -; -; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file -; Must be TRUE if NUM_P_ITEMS (below) is > 3 -; If an xml file doesn't exist, setting the value to true will create one. -; Issues have been reported using big maps with this value set to TRUE -; Valid values = TRUE or FALSE, Default = FALSE -;------------------------------------------------------------------------------------------------------------------------------ - -USE_XML_TILESETS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the number of PItem graphics files used by the game -; Requires using modified xml version of ja2set.dat for values > 3 -; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files -; Do not change this unless you are modding the game, or it will probably break everything! -; Issues have been reported using big maps with values > 3 -; Valid value range = 3-20, default = 3 -;------------------------------------------------------------------------------------------------------------------------------ - -NUM_P_ITEMS = 3 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Recruitment Settings] - -;****************************************************************************************************************************** -; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; The following allow you to change how many and which slots from prof.dat are available for -; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other -; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice -; sets will work although the IMPs will be silent a lot of the time. -; -; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by -; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one -; male and one female slot available. -; -; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females -; slots 54-56) will be used instead. -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_MALE_CHARACTER_COUNT = 8 -IMP_FEMALE_CHARACTER_COUNT = 3 - -IMP_MALE_1 = 51 -IMP_MALE_2 = 52 -IMP_MALE_3 = 53 -IMP_MALE_4 = 169 -;UB-v1.13 -IMP_MALE_5 = 57 - -; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian) - -IMP_MALE_6 = 192 -IMP_MALE_7 = 193 -IMP_MALE_8 = 194 -;IMP_MALE_8 = 164 - -IMP_FEMALE_1 = 54 -IMP_FEMALE_2 = 55 -IMP_FEMALE_3 = 56 - -;------------------------------------------------------------------------------------------------------------------------------ -; The following values deal with the I.M.P "personalized" merc generation. -;------------------------------------------------------------------------------------------------------------------------------ - -; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character -; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by -; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. -IMP_INITIAL_POINTS = 500 - -; How low any attribute can go before it drops straight to 0. -IMP_MIN_ATTRIBUTE = 35 - -; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. -IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 - -; How high any attribute can be increased. -IMP_MAX_ATTRIBUTE = 85 - -; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). -IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 - -; You get this many points for selecting a disability for your IMP. -IMP_BONUS_POINTS_FOR_DISABILITY = 25 - -; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. -IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35 - -; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. -; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. -EXPERTS_GET_DIFFERENT_CHOICES = TRUE - -; The financial cost of the created IMP character. -IMP_PROFILE_COST = 3000 - -; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated -; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) -DYNAMIC_IMP_PROFILE_COST = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; The following values deal with M.E.R.C recruitment settings -;------------------------------------------------------------------------------------------------------------------------------ - -; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. -MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE - -; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. -MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). -; You can set how many mercs can die this way (in total) at each difficulty level. -;------------------------------------------------------------------------------------------------------------------------------ - -;Mercs can be on assignment? -; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign -; 1 = all mercs available at the start of the game, during the campaign they will go on assignment -; 2 = all mercs at your disposal. nobody goes on any other assignment than yours -MERCS_CAN_BE_ON_ASSIGNMENT = 0 - -;Can AIM/MERC mercs die while away on other assignments? -MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE - -;How many mercs can die at each difficulty level? -MAX_MERC_DEATHS_EASY = 1 -MAX_MERC_DEATHS_EXPERIENCED = 2 -MAX_MERC_DEATHS_EXPERT = 3 -MAX_MERC_DEATHS_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can -; only be recruited for a limited amount of time. -;------------------------------------------------------------------------------------------------------------------------------ - -SLAY_STAYS_FOREVER = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will -; comment on current situation from battlefield if able to (alive and well). -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_SPECK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc -; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_JOHN_KULBA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_JOHN_KULBA_DELAY = 14 - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_JA1_NATIVES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. -; Valid values are from 1 to 3 where: -; 1 = immediately after liberating Omerta -; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" -; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta -; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta -; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel -;------------------------------------------------------------------------------------------------------------------------------ - -EARLY_REBELS_RECRUITMENT = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_SKILLS_IN_HIRING_PAGE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? -; 0 = do not use random stats (JA2 vanilla setting) -; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values -; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" -; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level -; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) -; 4 = full randomization of mercs, including traits, gear kits and all statistics -; -; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 -; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits. -; -; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution -; -; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. -; Valid +/- range (0-50) -; For example MERCS_RANDOM_STAT_RANGE = 10, -; Stat = 80 will random between 70-90 -; Stat = 95 will random between 90-100 due to 100 maximum limit -; Stat = 5 will random between 1-9 due to 1 minimum limit -; Stat = 0/1/100 will not random -; -; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3. -; Valid +/- range (0-4) -; For example MERCS_RANDOM_EXP_RANGE = 2, -; Exp = 4 will random between 2-6 -; Exp = 8 will random between 7-9 due to 9 maximum limit -; Exp = 2 will random between 1-3 due to 1 minimum limit -; Exp = 1/9 will not random -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_RANDOM_STATS = 1 -MERCS_RANDOM_GEAR_KITS = FALSE -MERCS_RANDOM_BELL_DISTRIBUTION = FALSE -MERCS_RANDOM_STAT_RANGE = 10 -MERCS_RANDOM_EXP_RANGE = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) -; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_RANDOM_START_SALARY = TRUE -MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Financial Settings] - -;****************************************************************************************************************************** -; Use these settings to change the financial difficulty of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; These are the Starting cash values for the various difficulties. -; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) -; You can also set negative values here. -;------------------------------------------------------------------------------------------------------------------------------ - -STARTING_CASH_NOVICE = 45000 -STARTING_CASH_EXPERIENCED = 35000 -STARTING_CASH_EXPERT = 30000 -STARTING_CASH_INSANE = 15000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Increases or decreases (by percentage) the amount of cash that mines generate every day. -; -; 100% = normal JA2 profits. -; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. -; This value goes all the way up to 65535%, but that's not recommended. -;------------------------------------------------------------------------------------------------------------------------------ - -MINE_INCOME_PERCENTAGE = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Increases the percentage that the merc salaries rise when they go one experience level up -; (hardcoded salary maximum 30k per day or 500k per one or two weeks) -; 0 = no raise -; 25 = default setting -; 100 = double salary every level up -;------------------------------------------------------------------------------------------------------------------------------ - -MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable the ability to sell unneeded equipment to the locals. -; -; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. -; FALSE Turns off the option. -; -; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. -; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. -; Valid ranges for PRICE_MODIFIER are -1-100. -; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a -; larger modifier. -; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later -; in the game. -;------------------------------------------------------------------------------------------------------------------------------ - -SELL_ITEMS_WITH_ALT_LMB = TRUE -SELL_ITEMS_PRICE_MODIFIER = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Various costs of training Militia. -;------------------------------------------------------------------------------------------------------------------------------ - -; Basic cost of training Militia (Green / Rookie) -MILITIA_BASE_TRAINING_COST = 750 - -; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). -MILITIA_COST_MULTIPLIER_REGULAR = 1 - -; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). -; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. -MILITIA_COST_MULTIPLIER_ELITE = 2 - -; Multiplier for the price of training Mobile Militia. -MILITIA_COST_MULTIPLIER_MOBILE = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; Daily prices for maintaining one militiaman of each type. -; -; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia -; will leave your service. -; -; Only militia who have been in your service for 24 hours are paid! -;------------------------------------------------------------------------------------------------------------------------------ - -DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 -DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 -DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 -DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15 -DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30 -DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the cost of helicopter movement PER SECTOR. -;------------------------------------------------------------------------------------------------------------------------------ - -;Cost for moving through sectors that are free of enemy SAM Site control. -HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 - -;Cost for moving through sectors that are being controlled by an enemy SAM Site. -HELICOPTER_BASE_COST_PER_RED_TILE = 1000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the cost of helicopter hovering in sector. -;------------------------------------------------------------------------------------------------------------------------------ - -;Cost for hovering in sectors that are free of enemy SAM Site control. -HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50 - -;Cost for hovering in sectors that are being controlled by an enemy SAM Site. -HELICOPTER_HOVER_COST_ON_RED_TILE = 500 - -;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money. -HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE - -;If TRUE, Skyrider will demand money only after safely landing in base. -HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Troubleshooting Settings] - -;****************************************************************************************************************************** -; Use these settings to possibly prevent lock-ups and crashes. -; This section also contains some error-reporting settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Time in seconds for DeadLock delay, default 30. -; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). -; Do not set this too low, or it may cause enemies to become useless! -;------------------------------------------------------------------------------------------------------------------------------ - -DEAD_LOCK_DELAY = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically save the game every N GAME-hours. 0 = disable. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_SAVE_EVERY_N_HOURS = 12 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Graphics Settings] - -;****************************************************************************************************************************** -; Change basic video/graphics settings. -; These settings do not affect gameplay at all, only the visual aspect of the game. -;****************************************************************************************************************************** - -; If disabled the game will run faster. -VERTICAL_SYNC = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls animation speed for faster movements in battle -; 1.0 = normal -; 0 = max speed -; Range: 0-1.0 (fractions are allowed) -;------------------------------------------------------------------------------------------------------------------------------ - -PLAYER_TURN_SPEED_UP_FACTOR = 1.0 -ENEMY_TURN_SPEED_UP_FACTOR = 1.0 -CREATURE_TURN_SPEED_UP_FACTOR = 1.0 -MILITIA_TURN_SPEED_UP_FACTOR = 1.0 -CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game use the externalized sector loadscreens? -; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. -; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_EXTERNALIZED_LOADSCREENS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show hints on the loadscreen? -; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_LOADSCREENHINTS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. -; The delay will only be used if USE_LOADSCREENHINTS = TRUE -;------------------------------------------------------------------------------------------------------------------------------ - -ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -;New Starting Gear Interface -;This will enable the 21 item view in the AIM page and the possibility to select gearkits -;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) -;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection -;------------------------------------------------------------------------------------------------------------------------------ - -USE_NEW_STARTING_GEAR_INTERFACE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the queen's army avoid recruiting Female soldiers? -; If set to TRUE, female enemies will only occur as Elites in the army. -;------------------------------------------------------------------------------------------------------------------------------ - -RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; New thin progress bar in tactical interface for turns is drawn instead of the default one. -;------------------------------------------------------------------------------------------------------------------------------ -SMALL_SIZE_PB = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Sound Settings] - -;****************************************************************************************************************************** -; Change the volume and behavior of sounds in JA2 1.13. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Change to increase volume for weapon sounds -; Range: 0-100% -; 0 = no change -; 100 = max volume -;------------------------------------------------------------------------------------------------------------------------------ - -WEAPON_SOUND_EFFECTS_VOLUME = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play -; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level -; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35. -;------------------------------------------------------------------------------------------------------------------------------ -MAX_PERCENT_NOISE_SILENCED_SOUND = 35 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### -; # # # # # # # # # # # # # # # ## # # # -; # #### # # # # #### # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # -; # # # #### # ### #### # # #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Interface Settings] - -;****************************************************************************************************************************** -; These settings change the user interface in the TACTICAL screen. -; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of -; combat (when all enemies are dead). -; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. -;------------------------------------------------------------------------------------------------------------------------------ - -REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This section controls the behavior of the "SHIFT + F" hotkey. -; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. -;------------------------------------------------------------------------------------------------------------------------------ - -; Set this to false to keep weapons loaded. -; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. -SHIFT_F_UNLOAD_WEAPONS = TRUE - -; Set this to false to keep item attachments. -; Unseparable attachments will not be removed. -SHIFT_F_REMOVE_ATTACHMENTS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". -; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses -; he's got during the day. -; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) -;------------------------------------------------------------------------------------------------------------------------------ - -SMART_GOGGLE_SWAP = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. -; When FALSE, these hotkeys will only swap goggles for the currently selected squad. -;------------------------------------------------------------------------------------------------------------------------------ - -GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. -; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking -; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) -;------------------------------------------------------------------------------------------------------------------------------ - -AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting -; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. -; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. -;------------------------------------------------------------------------------------------------------------------------------ - -MINES_SPOTTED_NO_TALK = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. -;------------------------------------------------------------------------------------------------------------------------------ - -ITEMS_SPOTTED_NO_TALK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. -; This setting does not affect leaving sectors on map edges -;------------------------------------------------------------------------------------------------------------------------------ - -GRID_EXIT_IN_TURNBASED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. -; If set to "FALSE", the mercs will not stand up after the battle. -;------------------------------------------------------------------------------------------------------------------------------ - -STAND_UP_AFTER_BATTLE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/disable the ability to give commands to Militia during TACTICAL mode. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_TACTICAL_MILITIA_COMMAND = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use the Enhanced Description Box instead of the old one? -; 0 = Both Strategic and Tactical -; 1 = Strategic only -; 2 = Tactical only -; Use the in-game Options Menu to turn the E.D.B on and off. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_ENHANCED_DESCRIPTION_BOX = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Toggles new targeting cursors for Burst and Autofire. -; 0 = No new targeting cursors. -; 1 = New Burst and Autofire targeting cursors -; 2 = New Burst targeting cursor only -; 3 = New Autofire targeting cursor only -;------------------------------------------------------------------------------------------------------------------------------ - -USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on -; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our -; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained -; character will see the exact results. -;------------------------------------------------------------------------------------------------------------------------------ - -INACCURATE_CTH_READOUT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's -; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets -; left is completely hidden. -; Increasing this value will make it harder to give an accurate bullet count during battle. -; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is -; displayed as normal. -;------------------------------------------------------------------------------------------------------------------------------ - -HIDE_BULLET_COUNT_INTENSITY = 75 - -;------------------------------------------------------------------------------------------------------------------------------ -; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. -; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. -;------------------------------------------------------------------------------------------------------------------------------ - -MAXIMUM_MESSAGES_IN_TACTICAL = 36 - -;------------------------------------------------------------------------------------------------------------------------------ -; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). -; 0 = Data\Interface\PORTRAITICONS_A.STI -; 1 = Data\Interface\PORTRAITICONS_B.STI -; 2 = Data\Interface\PORTRAITICONS_C.STI -; 3 = Data\Interface\PORTRAITICONS_D.STI -;------------------------------------------------------------------------------------------------------------------------------ - -TACTICAL_FACE_ICON_STYLE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; If enabled, you see camouflaged portraits of your merc if they were any camo. -; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_CAMOUFLAGE_FACES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show health text when hovering the mouse over an enemy / creature. -; 0 - do not show -; 1 - show health as text -; 2 - show health bar -; 3 - show health + ap -; 4 - show health + ap + shock -; 5 - show health + ap + shock + morale -; 6 - show health + ap + shock + morale + bp -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_HEALTH = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc. -; Alt health bar additionally shows suppression shock level and current cover -; 0 - nothing -; 1 - default health bar -; 2 - smaller alt health bar -; 3 - larger alt health bar -; 4 - small health bar + AP counter -; 5 - large health bar + AP counter -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_HEALTHBARSOVERHEAD = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED -; 0 - do not show cover -; 1 - show as small square to the right of the health bar -; 2 - show using color of merc's name -; 3 - same as 1, show only in stealth or when disguised -; 4 - same as 2, show only in stealth or when disguised -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_COVER_INDICATOR = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; How should the game display the enemy/player hit counter? -; 0 = Show damage inflicted as used to -; 1 = Show "?" as indicator if you scored a hit -; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) -; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100) -; 4 = Show damage as red asterisks -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_HIT_COUNT = 0 - -PLAYER_HIT_COUNT = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Show additional suppression information above soldier: -; light gray counter - suppression points from attack (they are calculated and shown after attack) -; yellow - shock points from attack -; blue - AP lost from attack -; green - number of morale hit events from attack -; 0 = do not show -; 1 = show after damage counter -; 2 = show above soldier -; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack) -; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers -; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_SUPPRESSION_COUNT = 0 -SHOW_SHOCK_COUNT = 0 -SHOW_AP_COUNT = 0 -SHOW_MORALE_COUNT = 0 -SHOW_SUPPRESSION_USE_ASTERISK = FALSE -SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE -SHOW_SUPPRESSION_COUNT_ALT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 10000 -; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it -; takes 3-4 hits to take all the breath away. -;------------------------------------------------------------------------------------------------------------------------------ - -STAMINA_HIT = 6900 - -;------------------------------------------------------------------------------------------------------------------------------ -; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, -; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes -; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button -; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_EXT_MOUSE_KEYS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow alternate mouse commands -; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons -; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx". -;------------------------------------------------------------------------------------------------------------------------------ - -ALTERNATE_MOUSE_COMMANDS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Alternative aiming-levels for targets. -;------------------------------------------------------------------------------------------------------------------------------ - -ALT_AIMING_ENABLED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; The merc can now perform aimed burst fire and aimed auto fire. -; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply -; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. -; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. -; -; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_AIMED_BURST = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 2 -; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. -; 2 is an optimal recommended value. -;------------------------------------------------------------------------------------------------------------------------------ - -AIMING_BURST_PENALTY = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: TRUE -; Disable visibility of enemy, if they see militia but don't see our mercs. -;------------------------------------------------------------------------------------------------------------------------------ - -WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to -; make it lower for silencer and to make it higher for suppressor. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_WEAR_SUPPRESSOR = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Unnamed civils don't make much actions when you fire. For faster civils turns. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_LAZY_CIVILIANS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Neutral civilians can detect and avoid mines planted by player -;------------------------------------------------------------------------------------------------------------------------------ - -CIVILIANS_AVOID_PLAYER_MINES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) -;------------------------------------------------------------------------------------------------------------------------------ - -ADD_SMOKE_AFTER_EXPLOSION = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and -; one of attachments is rubber band or duct tape -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Allow special explosive attachments (items with tags , and add special explosion effects) -; one of attachments must be rubber band or duct tape -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 100 -; Chance to say annoying phrase. -; 1. when merc see item. -; 2. when battle turns to real time -; 3. when merc see enemy -; 4. approve action -;------------------------------------------------------------------------------------------------------------------------------ - -CHANCE_SAY_ANNOYING_PHRASE = 40 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) -; he turn on RED ALERT alarm. -;------------------------------------------------------------------------------------------------------------------------------ - -NEW_AI_TACTICAL = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 3 -; Penalty (in %) on tile when you shot in head (for enemy and mercs). -;------------------------------------------------------------------------------------------------------------------------------ - -SHOT_HEAD_PENALTY = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 2 -; Modifer of damage when hit in head (for enemy and mercs). -;------------------------------------------------------------------------------------------------------------------------------ - -SHOT_HEAD_DIVISOR = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 0 -; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. -;------------------------------------------------------------------------------------------------------------------------------ - -SHOOT_UNSEEN_PENALTY = 100 - -; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) -; This saves AP if we decide to immediately continue moving to another location. -NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Difficulty Settings] - -;****************************************************************************************************************************** -; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus APs for Enemy Soldiers: -; Number of extra APs for enemy troops at the various difficulty levels. -; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_AP_BONUS_NOVICE = 0 -ENEMY_AP_BONUS_EXPERIENCED = 0 -ENEMY_AP_BONUS_EXPERT = 0 -ENEMY_AP_BONUS_INSANE = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus for the player's mercs -; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. -; Do not set this higher than 50. -;------------------------------------------------------------------------------------------------------------------------------ - -PLAYER_AP_BONUS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy CtH bonus -; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. -; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the -; current shot, he has 60% instead). -;------------------------------------------------------------------------------------------------------------------------------ - -; values represent percentual increase -ADMIN_CTH_BONUS_PERCENT = 0 -REGULAR_CTH_BONUS_PERCENT = 0 -ELITE_CTH_BONUS_PERCENT = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy item quality modifiers -; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10 -; Default is 0 -;------------------------------------------------------------------------------------------------------------------------------ -ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0 -REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0 -ELITE_EQUIPMENT_QUALITY_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy damage resistance bonus -; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and -; punches will be reduced by as many percent as you set here. -; The setting also reduce the breath (aka energy) damage inflicted. -; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) -;------------------------------------------------------------------------------------------------------------------------------ - -; values represent percentual reduction -ADMIN_DAMAGE_RESISTANCE = 0 -REGULAR_DAMAGE_RESISTANCE = 0 -ELITE_DAMAGE_RESISTANCE = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; These options determine if the game skill traits should be also available to enemies or militia -; -; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy -; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). -; The actual chance the enemies/militia will gain a skill trait is based on: -; 1) Type of soldier (admin/regular/elite) -; 2) Current game progress -; 3) Special equipment (for certain traits only) -; 4) ASSIGNED_SKILL_TRAITS_RARITY setting -; 5) Random factor -; -; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they -; will be more efficient with their weapons -;------------------------------------------------------------------------------------------------------------------------------ - -ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE -ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. -; You can enter values from -100 to 100. -; Negative values represent lesser chance of assigning traits to non-merc soldiers. -; Possitive values represent bigger chance for traits to appear. -; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) -;------------------------------------------------------------------------------------------------------------------------------ - -ASSIGNED_SKILL_TRAITS_RARITY = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting determines whether militia can drop their equipment when they die, like enemies do. -; -; 0 = JA2 Default. Militia can't drop any equipment. -; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) -; 2 = Militia can drop their equipment regardless of who killed them. -; -; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When -; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly -; (or none at all). -;------------------------------------------------------------------------------------------------------------------------------ - -MILITIA_DROP_EQUIPMENT = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as -; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator. -;------------------------------------------------------------------------------------------------------------------------------ - -CIVILIANS_DROP_ALL = 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. -; Attribs: 50 Sub-Points to advance -; Includes Health, Strength, Wisdom, Dexterity, and Agility. -; ExpLevel: 350 Sub-Points (times the current experience level) to advance. -; -; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. -; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! -; -; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear -; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new -; campaign, or suffer(??) the consequences!! -;------------------------------------------------------------------------------------------------------------------------------ - -; Attributes -HEALTH_SUBPOINTS_TO_IMPROVE = 50 -STRENGTH_SUBPOINTS_TO_IMPROVE = 50 -WISDOM_SUBPOINTS_TO_IMPROVE = 50 -DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 -AGILITY_SUBPOINTS_TO_IMPROVE = 50 -; Skills -MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 -MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 -EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 -MEDICAL_SUBPOINTS_TO_IMPROVE = 25 -LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 -; Experience -LEVEL_SUBPOINTS_TO_IMPROVE = 350 - -;------------------------------------------------------------------------------------------------------------------------------ -; Real Time Sneaking Setting -; -; While observing enemies in real time, the player may enter turn-based at will. -; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, -; inactive if RT sneaking is disabled. -; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. -; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - -; turn-based will continue until the player no longer sees any enemies. -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, disables some potentially annoying messages during real-time sneaking mode -QUIET_REAL_TIME_SNEAK = FALSE - -; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. -NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. -; -; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. -; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. -; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. -; 1 = Both options on. -; -; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. -; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no -; one else will accidentally step on that mine. -;------------------------------------------------------------------------------------------------------------------------------ - -MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Civilian/Militia hostility settings. -; -; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the -; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". -;------------------------------------------------------------------------------------------------------------------------------ - -; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. -; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. -CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE - -; 0 = Militia will never become hostile to you, no matter what you do to them. -; 1 = Militia will only become hostile to you if you kill one of them. -; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. -CAN_MILITIA_BECOME_HOSTILE = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Mercs strength during autoresolve. -; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more -; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit -; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player -; would be much more capable of surviving and killing. -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15 -MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy Ambushes -; This setting allows a chance an enemy group ambush player's squad. -; The chance is based on many factors: -; * Game difficulty. -; * Whether you know if the enemy is there or not. -; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). -; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs -; mean higher chance). -; * Highest level amongst the mercs in your squad. -; * Some other small circumstances. -; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER - -; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. -; If you like to play vanilla JA2 style, set this to FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE - -; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) -; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) -ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; With this option, you can make the special NPCs in game tougher. -; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. -; The value gives them following bonuses: -; 1) APs bonus (+ value/4 APs) -; 2) CtH bonus (actual CtH = (CtH * value/100)) -; 3) Damage resistance (+ value/2 %) -; 4) Breath(energy) damage resistance (+ value %) -; 5) They are worth more experiences for mercs if killed -; -; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they -; are special. -; The setting can be from 0 to 200. (+-100 is recommended for good effect.) -;------------------------------------------------------------------------------------------------------------------------------ - -SPECIAL_NPCS_STRONGER = 75 - -; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them -ASSASSINS_DISGUISED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy Assassins -; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait -; new trait system is required for this, and new inventory is system is heavily advised -;------------------------------------------------------------------------------------------------------------------------------ - -; TRUE: assassins can appear -ENEMY_ASSASSINS = FALSE - -; minimum progress required for assassins to appear -ASSASSIN_MINIMUM_PROGRESS = 20 - -; assassins can only spawn if at least x militia are in sector -ASSASSIN_MINIMUM_MILITIA = 10 - -; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the -; sector, there is a 10% chance of assassins showing up -; 200 means that the chance is 20%, 50 means 5%, and so on -ASSASSIN_PROPABILITY_MODIFIER = 100 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Vision Settings] - -;****************************************************************************************************************************** -; These settings change the sight distance of all characters in the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Base sight range for every person in the game. This value is automatically multiplied by 2! -; JA2 Default is 13. -; Range: 0-255 -;------------------------------------------------------------------------------------------------------------------------------ - -BASE_SIGHT_RANGE = 13 - -;------------------------------------------------------------------------------------------------------------------------------ -;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest -;Important points: -;3: normal day -;8: mid dawn -;12: normal night time -;values are in percent -;Range: 1-100 -;------------------------------------------------------------------------------------------------------------------------------ - -BRIGHTNESS_MOD_0 = 80 -BRIGHTNESS_MOD_1 = 86 -BRIGHTNESS_MOD_2 = 93 -BRIGHTNESS_MOD_3 = 100 -BRIGHTNESS_MOD_4 = 94 -BRIGHTNESS_MOD_5 = 88 -BRIGHTNESS_MOD_6 = 82 -BRIGHTNESS_MOD_7 = 76 -BRIGHTNESS_MOD_8 = 70 -BRIGHTNESS_MOD_9 = 64 -BRIGHTNESS_MOD_10 = 58 -BRIGHTNESS_MOD_11 = 51 -BRIGHTNESS_MOD_12 = 43 -BRIGHTNESS_MOD_13 = 30 -BRIGHTNESS_MOD_14 = 17 -BRIGHTNESS_MOD_15 = 9 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. -; Some scopes and headgear may make vision even narrower. -; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_TUNNEL_VISION = TRUE - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Tooltip Settings] - -;****************************************************************************************************************************** -; In this section you can set details about enemy tooltips. -; Tooltips can be enabled/disabled in the Option Screen. -; To display the tooltip move the mouse over the enemy and press ALT. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; The minimum amount of information that soldier tooltips will display -; 1 = Limited - are they wearing any armor (but not where), general type of weapon -; (but no mention of attachments), do they have a gas mask or NVG. -; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon -; and visible weapon attachments, do they have a gas mask or NVG. -; 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 = 2 - -; 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 - -; 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 - -; Location, Distance -SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE -SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE -SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE -; Behavior, Condition -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_ENERGY = FALSE -SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE -SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = TRUE -SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE -SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE -SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE -; Armor, Headgear -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 -; Weapons -SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE -SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE -; Inventory -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 - -;------------------------------------------------------------------------------------------------------------------------------ -; ULTRA DYNAMIC TOOLTIPS -;------------------------------------------------------------------------------------------------------------------------------ - -; Override the distance at which tooltips can be seen? -ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE - -; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) -DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 - -; Change the amount of details received in the tooltip, based on your range to that enemy? -ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Gameplay Settings] - -;****************************************************************************************************************************** -; These settings change the rules of the game in TACTICAL mode. -; They affect all characters (friend and foe) equally! -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow walking and sidesteps with raised weapons? -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE - - -;------------------------------------------------------------------------------------------------------------------------------ -; Alternative Weapon Holding settings -;------------------------------------------------------------------------------------------------------------------------------ - -; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and -; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). -; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and -; no use of scopes. -; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and -; here is explanation of each: -; 0 - Turned off entirely. -; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. -; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels -; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed -; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire -; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). -; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to -; the standard holding before the shot. -; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol -; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you -; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this -; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. -; Of course, Scope Modes has to be allowed for this to work (they are as default). -; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish -; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. -; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing -; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. -; -ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3 - -; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on -; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with -; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. -; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) -; -RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 - -; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. -; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like -; semi-raised gun (quarter-raised by now actullay). -; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). -; -RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 - -; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here -; means -10% APs to shoot from hip / one-handed grip. -; -FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 - -; The base (N)CtH penalty when firing from alternative weapon holding. -CTH_PENALTY_FROM_ALTWEAPHOLD = 30 - -; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. -AIMING_PENALY_FROM_ALTWEAPHOLD = 30 - -; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming -; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). -AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; - - -;------------------------------------------------------------------------------------------------------------------------------ -; Weapon resting features -;------------------------------------------------------------------------------------------------------------------------------ - -; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? -; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. -WEAPON_RESTING = TRUE - -; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still -; unfamiliar with the feature) -WEAPON_RESTING_DISPLAY = TRUE - -; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. -; Value Range: 0 - 100. -WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; scope modes -;------------------------------------------------------------------------------------------------------------------------------ - -; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) -USE_SCOPE_MODES = TRUE - -; Allow display of scope modes on weapon -DISPLAY_SCOPE_MODES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Spotter skill -;------------------------------------------------------------------------------------------------------------------------------ - -; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. -; You need an item the usSpotting-tag in your hands. -; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. -; Effectiveness depends on: -; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) -; - lowered by being wounded or fatigues -; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background - -; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. -SPOTTER_PREPARATIONTURNS = 3 - -; This variable intentionally has two meanings. -; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. -; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. -SPOTTER_RANGE = 10 - -; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns -SPOTTER_MAX_CTHBOOST = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; external feeding -;------------------------------------------------------------------------------------------------------------------------------ - -; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself -EXTERNAL_FEEDING = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the grid number for the initial merc arrival location. -; The JA2 default grid number is 4870 (Sector A9 Omerta). -;------------------------------------------------------------------------------------------------------------------------------ - -INITIAL_MERC_ARRIVAL_LOCATION = 15427 - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. -; -; Maximum and minimum values go from 0 to 100. -; The "DIVISOR" only works when the minimum is set to 0. -; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random -; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor -; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. -; -; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. -; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every -; 100. -; With Divisor 2, we get a 1/200 ratio. -; With Divisor 10, we get a 1/1000 ratio. And so on. -;------------------------------------------------------------------------------------------------------------------------------ - -MAXIMUM_POSSIBLE_CTH = 99 -MINIMUM_POSSIBLE_CTH = 0 -MINIMUM_CTH_DIVISOR = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; The next three settings control realistic tracer fire. -; -; REALISTIC_TRACERS: Toggle Realistic Tracers. -; 0 = off (regular tracers). -; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. -; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction -; -; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. -; 0 = no tracers. -; 1 = every bullet is a tracer. -; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. -; -; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire -; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but -; seriously, keep it around 20, willya? -; -; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. -; -;------------------------------------------------------------------------------------------------------------------------------ - -REALISTIC_TRACERS = 2 -NUM_BULLETS_PER_TRACER = 5 -CTH_BUMP_PER_TRACER = 20 -MIN_RANGE_FOR_TRACER = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to -; the target. The further you are away from the target, the lower that cap will be. -; Increase this value to increase the importance of range in this calculation. -; -; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. -;------------------------------------------------------------------------------------------------------------------------------ - -RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) -; -; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. -; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). -;------------------------------------------------------------------------------------------------------------------------------ - -INCREASE_AIMING_COSTS = FALSE - -; Divisor of the gun's "READY" cost that is added to the the first aiming level. -; 0 = No extra cost. -FIRST_AIM_READY_COST_DIVISOR = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value -; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla -; style) -; -; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As -; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result -; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system -; which results in a flat -2CTH against only the first rounds penalty -; -; Valid range: 0 - 10 -;------------------------------------------------------------------------------------------------------------------------------ -AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Basic setting to allow more than 4 aiming clicks for any gun -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_EXTRA_AIM_LEVELS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. -; -; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, -; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach -; 8 aiming levels. -; -; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). -; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used -;------------------------------------------------------------------------------------------------------------------------------ - -DYNAMIC_AIMING_LIMITS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to "TRUE", the AIM Levels you can spend depends on the distance. -; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). -;------------------------------------------------------------------------------------------------------------------------------ - -AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). -; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). -; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: -; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE -; Reasonable values include 10 and BASE_SIGHT_RANGE (13). -;------------------------------------------------------------------------------------------------------------------------------ - -AIM_LEVELS_COMPATIBILITY_OPTION = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; These values determine to what group a scope belongs to. -; Scopes are separated in groups by the aimbonus they give per click. -; -; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. -; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. -; Anything lower than a medium scope will get a maximum of 5 aimclicks. -; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. -; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. -; You don't need to change this unless you change the aiming bonus that scopes give. -;------------------------------------------------------------------------------------------------------------------------------ - -; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) -VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 - -; From what aiming bonus a scope is considered high power (Battle Scope 7x) -HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 - -; From what aiming bonus a scope is considered medium power (ACOG 4x) -MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 - -;------------------------------------------------------------------------------------------------------------------------------ -; These control the AIs willingness to assign a soldier as a Sniper -; -; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. -; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using -; a sniper rifle. -; -; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". -; -; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming -; other criteria are met. -; -; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming -; other criteria are met. -;------------------------------------------------------------------------------------------------------------------------------ - -AI_SNIPER_RESTRICT_TO_ELITE = TRUE -AI_SNIPER_MIN_RANGE = 40 -AI_SNIPER_CHANCE = 30 -AI_SNIPER_CHANCE_WITH_SR = 80 - -;------------------------------------------------------------------------------------------------------------------------------ -; Firing at moving targets. -; -; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number -; of tiles this target has moved since the beginning of their current turn. -; Use these settings to change the severity of this effect. -;------------------------------------------------------------------------------------------------------------------------------ - -; How much CTH is lost when firing at a target, for each tile the target has moved so far? -CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 - -; How much CTH can be lost in total due to the movement of your target? -MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Add extra effects to critical hits. -; -; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause -; attribute loss. -; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. -;------------------------------------------------------------------------------------------------------------------------------ - -; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness -; is also proportional to damage. -; 0 = Disabled. -; 100 = Always. -CHANCE_BLINDED_BY_HEADSHOT = 25 - -; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. -CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on and your merc can jump through open windows by pressing Shift + j. -; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and -; there has to be a free tile next to the window (the landing tile). -;------------------------------------------------------------------------------------------------------------------------------ - -CAN_JUMP_THROUGH_WINDOWS = TRUE - -; allows jumping through closed windows, smashing them while jumping -CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. -;------------------------------------------------------------------------------------------------------------------------------ - -CAN_CLIMB_ON_WALLS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy weapon name in tactical -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_WEAPON = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show additional enemy info in tactical (awareness, gas mask, nvg, armour) -; 0 - nothing -; 1 - show awareness level -; 2 - show gas mask and NVG -; 3 - show armour -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_ADDITIONAL_INFO = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. -; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_ENEMY_NAMES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_ENEMY_RANK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy rank (exp. level) as icon -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_RANK_ICON = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. -;------------------------------------------------------------------------------------------------------------------------------ -INDIVIDUAL_CIVILIAN_NAMES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles. -; In the xml, one can specify name/bodytype/hair/skin/traits -; If selected, the game will select a newly created soldier's data from these profiles randomly -;------------------------------------------------------------------------------------------------------------------------------ -SOLDIER_PROFILES_ENEMY = TRUE -SOLDIER_PROFILES_MILITIA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use -; the rag to completely erase the camo. -; This is important for Camouflaged/Ranger traits. -;------------------------------------------------------------------------------------------------------------------------------ - -CAMO_REMOVING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands -; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored. -; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless. -; Valid values are from 0 to 100. -; default is 5 -;------------------------------------------------------------------------------------------------------------------------------ - -CAMO_KIT_USABLE_AREA = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enhanced Close Combat System -; -; This option generally improves many things around the game's close combat system, like: -; -; * HtH hit to head deal more damage but has lesser chance to hit. -; * HtH hit to legs do half damage but has much better chance to hit. -; * HtH damage on lying enemies increased. -; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. -; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists -; perform their spinning kick then. -; * Attributes used for HtH attacks or stealing slightly tweaked. -; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) -; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now -; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to -; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a -; message occures that you haven't taken all you wanted. -; * Several minor tweaks included. -;------------------------------------------------------------------------------------------------------------------------------ - -ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of -; experience points. This amount is counted as times . Setting this to zero -; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. -; -; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice -; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, -; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort -; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) -;------------------------------------------------------------------------------------------------------------------------------ - -AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings -; True = enabled, they always have all three items -; False = disabled, classic behaviour -;------------------------------------------------------------------------------------------------------------------------------ - -SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Improved Interrupt System (IIS) -; (Enable IIS on gamestart screen.) -; -; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get -; interrupts more frequent) -BASIC_PERCENTAGE_APS_REGISTERED = 60 - -; Percent added to basic percentage per soldier's experience level -; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, -; which is further adjusted by range to target) -PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 - -; A value controlling how often an interrupt can be triggered, lower = more interrupts -; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries -; and such though) -BASIC_REACTION_TIME_LENGTH = 25 - -; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats -; exp level and such -ALLOW_COLLECTIVE_INTERRUPTS = TRUE - -; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) -ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -;Should the Robot be exempt from paying AP-to-Ready? -ROBOT_NO_READYTIME = FALSE - - -;------------------------------------------------------------------------------------------------------------------------------ -; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about -; being spotted, to compensate it a marker and enemy quote is implemented. -; This setting can be 0 or 1 or 2. -; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before -; 1 = enemies will not do that -; 2 = enemies will only TURN towards our direction, and NOT raise their weapon -NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Energy cost on weapon manipulation -; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. -; Weapon weight: -; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, -; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), -; as those are more likely adviced to be fired from hip (LMGs) or on bipod. -; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. -; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. -; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. -; 0 = disabled. 100 = default. Max is 250 (rather excessive). -ENERGY_COST_FOR_WEAPON_WEIGHT = 100 - -; Weapon recoil kick: -; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). -; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. -; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force -; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when -; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may -; (should) consider firing from hip as a more beneficial stance for it. -; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. -; 0 = disabled. 100 = default. Max is 250 (rather excessive). -ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100 - -; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such -; NPCs are not required to be in CIV_TEAM anymore. -ALL_NAMED_NPCS_DECIDE_ACTION = FALSE - -; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious -ACCESS_OTHER_MERC_INVENTORIES = TRUE - -; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself -; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4) -; TRUE: weightbased penalty, FALSE: no penalty -BACKPACKWEIGHT_LOWERS_AP = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Cover System Settings] - -;****************************************************************************************************************************** -; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. -;****************************************************************************************************************************** - -; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. -COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 - -; This tell how much a stealth value of 100 will decrese the sight range of an enemy. -; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. -COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 - -; This is similar to STEALTH_EFFECTIVENESS. -; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. -COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 - -; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. -COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 - -; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, -; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. -COVER_SYSTEM_LBE_EFFECTIVENESS = 20 - -; Running around crazy will give you a penalty of up to 50% (default). -COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 - -; The cover system automaticly calculates how dense an object it. -; This will tell you how much percent of vision should be decreased if the object is 100% dense, -; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). -; If you put it to a realistic setting, where solid stuff always blocks enemy views, -; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. -COVER_SYSTEM_TREE_EFFECTIVENESS = 15 - -; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. -; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. -COVER_SYSTEM_UPDATE_DELAY = 500 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Suppression Fire Settings] - -;****************************************************************************************************************************** -; These settings control the behavior of Suppression Fire, its severity, and its side-effects. -; -; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought -; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! -; -; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. -;****************************************************************************************************************************** - -;****************************************************************************************************************************** -; SUPPRESSION BASICS -; -; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. -; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. -; -; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, -; and morale loss. This value is based on the character's Experience and Morale, among other things. -; -; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing -; his Chance-to-Hit considerably. It also makes the character harder to hit himself. -; -; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! -; -; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. -; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression -; fire, it means that the character is useless of a whole turn and can be assaulted safely. -; -; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are -; hiding. -; Note that they will try to do the same thing to you! -;****************************************************************************************************************************** - - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls how powerful suppression fire is. -; -; 0 = JA2 Default: Suppression is DISABLED. -; 100 = Suppression is fully activated. -; -; This value can be raised to 65535... But don't. Values over 200 are already excessive. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_EFFECTIVENESS = 75 - -;------------------------------------------------------------------------------------------------------------------------------ -; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, -; not instead -; -; 0 = JA2 Default: Suppression is DISABLED. -; 100 = Suppression is fully activated. -; -; This value can be raised to 65535... But don't. Values over 200 are already excessive. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_EFFECTIVENESS_PLAYER = 100 -SUPPRESSION_EFFECTIVENESS_AI = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Minimum and Maximum amount of Suppression Tolerance a character can have. -; -; NOTE: You'll cause problems if you set MIN to a value greater then MAX -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_TOLERANCE_MAX = 18 -SUPPRESSION_TOLERANCE_MIN = 1 - -; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. -NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE - -; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. -TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; This controls how much Suppression Shock is taken when under fire. -; -; 100 is the "normal" effect. -; Range is 0 (no suppression shock) to 65535 (65535% effect). -; 200 is a LOT. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_SHOCK_INTENSITY = 100 - -; The maximum number of Shock points a character can have. -MAX_SUPPRESSION_SHOCK = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Shocked Target CTH Penalty -; -; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). -; Use these settings to change the CTH penalty for shooting at such targets. -;------------------------------------------------------------------------------------------------------------------------------ - -; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. -CTH_PENALTY_PER_TARGET_SHOCK = 2 - -; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! -MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 - -; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. -CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 -CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 -CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 - -; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. -MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Shock Effects -; -; A Shocked character becomes less useful, primarily losing CTH on all his attacks. -; Use these settings to enable further effects from being shocked. -;------------------------------------------------------------------------------------------------------------------------------ - -; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. -; 0 = No limit. -MAX_CTH_PENALTY_FROM_SHOCK = 40 - -; Vision loss due to Suppression Shock. -; 0 = No vision loss. -; 2 = Vision range reduced proportionally to shock. -; 3 = Tunnel Vision increased proportionally to shock. -; 1 = Both options enabled. -SHOCK_REDUCES_SIGHTRANGE = 1 - -; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes -; the character considerably less resistance to further suppression fire, until the shock can clear away. -COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon -; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid -; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every -; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -AI_SUPPRESS_MIN_MAG_SIZE = 30 -AI_SUPPRESS_MIN_AMMO_REMAINING = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; Explosive Suppression -; -; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause -; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range -; of the explosion itself! -; 0 = disabled. -; 100 = "normal" effect. -;------------------------------------------------------------------------------------------------------------------------------ - -EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90 - -;------------------------------------------------------------------------------------------------------------------------------ -; Other settings -;------------------------------------------------------------------------------------------------------------------------------ - -; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". -NOTIFY_WHEN_PINNED_DOWN = TRUE - -; Minimum distance at which friendly characters become suppressed their own forces. -MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Weather Settings] - -;****************************************************************************************************************************** -; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy -; positions. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Rain settings -; -; (For slow CPUs, you may want to disable rain entirely. -;------------------------------------------------------------------------------------------------------------------------------ - -; Enable/Disable rain appearing in the game. -ALLOW_RAIN = TRUE - -; Chance of rain to be triggered once per day. -RAIN_CHANCE_PER_DAY = 40 - -; Minimum/Maximum length of rain. -RAIN_MIN_LENGTH_IN_MINUTES = 60 -RAIN_MAX_LENGTH_IN_MINUTES = 300 - -; For slow CPUs decrease the MAX_RAIN_DROPS. -MAX_RAIN_DROPS = 80 - -; Controls how rain affects visual distance -; Range: 0-100% -; 0% = Rain doesn't decrease sightrange. -; 100% = Can't see anything in the rain. -VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 - -; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. -WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 - -; Reduction of the speed of regaining your breath (stamina) when it is raining. -BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Lightning settings -; -; (ALLOW_RAIN must be set to TRUE for this to work.) -;------------------------------------------------------------------------------------------------------------------------------ - -; Enable/Disable lightning occuring during rain. -ALLOW_LIGHTNING = TRUE - -; Minimum/Maximum intervals between lightning in real time mode. -MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 -MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 - -; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) -MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 -MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 - -; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. -DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 - -; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). -CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Weapon Overheating Settings] - -;****************************************************************************************************************************** -; In this section you can modify global settings for weapon overheating. -;****************************************************************************************************************************** - -; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically. -; Weapons cool down over time. -OVERHEATING = FALSE - -; Should a 'thermometer' for guns and replacable barrels be displayed? -OVERHEATING_DISPLAY_THERMOMETER = TRUE - -; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? -OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE - -; Starting amount of red colour in the temperature bar. Must be in [0, 255] -OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 - -; If a barrel is not in someone's inventory, it cools down a little bit better. -OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Zombie Settings] - -;****************************************************************************************************************************** -; In this section you can specify how the dead will raise from their graves. -;****************************************************************************************************************************** - -; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there -; is still room for more zombies in the sector)? -; 0 - Every corpse spawns a zombie once -; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... -; 2 - It is randomly decided if a corpse can rise -; 3 - A corpse spawns a zombie once, after that it's random -ZOMBIE_RISE_BEHAVIOUR = 0 - -; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should -; every zombie rise individually (FALSE)? -ZOMBIE_SPAWN_WAVES = FALSE - -; How often are waves of zombies created? 0 means never, 100 means whenever possible -ZOMBIE_RISE_WAVE_FREQUENCY = 60 - -; Can zombies climb roofs? -ZOMBIE_CAN_CLIMB = TRUE - -; Can zombies jump through windows? -ZOMBIE_CAN_JUMP_WINDOWS = TRUE - -; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch -; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) -; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. -; This still results in deadlocks! -ZOMBIE_EXPLODING_CIVS = TRUE - -; Damage is reduced by this percentage. Valid values from -50 to 95 -ZOMBIE_DAMAGE_RESISTANCE = 0 - -; Breath damage is reduced by this percentage. Valid values from -50 to 95 -ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0 - -; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though -ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE - -; Zombie difficulty level, determines hitpoints, stats and skills -; 1 - Night of the Living Dead -; 2 - Dawn of the Dead -; 3 - Resident Evil -; 4 - 28 Days later -ZOMBIE_DIFFICULTY_LEVEL = 3 - -; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from -ZOMBIE_RISE_WITH_ARMOUR = FALSE - -; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. -; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this -ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Poison Settings] - -;****************************************************************************************************************************** -; In this section you can specify the new poison system -;****************************************************************************************************************************** - -; The poison system is a new feature that gives a bit of variation to the life and damage system. -; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives -; poison damage, he not only looses life, he also gains a poison point. -; The basic consequences are: -; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional -; poison points -; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he -; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. -; The lost point will be bandaged, so you do not have to immediately bandage it. -; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. -; We require immediate medical assistance, or we will die! -; Yes, it is possible to die this way. -; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new -; action automatically performed by your doctors and the hospital, if the merc is their patient. -; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). -; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. - -; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 -POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 - -; A multiplicator that determines how many heal points are needed to cure one point of poison -POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 - -; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 -ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 - -; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). -; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier -; valid values from 1.0 to 10.0, 4.0 is recommended -POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Food Settings] - -;****************************************************************************************************************************** -; In this section you can specify the food system -;****************************************************************************************************************************** - -; Your team needs water food, otherwise they'll starve... -; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food -; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts) -; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks: -; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...) -; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep -; - breath regenerates slower -; - his performance on assignments (training milita, doctoring, repairing...) is worse -; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! -; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) - -; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 -FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 -FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 - -; The digestion value is modfied with the number corresponding to your current activity -FOOD_DIGESTION_SLEEP = 0.6 -FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8 -FOOD_DIGESTION_TRAVEL = 1.5 -FOOD_DIGESTION_ASSIGNMENT = 0.9 -FOOD_DIGESTION_ONDUTY = 1.0 -FOOD_DIGESTION_COMBAT = 2.0 - -; allow decay of food in every sector? -FOOD_DECAY_IN_SECTORS = TRUE -; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 -FOOD_DECAY_MODIFICATOR = 1.0 - -; maximum amount of food poisoning one can get from eating a single piece of food -FOOD_MAX_POISONING = 5 - -; do mercs make sounds when eating/drinking? -FOOD_EATING_SOUNDS = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Fortification Settings] - -;****************************************************************************************************************************** -; In this section you can specify settings for the fortification system -;****************************************************************************************************************************** - -; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector -FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### -; # # # # # # # # # # # # # # # # ## # # # -; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # # # -; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Gamestart Settings] - -;****************************************************************************************************************************** -; These settings control the situation at the start of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Game starting time and merc arrival delay -; -; The values are in seconds (3600 = 1 hour) -; -; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME -; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival -; -; Do not change this setting after the game has started -; Do not set the values too low -;------------------------------------------------------------------------------------------------------------------------------ - -; Default value is 3600 (1am) -GAME_STARTING_TIME = 3600 - -; Default value is 21600 (7am) -FIRST_ARRIVAL_DELAY = 21600 - -;------------------------------------------------------------------------------------------------------------------------------ -; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). -; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). -; -; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe -; airspace sector immediately after your initial arrival!! -;------------------------------------------------------------------------------------------------------------------------------ - -DEFAULT_ARRIVAL_SECTOR_X = 7 -DEFAULT_ARRIVAL_SECTOR_Y = 8 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Interface Settings] - -;****************************************************************************************************************************** -; These settings change the user interface in STRATEGIC mode. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. -; -; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the color of the Stat Progress Bars shown on your character's information panel. -; -; The bars can be turned off completely using the in-game Options Menu. -;------------------------------------------------------------------------------------------------------------------------------ - -STAT_PROGRESS_BARS_RED = 140 -STAT_PROGRESS_BARS_GREEN = 90 -STAT_PROGRESS_BARS_BLUE = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; Determine whether the Daily Expenses window takes into account your mercs' contracts. -; -; 0 = Do not take merc contracts into account. -; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) -; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most -; recent contract signed with them. -;------------------------------------------------------------------------------------------------------------------------------ - -INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1 - -; If disabled, the transition from the strategy screen will be skipped before entering tactical screen -DISABLE_STRATEGIC_TRANSITION = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Progress Settings] - -;****************************************************************************************************************************** -; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. -; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Game progress weights -; -; Determine what factors influence your current progress. -; Range: 0-100% -; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults -;------------------------------------------------------------------------------------------------------------------------------ - -; The maximum number of progress points you can get from killing enemies. Default 25 -GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 - -; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you -; conquer more sectors. Default 25 -GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 - -; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you -; control more mines and get more loyalty in the towns where the mines are. Default 50 -GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 - -; The maximum number of progress points you can get from exploring sectors on the map. Default 0 -GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses -; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. -; -; If set to TRUE, all progress weights are automatically set to 100. -;------------------------------------------------------------------------------------------------------------------------------ - -ALTERNATE_PROGRESS_CALCULATION = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Additional factors to Progress Calculation -;------------------------------------------------------------------------------------------------------------------------------ - -; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see -; above) can surpass it. -GAME_PROGRESS_MINIMUM = 0 - -; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% -; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. -GAME_PROGRESS_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Number of kills required to get a single progress point, based on game difficulty. -; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) -;------------------------------------------------------------------------------------------------------------------------------ - -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 - - -;------------------------------------------------------------------------------------------------------------------------------ -; The minimum progress level required to trigger some events. -; Range: 0-100% -;------------------------------------------------------------------------------------------------------------------------------ - -; Default 35 -GAME_PROGRESS_START_MADLAB_QUEST = 35 - -; Default 50 -GAME_PROGRESS_MIKE_AVAILABLE = 50 - -; Default 70 -GAME_PROGRESS_IGGY_AVAILABLE = 70 - -; The queen decides to go on the offensive. WARNING: This will be hard! -; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect -GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 -GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Event Settings] - -;****************************************************************************************************************************** -; Controls various campaign events. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? -; NOTE: This will make the beginning of the game MUCH HARDER if enabled! - -TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE - -; This enables massive counterattacks in all cities, just like in Drassen. -; NOTE: These attacks will be huge. You have been warned. -; 0: no attacks -; 1: counterattacks on all cities possible -; 2: 1 + major offensives depending on game progress -AGGRESSIVE_STRATEGIC_AI = 2 - -; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) -ENABLE_CREPITUS = TRUE - -; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE -CREPITUS_ATTACK_ALL_TOWNS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Mine Shut-down Event -; -; Allows you to control which mine will run out of ore and stop working. - -; Select mine. -; -1 = Game chooses a mine randomly. -; 0 = No mine will shut down! -; 2 = Drassen -; 3 = Alma -; 4 = Cambria -; 5 = Chitzena -; 6 = Grumm -;------------------------------------------------------------------------------------------------------------------------------ - -WHICH_MINE_SHUTS_DOWN = -1 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Gameplay Settings] - - -;****************************************************************************************************************************** -; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will -; definitely change the way it is played. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements -; -; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive -; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. -; -; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is -; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others -; die or run away. -;------------------------------------------------------------------------------------------------------------------------------ - -; Allows enemy/militia reinforcements from adjacent sectors. -ALLOW_REINFORCEMENTS = FALSE - -; Allows reinforcements only between city sectors. Only affects militia, not enemies. -ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913) -;------------------------------------------------------------------------------------------------------------------------------ - -; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. -MIN_DELAY_ENEMY_REINFORCEMENTS = 0 -; Additional random delay added to minimum when reinforcements will arrive after they are called. -RND_DELAY_ENEMY_REINFORCEMENTS = 5 -; Minimum enemy units which will enter after above delay is over. -MIN_ENTER_ENEMY_REINFORCEMENTS = 8 -; Additional random enemy units to appear after passing delay. -RND_ENTER_ENEMY_REINFORCEMENTS = 8 - -; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. -MIN_DELAY_MILITIA_REINFORCEMENTS = 0 -; Additional random delay added to minimum when reinforcements will arrive after they are called. -RND_DELAY_MILITIA_REINFORCEMENTS = 5 -; Minimum militia units which will enter after above delay is over. -MIN_ENTER_MILITIA_REINFORCEMENTS = 6 -; Additional random militia units to appear after passing delay. -RND_ENTER_MILITIA_REINFORCEMENTS = 6 - -; Don't allow permanent items removal for no merc in that sector -NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Vehicle Inventory -;------------------------------------------------------------------------------------------------------------------------------ - -; Do vehicles have their own inventory to carry equipment? -VEHICLE_INVENTORY = TRUE - -; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). -HUMVEE_OFFROAD = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This determines how important luck is in Auto-Resolve combat, compared to actual skills. -; JA2 Default is 2.0 (luck is as important as skills). -; Lower this value to reply more on skills, raise to rely more on luck. -; Minimum is 1.0. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTORESOLVE_LUCK_FACTOR = 2.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map -; (as a big red "?"). -; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. -;------------------------------------------------------------------------------------------------------------------------------ - -NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the frequency and severity of risks triggered by using strategic facilities. -;------------------------------------------------------------------------------------------------------------------------------ - -; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. -FACILITY_EVENT_RARITY = 1000 - -; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more -; noticeable. Increase this for the opposite. Default = 50. -FACILITY_DANGER_RATE = 50 - -;****************************************************************************************************************************** -; Activates the new additional repair mode. -; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing -; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor -; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the -; same sector, then all equipped armor, and so forth, always starting with the item with least durability -; (especially jammed guns). -; -; FALSE = 1.13 repair system -; TRUE = New additional repair system based on priorities -;****************************************************************************************************************************** - -ADDITIONAL_REPAIR_MODE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; advanced repair/dirt system -;------------------------------------------------------------------------------------------------------------------------------ - -; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. -ADVANCED_REPAIR = TRUE - -; the only items we can repair are guns and armour -ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE - -; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can -MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE - -; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming -DIRT_SYSTEM = TRUE - -; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) -FULL_REPAIR_CLEANS_GUN = FALSE - -; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number -SECTOR_DIRT_DIVIDER = 700 - -; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 -DIRT_GLOBAL_MODIFIER = 1.25 - -;****************************************************************************************************************************** -; Set how to handle Skyrider "hot LZ" options -; -; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) -; 1 = Allow Skyrider to drop off mercs to center of map -; 2 = Skyrider drops mercs at map edge from direction he entered the sector. -; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing -;****************************************************************************************************************************** - -ALLOW_SKYRIDER_HOT_LZ = 2 - -;****************************************************************************************************************************** -; Always make all the terrorists to appear in Arulco. -; -;****************************************************************************************************************************** - -ENABLE_ALL_TERRORISTS = TRUE - -;****************************************************************************************************************************** -; Enable all sectors with "secret" weapon caches. -; (These sectors hold usually a few chests with various mediocre to good equipment.) -; -;****************************************************************************************************************************** - -ENABLE_ALL_WEAPON_CACHES = FALSE - -;****************************************************************************************************************************** -; Override each map's percent likelihood of an item appearing. -; Valid range = 0-100, where 0 uses the map values. -; (Mainly for modders, can possibly take the fun out of the game) -;****************************************************************************************************************************** - -MAP_ITEM_CHANCE_OVERRIDE = 0 - -;****************************************************************************************************************************** -; Prisoner system -;****************************************************************************************************************************** - -; can you capture enemy soldiers? -ALLOW_TAKE_PRISONERS = TRUE - -; can you offer enemies a surrender option? -ENEMY_CAN_SURRENDER = TRUE - -; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds. -DISPLAY_SURRENDER_VALUES = TRUE - -; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 -SURRENDER_MULTIPLIER = 5.0 - -; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked -; you to surrender, and you refused -PLAYER_CAN_ASK_TO_SURRENDER = TRUE - -; chance that released soldiers join the army again -PRISONER_RETURN_TO_ARMY_CHANCE = 50 - -; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) -PRISONER_DEFECT_CHANCE = 25 - -; chance that interrogated soldiers can give info on enemy positions -PRISONER_INFO_BASECHANCE = 25 - -; chance that interrogated soldiers can give info on enemy numbers -PRISONER_INFO_NUMBER_CHANCE = 30 - -; chance that interrogated soldiers can give info on enemy movement directions -PRISONER_INFO_DIRECTION_CHANCE = 40 - -; chance that interrogated soldiers pays you ransom money -PRISONER_RANSOM_CHANCE = 25 - -; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners -; Interrogation first removes admin prisoners, then regulars and then elites -; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia -; special prisoners do not exist... yet. -PRISONER_INTERROGATION_POINTS_ADMIN = 80 -PRISONER_INTERROGATION_POINTS_REGULAR = 100 -PRISONER_INTERROGATION_POINTS_ELITE = 140 -PRISONER_INTERROGATION_POINTS_SPECIAL = 250 - -;------------------------------------------------------------------------------------------------------------------------------ -; Helicopter Repair -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector. -WALDO_CAN_REPAIR_HELICOPTER = TRUE - -; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money. -WALDO_OFFERS_REPAIR_IN_STRATEGIC = TRUE - -; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity. -WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = TRUE - -; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense). -SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Helicopter Refuel -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel. -ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = TRUE - -; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded. -HELICOPTER_PASSENGERS_CAN_GET_HIT = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Morale Settings] - -;****************************************************************************************************************************** -; These settings modify certain team morale aspects -;****************************************************************************************************************************** - -; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to -; our prejudices. This alters our morale. The effects depend on the other merc's properties. -; The effect is doubled if we care a lot about something. -; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25]. -; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement, -; and 2x that modifier if we care a lot. None if we don't care. - -; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot. -; Values from 0 to 5, default is 1 -MORALE_MOD_APPEARANCE = 1 - -; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference -; and we care a lot. Values from 0 to 5, default is 2 -MORALE_MOD_REFINEMENT = 2 - -; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation. -; Values from 0 to 5, default is 2. -MORALE_MOD_HATEDNATIONALITY = 3 - -; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2. -MORALE_MOD_RACISM = 3 - -; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly, -; doubled again if we are very sexist. Values from 0 to 5, default is 1. -MORALE_MOD_SEXISM = 1 - -; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5. -MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Laptop Settings] - -;****************************************************************************************************************************** -; Use these settings to make changes to the laptop screen. -;****************************************************************************************************************************** - -; If set to TRUE, you can browse to the briefing room website on the laptop -BRIEFING_ROOM = FALSE - -; If set to TRUE, you can browse to the encyclopedia website on the laptop -ENCYCLOPEDIA = FALSE - -; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), -; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4. -ENCYCLOPEDIA_ITEM_MASK = 1 - -; If disabled, the transition will be skipped when opening/closing the laptop -DISABLE_LAPTOP_TRANSITION = TRUE - -; Fast loading of WWW laptop sites? -FAST_WWW_SITES_LOADING = TRUE - -; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only -LAPTOP_MOUSE_CAPTURED = FALSE - -; if true, campaign history site (Arulco Press Council) is accessible -CAMPAIGN_HISTORY = TRUE - -; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! -CAMPAIGN_HISTORY_MAX_REPORTS = -1 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Bobby Ray Settings] - -;****************************************************************************************************************************** -; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. -;****************************************************************************************************************************** - -; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. -BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE - -; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. -BOBBY_RAY_MAX_PURCHASE_AMOUNT = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Item shipment settings -;------------------------------------------------------------------------------------------------------------------------------ - -; Should the stealing from shipments (in Drassen this is Pablo) be disabled? -STEALING_FROM_SHIPMENTS_DISABLED = FALSE - -; Set the chance in percentage of whole shipment lost from Bobby Ray -CHANCE_OF_SHIPMENT_LOSS = 10 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Item Property Settings] - -;****************************************************************************************************************************** -; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change -; all the individual entries in Items.XML or Weapons.XML. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. -; Range: 0-1000 -; 100 means 100% (no change in damage) -; maximum damage (internal) is 255 -;------------------------------------------------------------------------------------------------------------------------------ - -EXPLOSIVES_DAMAGE_MODIFIER = 100 -MELEE_DAMAGE_MODIFIER = 100 -GUN_DAMAGE_MODIFIER = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. -; Range: 0-1000 -; 100 means 100% (no change in range) -; 200 means 200% (doubles the range) -; 50 means 50% (halves the range) -;------------------------------------------------------------------------------------------------------------------------------ -GUN_RANGE_MODIFIER = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target -; in an unprotected area. Each armor item has a different coverage value. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_ARMOR_COVERAGE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. -; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. -;------------------------------------------------------------------------------------------------------------------------------ - -DYNAMIC_AMMO_WEIGHT = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, -; but won't lower B/5AP below 0. -; 0 = No change from normal -; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) -; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. -; At 0.5, characters can comfortably carry twice as much with the same amount of strength. -;------------------------------------------------------------------------------------------------------------------------------ - -STRENGTH_TO_LIFT_HALF_KILO = 1.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. -; Note: This is only used if Old Trait System is played -;------------------------------------------------------------------------------------------------------------------------------ - -MORTAR_CTH_DIVISOR = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. -; It is recommended to play with this set to FALSE when the attachments are assigned properly. -; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. -; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; The chance in percentages that an attachment will have to drop with the item if an NPC dies. -; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. -; Inseperable attachments will always drop. Range: 0 - 100% -;------------------------------------------------------------------------------------------------------------------------------ - -ATTACHMENT_DROP_RATE = 10 - - -;------------------------------------------------------------------------------------------------------------------------------ -; The maximum amount of attachments NPC's can get on their gun when they get random equipment. -; They will usually get less attachments than this value because of randomness. Range: 2 - 30 -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_ENEMY_ATTACHMENTS = 6 - -; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? -SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Enemy AI Settings] - -;****************************************************************************************************************************** -; These settings change the behavior of the queen's army on the Strategy Map. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; New strategic AI -; -; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies -; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens -; to every city, possibly several times during the campaign! -; When set to TRUE, this setting has the potential of making the game considerably harder. -;------------------------------------------------------------------------------------------------------------------------------ - -NEW_AGGRESSIVE_AI = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy army composition -; -; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. -;------------------------------------------------------------------------------------------------------------------------------ - -; Percentage of troops that are actually placed on the map at the start of the game. -; 100 = All "default" troops are placed. -; 200 = Twice as many troops are placed. -INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 -INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 -INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 -INITIAL_GARRISON_PERCENTAGES_INSANE = 200 - -; Minimum enemy group size. Enemy groups will never be smaller than this! -MIN_ENEMY_GROUP_SIZE_NOVICE = 3 -MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 -MIN_ENEMY_GROUP_SIZE_EXPERT = 6 -MIN_ENEMY_GROUP_SIZE_INSANE = 12 - -; Percent of troops converted to extra elites in enemy groups -PERCENT_EXTRA_ELITES_EXPERIENCED = 0 -PERCENT_EXTRA_ELITES_EXPERT = 25 -PERCENT_EXTRA_ELITES_INSANE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Pool -; -; These settings control how many troops the queen has for using against you, how many new troops she gets every day, -; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. -UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE -UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE - -; Amount of troops avaliable to the queen at game start -QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 -QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 - -; Amount of troops that will be added to queens army when the troops pool is empty -QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 - -;------------------------------------------------------------------------------------------------------------------------------ -; Alert Levels -; -; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes -; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better -; chance of spotting your mercs in the wilderness and chasing them around. -; -; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in -; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. -; -; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. -;------------------------------------------------------------------------------------------------------------------------------ - -; Sets the starting alert chances. -ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 -ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 -ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 -ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 - -; When an enemy spots and chases a player group, the alertness value decrements by this value. -; Ranges from 1-100 (but recommend 20-60). -ENEMY_ALERT_DECAY_NOVICE = 75 -ENEMY_ALERT_DECAY_EXPERIENCED = 50 -ENEMY_ALERT_DECAY_EXPERT = 25 -ENEMY_ALERT_DECAY_INSANE = 10 - -; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's -; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable -; is what is used to determine the free checks. -NUM_AWARE_BATTLES_NOVICE = 1 -NUM_AWARE_BATTLES_EXPERIENCED = 2 -NUM_AWARE_BATTLES_EXPERT = 3 -NUM_AWARE_BATTLES_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Army AI / Behavior -; -; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive -; she is about it. -;------------------------------------------------------------------------------------------------------------------------------ - -; The base interval between the queen's decisions. She can only make one decision at a time. -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 - -; A random variation to the interval between queen's decisions. -EVALUATION_DELAY_VARIANCE_NOVICE = 240 -EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 -EVALUATION_DELAY_VARIANCE_EXPERT = 120 -EVALUATION_DELAY_VARIANCE_INSANE = 60 - -; This is a delay between the player taking a sector, and the queen being able to decide to attack it. -; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 - -; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. -; A longer grace period causes defeated enemy patrols to reappear less often. -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 - -; Determines whether the queen always prefers attacking your sectors to defending her own. -; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable -; unlimited reinforcements -AGGRESSIVE_QUEEN_AI_NOVICE = FALSE -AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE -AGGRESSIVE_QUEEN_AI_EXPERT = FALSE -AGGRESSIVE_QUEEN_AI_INSANE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Individual Enemy Group Behavior -; -; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what -; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. -; This behavior was deactivated in original game. -; -; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to -; reinforce this sector. -; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. -; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_INVESTIGATE_SECTOR = FALSE -REASSIGN_PENDING_REINFORCEMENTS = FALSE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Training Settings] - -;****************************************************************************************************************************** -; These settings control the training of Town Militia. -;****************************************************************************************************************************** - -; Defines the maximum number of Militia that can occupy the same sector -; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the -; duration of the battle. -MAX_MILITIA_PER_SECTOR = 20 - -; The number of Town Militia that are trained in a single "training session". -NUM_MILITIA_TRAINED_PER_SESSION = 10 - -; How much loyalty you need in a town to allow you to train Militia there. -MIN_LOYALTY_TO_TRAIN_MILITIA = 20 - -; This controls how fast town militia gets trained. -MILITIA_TRAINING_RATE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, -; and are almost as well-trained as enemy Blackshirts. -;------------------------------------------------------------------------------------------------------------------------------ - -; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. -; FALSE = Only Regular (Light-Blue) militia can be trained. -ALLOW_TRAINING_ELITE_MILITIA = FALSE - -; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) -ELITE_MILITIA_TRAINING_DELAY= 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Town Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Militia training bonus for RPC (as a percentage of the normal training speed) -; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. -RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 - -; Minimum leadership skill required to be able to train Militia at all -MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 20 - -; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). -LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE - -; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. -REQ_LEADERSHIP_FOR_MAX_MILITIA = 60 - -; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test -; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia -; training. -; 100 = no bonus. 150 = 50% bonus. etcetera -; Note: This is only used if Old Trait System is played -TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Mobile Militia Training Settings] - -;****************************************************************************************************************************** -; These settings control the training of Mobile Militia. -;****************************************************************************************************************************** - -; Allows training militia that move around on the Strategy Map. -; If FALSE, all other settings in this category are disabled automatically. -ALLOW_MOBILE_MILITIA = FALSE - -; Delay ability to train Mobile Militia till this day -MOBILE_MILITIA_TRAINING_DELAY = 1 - -; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). -NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine if training of additional mobile militia is allowed when a certain number is allready active. -; You can still train mobiles if you are just below maximum. -; Base modes available: -; 0 = No maximum. -; 2 = Maximum calculated by town sectors you have currently under control. -; 4 = Maximum calculated by town sectors you have liberated at least one time. -; 8 = Maximum calculated by towns under player control. -; 16 = Maximum calculated by current progress. -; 32 = Maximum calculated by best progress. -; 64 = Maximum calculated by number of rebels in your team. -; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72). -; -; Advanced modes: -; 0 = If more then one base mode is chosen the lowest one is used. -; 128 = If more then one base mode is chosen the highest one is used. -; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and -; rebel limit dictates 60 are allowed the final maximum becomes 30. -; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200) -; -; Deserting modes: -; 0 = no deserters -; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached. -; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use. -; The number of deserters is randomly chosen but depends on the ratio active/maximum. -; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1). -; -; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0) -; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5) -;------------------------------------------------------------------------------------------------------------------------------ -MOBILE_MILITIA_MAX_ACTIVE_MODE = 195 -MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Training method options. -; -; There are two methods: -; One is Manual Training - you pay money to train Mobile Militia whenever you desire. -; The second method is to have them created automatically (for free!) every N hours. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines which method of training is used. -; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all -; "Leadership and Mobile Militia Training settings", below. -MUST_TRAIN_MOBILE_MILITIA = FALSE - -; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile -; Militia group. -; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. -CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Mobile Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Minimum required leadership skill to train Mobile Militia -MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 - -; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the -; value dictated by DIV_OF_ORIGINAL_MILITIA. -; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE - -; Required leadership score to train the maximum number of Mobile Militia allowed. -; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) -REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80 - -; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE - -; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups -; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. -PERCENT_MOBILE_MILITIA_ELITES = 20 -PERCENT_MOBILE_MILITIA_REGULARS = 30 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Mobile Militia Movement Settings] - -;****************************************************************************************************************************** -; These settings control how Mobile Militia move around the strategy map. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to FALSE, Mobile Militia can move anywhere they want. -; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) -;------------------------------------------------------------------------------------------------------------------------------ - -RESTRICT_ROAMING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; EXPLORATION-based restrictions -; -; Allow Mobile Militia to move through any EXPLORED sectors. -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; CONQUEST-based restrictions -; -; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. -; This utilizes the rules laid down in the file "DynamicRestrictions.XML". -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a -; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they -; have already been liberated once in the past. -; -; In the JA2 campaign, this allows travel through: -; San Mona, Tixa, Orta, Estoni, and Omerta. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. -; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. -; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE -ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls wether militia will follow the player on map in non combat situation. -; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there -; (default behaviour). This overwrites any manual restrictions. -; Set to FALSE if they dont worry about the player. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_FOLLOW_PLAYER = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the splitting of mobile militia groups. -; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and -; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia. -; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR. -; Remainder will eventually move along. -; If they decide to spread, the groups will end up equal in size. -; -; There are various chances to spread when there are NO threats: -; - 30% chance if origin sector is full and destination is empty, groups will become equal in size. -; - 50% chance if origin and destination have militia, groups become equal in size. -; - 0% chance if origin sector is not full and target is empty -; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above. -; For threatened sectors the chances are: -; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted. -; - 0% chance to spread if origin sector is not threatened but target is. -; - variable chance to spread if both target and source sectors are threatened based on enemy numbers: -; (NumEnemiesNearOrigin * 100) / TotalNumEnemies -; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal. -; And you can overwrite the chances with the settings below: -; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc. -; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_SPREAD = TRUE -ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Strength Settings] - -;****************************************************************************************************************************** -; These settings control the strength of town or mobile militia in tactial combat and autoresolve. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine how well the militia will fight during autoresolve and tactical combat. -; -; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia -; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia -; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. -;------------------------------------------------------------------------------------------------------------------------------ - -; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also -; negative, meaning the militia will be weaker. -GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 -REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5 -VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10 - -; Flat bonus to Militiamen Action Points. -GREEN_MILITIA_APS_BONUS = 0 -REGULAR_MILITIA_APS_BONUS = 0 -VETERAN_MILITIA_APS_BONUS = 5 - -; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) -GREEN_MILITIA_CTH_BONUS_PERCENT = 0 -REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 -VETERAN_MILITIA_CTH_BONUS_PERCENT = 10 - -; Normal and energy damage is reduced by this many percents. -GREEN_MILITIA_DAMAGE_RESISTANCE = 0 -REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 -VETERAN_MILITIA_DAMAGE_RESISTANCE = 10 - -; Determines bonus to assigned weapon and gear quality (coolness). -GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 -REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1 -VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Equipment Settings] - -;****************************************************************************************************************************** -; These settings control the how militia can equip itslef from sector inventories -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. -; -; This applies to both tactical and strategic combat. -; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector. -; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'. -; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works -; if no mercs are present in that sector. -; If militia reinforces a sector, they will take their gear along. -; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map. -; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in). -;------------------------------------------------------------------------------------------------------------------------------ - -; if set to true, militia will take parts of its equipment from a sector's inventory. -MILITIA_USE_SECTOR_EQUIPMENT = FALSE - -; determines wether militia picks helmets, vests and leg armour from the sector. -MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE - -; determines wether militia takes NVGs, sungoggles and gasmasks from the sector. -MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE - -; determines wether militia takes knifes and punch weapons from the sector -MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE - -; determines wether militia takes guns from the sector -MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE - -; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true. -; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped -; If this is set to TRUE, make sure to occasionally restock ammo for your militia. -MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE - -; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type -MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE - -; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector -MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE - -; the number of bullets deemed sufficient for a gun is -; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size)) -; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo -MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10 -MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200 -MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 - -; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector -; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and -; orange gear cannot be chosen by any militia. -MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Shopkeeper Inventory Settings] - -;****************************************************************************************************************************** -; These settings control the inventory of Arulco's resident shopkeepers. -; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting) -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away -; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. -;------------------------------------------------------------------------------------------------------------------------------ -CHANCE_TONY_AVAILABLE = 80 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn on to get BR shipments faster -;------------------------------------------------------------------------------------------------------------------------------ -FAST_BOBBY_RAY_SHIPMENTS = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Assignment Settings] - -;****************************************************************************************************************************** -; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Basic Settings -; -; Use these to affect all assignments. -;------------------------------------------------------------------------------------------------------------------------------ - -; The amount time a character 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 - -;------------------------------------------------------------------------------------------------------------------------------ -; Skill Training -; -; These settings control the speed of training, and how useful some characters are at training others. -;------------------------------------------------------------------------------------------------------------------------------ - -; Min skill required for a character to be able to increase that skill at all. -MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0 - -; Max value to which any skill can be trained. -MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 - -; Divisor for rate of self-training (the "PRACTICE" assignment) -TRAINING_RATE_DIVISOR = 1000 - -; The divisor for rate of training bonus due to instructors influence -; Reduce to speed-up trainer/student training -; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points -INSTRUCTED_TRAINING_DIVISOR = 3000 - -; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) -; Also applies to training militia -TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 - -; The minimum skill rating a character must have before he can train fellow teammates in that skill. -MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 - -;------------------------------------------------------------------------------------------------------------------------------ -; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. -; -; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. -; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. -; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. -; 1 = Both options on. -;------------------------------------------------------------------------------------------------------------------------------ - -SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1 -SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. -; -; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. -; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered -; "Resting", and will regain their fatigue back slowly until at least one student wakes up. -; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered -; "Resting", and will regain their fatigue back slowly until the trainer wakes up. -; 1 = Both options on. -; -; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the -; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). -;------------------------------------------------------------------------------------------------------------------------------ - -REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Doctoring -; -; (for reference: OKLIFE = 15 health) -;------------------------------------------------------------------------------------------------------------------------------ - -; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) -; Low = patient, high = working -NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 -NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 -NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 - -; Increase this value to reduce doctoring pts per hour, or vice versa. -; At 2400, the theoretical maximum is 150 full healing pts/day. -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 - -; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) -BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 - -; Multiplier for how much medical skill is needed, for each point below OKLIFE -MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 - -; Number of "doctor" points used up to heal each point below OKLIFE -POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Repairing -;------------------------------------------------------------------------------------------------------------------------------ - -; Cost to unjam a weapon in repair pts -REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 - -; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa -REPAIR_RATE_DIVISOR = 2500 - -; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points -; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows -; down repair. A lower value speeds it up. -REPAIR_SESSIONS_PER_DAY = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; SquadNames -;------------------------------------------------------------------------------------------------------------------------------ - -; use squadnames from SquadNames.xml -USE_XML_SQUADNAMES = FALSE - -[Clock Settings] - -;****************************************************************************************************************************** -; These settings control the speed behavior of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Change in Clock Speed from base clock speed in percent -; Range: 100 - 300 Default: 150 -;------------------------------------------------------------------------------------------------------------------------------ - -CLOCK_SPEED_PERCENT = 150 - -;------------------------------------------------------------------------------------------------------------------------------ -; Timeslice in microseconds. The frequency that the screen is refreshed. -; At normal speed the clock is updated every 16 milliseconds. -; Range: 1000 - 20000 Default: 16000 -;------------------------------------------------------------------------------------------------------------------------------ - -UPDATE_FREQUENCY = 16000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Improved auto fast forwarding. -; AUTO_FAST_FORWARD_ENEMIES: -; 0 - default behaviour -; 1 - auto fast forward only enemies that are not seen by player's team -; 2 - auto fast forward only invisible enemies -; 3 - auto fast forward all enemies -; AUTO_FAST_FORWARD_MILITIA: -; 0 - default behaviour -; 1 - auto fast forward only militia that does not see enemies -; 2 - auto fast forward militia always -; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_FAST_FORWARD_ENEMIES = 0 - -AUTO_FAST_FORWARD_MILITIA = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. -; At normal speed the clock is updated every 10 milliseconds. -; Range: 1-10000 Default: 500 -;------------------------------------------------------------------------------------------------------------------------------ - -FAST_FORWARD_PERIOD = 500 - -;------------------------------------------------------------------------------------------------------------------------------ -; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. -; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx -; Note MENU = [ALT], CONTROL = [CTRL] -; Examples (separated by comma): -; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 -;------------------------------------------------------------------------------------------------------------------------------ - -FAST_FORWARD_KEY = SUBTRACT - -[Overhead Map Settings] -;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences! -;Modes: -; 0 Off -; 1 Draw Rectangles -; 2 Draw Rectangles and hatch them with the 'no deployment' pattern -MARKER_MODE = 2 -;Precision governs how small the marked area will be -; 0 Hostiles are in a general area 180 tiles across -; 1 Hostiles are in a general area 120 tiles across -; 2 Hostiles are in a general area 90 tiles across -; 3 Hostiles are in a general area 60 tiles across -; 4 Hostiles are in a general area 45 tiles across -; 5 Hostiles are in a general area 30 tiles across -DAYTIME_PRECISION = 4 -;Same as above, this time for Night -NIGHTTIME_PRECISION = 5 -;Number of remaining Soldiers before their location gets marked -MAX_SOLDIERS_LEFT = 1 diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI deleted file mode 100644 index 33b95f713..000000000 --- a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI +++ /dev/null @@ -1,319 +0,0 @@ -;****************************************************************************************************************************** -; Jagged Alliance 2 v1.13: Unfinished Business -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This file controls special settings for the v1.13 Unfinished Business. -; The general common settings are stored in the ja2_options.ini file. -;------------------------------------------------------------------------------------------------------------------------------ - -[Unfinished Business Settings] - -;****************************************************************************************************************************** -; This section changes general settings of Unfinished Business -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Show/hide the map buttons on the strategy screen. -;------------------------------------------------------------------------------------------------------------------------------ - -BORDER_TOWN = TRUE -BORDER_MINE = TRUE -BORDER_TEAMS = TRUE -BORDER_MILITIA = FALSE -BORDER_AIRSPACE = TRUE -BORDER_ITEM = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Can the initial sector (default H7) be attacked immediatly by enemies? -;------------------------------------------------------------------------------------------------------------------------------ - -EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; After blowing up the fan in the J13, the enemy is alerted, and the underground sectors (J14-1 and K14-1) -; will be added to enemy units. -;------------------------------------------------------------------------------------------------------------------------------ - -HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the option to do a auto resolve battle? -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_RESOLVE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Initial grid numbers and times of the crashed helicopter -; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na FALSE, to gra będzie używać te parametry. -; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. -; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na FALSE, to gra nie korzysta z tych parametrów. -; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. -;------------------------------------------------------------------------------------------------------------------------------ - -INITIAL_HELICOPTER_GRIDNO_1 = 14947 -INITIAL_HELICOPTER_GRIDNO_2 = 15584 -INITIAL_HELICOPTER_GRIDNO_3 = 15754 -INITIAL_HELICOPTER_GRIDNO_4 = 16232 -INITIAL_HELICOPTER_GRIDNO_5 = 16067 -INITIAL_HELICOPTER_GRIDNO_6 = 16230 -INITIAL_HELICOPTER_GRIDNO_7 = 15272 - -INITIAL_HELICOPTER_RANDOM_TIME_1 = 1300 -INITIAL_HELICOPTER_RANDOM_TIME_2 = 2000 -INITIAL_HELICOPTER_RANDOM_TIME_3 = 2750 -INITIAL_HELICOPTER_RANDOM_TIME_4 = 3400 -INITIAL_HELICOPTER_RANDOM_TIME_5 = 4160 -INITIAL_HELICOPTER_RANDOM_TIME_6 = 4700 -INITIAL_HELICOPTER_RANDOM_TIME_7 = 5630 - -;------------------------------------------------------------------------------------------------------------------------------ -; Sektor do którego najemnicy będą teleportowani po zakończeniu gry. Sektorem ostatecznej walki z generałem jest L15-3. -; Domyślny sektor : K16. -;------------------------------------------------------------------------------------------------------------------------------ - -DEFAULT_END_SECTOR_X = 16 -DEFAULT_END_SECTOR_Y = 11 -DEFAULT_END_SECTOR_Z = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the landing of a helicopter, like it is in default JA2 1.13? -; If this value is set to "TRUE", then "ENABLE_UB_HELICOPTER_CRASH" has to be set to "FALSE" -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_JA2_HELICOPTER_LANDING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the crash site (Unfinished Business). If this parameter is set to "TRUE", then -; "ENABLE_JA2_HELICOPTER_LANDING" has to be set to "FALSE". -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_UB_HELICOPTER_CRASH = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable Jerry Dialogues? -;------------------------------------------------------------------------------------------------------------------------------ - -JERRY_QUOTES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Add Jerry to the sector (sector default H7). -;------------------------------------------------------------------------------------------------------------------------------ - -JERRY = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the tactical grid number from Jerry. -; Jerry will be in a sector which is defined as the start sector. -; See ja2_options.ini: DEFAULT_ARRIVAL_SECTOR_X, DEFAULT_ARRIVAL_SECTOR_Y. -;------------------------------------------------------------------------------------------------------------------------------ - -JERRY_GRIDNO = 15109 - -;------------------------------------------------------------------------------------------------------------------------------ -; The switch in the L15-3. The final sector with General Morris. -;------------------------------------------------------------------------------------------------------------------------------ - -SWITCH_IN_MORRIS_AREA_GRIDNO = 15231 - -;------------------------------------------------------------------------------------------------------------------------------ -; After firing the rockets, our mercenaries will automatically go to the elevator. -;------------------------------------------------------------------------------------------------------------------------------ - -SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1 = 14268 -SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2 = 15708 - -;------------------------------------------------------------------------------------------------------------------------------ -; Po przeczytaniu instrukcji Morrisa, zostaje pokazne miejsce przełącznika na panelu sterowania. -;------------------------------------------------------------------------------------------------------------------------------ - -RADIO_LOCATORS_GRIDNO_1 = 15070 -RADIO_LOCATORS_GRIDNO_2 = 14744 - -;------------------------------------------------------------------------------------------------------------------------------ -; Miejsca przy wentylatorze (sektor J13), pod którymi podkładam ładunki wybuchowe. -;------------------------------------------------------------------------------------------------------------------------------ - -POWERGEN_SECTOR_GRIDNO_1 = 15100 -POWERGEN_SECTOR_GRIDNO_2 = 12220 -POWERGEN_SECTOR_GRIDNO_3 = 14155 -POWERGEN_SECTOR_GRIDNO_4 = 13980 - -;------------------------------------------------------------------------------------------------------------------------------ -; Po wysadzeniu wentylatora, (sektor J13) w tym miejscu pojawi się przejście do sektora J14-1. -;------------------------------------------------------------------------------------------------------------------------------ - -POWERGEN_SECTOR_EXITGRID_GRIDNO = 19749 - -;------------------------------------------------------------------------------------------------------------------------------ -; Dodanie dźwięku wentylatora. -;------------------------------------------------------------------------------------------------------------------------------ - -POWERGEN_FAN_SOUND_GRIDNO_1 = 10979 -POWERGEN_FAN_SOUND_GRIDNO_2 = 19749 - -;------------------------------------------------------------------------------------------------------------------------------ -; Miejsce włączenia wentylatora. -;------------------------------------------------------------------------------------------------------------------------------ - -START_FANBACKUP_AGAIN_GRIDNO = 10980 - -;------------------------------------------------------------------------------------------------------------------------------ -; Miejsce zatrzymania wentylatora. -;------------------------------------------------------------------------------------------------------------------------------ - -STOP_POWERGEN_FAN_GRIDNO = 10980 - -;------------------------------------------------------------------------------------------------------------------------------ -; The tactical grid numbers of the fan tiles (default sector J13) -;------------------------------------------------------------------------------------------------------------------------------ - -FAN_GRIDNO_1 = 10978 -FAN_GRIDNO_2 = 10979 -FAN_GRIDNO_3 = 10980 -FAN_GRIDNO_4 = 10818 -FAN_GRIDNO_5 = 10819 -FAN_GRIDNO_6 = 10820 -FAN_GRIDNO_7 = 10658 -FAN_GRIDNO_8 = 10659 -FAN_GRIDNO_9 = 10660 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Campaign Settings] - -;****************************************************************************************************************************** -; These settings changes some campaign settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Use MovementCosts.xml file? If TRUE, then MAKE_STRATEGIC_MOVEMENT_COSTS must be set to "FALSE". -;------------------------------------------------------------------------------------------------------------------------------ - -STRATEGIC_MOVEMENT_COSTS_XML = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically generate enemies in the sectors. -; Enemy units are not generated in the main sectors: H7, H8, H9, H10,H11, I9, I10, I11, I12, I13, -; J11, J12, J13, K14, K15, K16, L15, I13_B1, J13_B1, J14_B1, K15_B1, K15_B2, L15_B2, L15_B3 -; To set the enemies in these sectors use GameInit.lua file or GarrisonGroups.xml and PatrolGroups.xml -;------------------------------------------------------------------------------------------------------------------------------ - -ADD_RANDOM_ENEMY_TO_SECTOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game automatically creates the directions of travel between sectors? -;------------------------------------------------------------------------------------------------------------------------------ - -MAKE_STRATEGIC_MOVEMENT_COSTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the quest: "Broken internet laptop." -;------------------------------------------------------------------------------------------------------------------------------ - -LAPTOP_QUEST = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the news of the death of mercenaries. This option uses the file email.edt. -;------------------------------------------------------------------------------------------------------------------------------ - -NOTIFY_ON_DEAD_AIM_MERCS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game be initialized with GarrisonGroups.xml and PatrolGroups.xml -;------------------------------------------------------------------------------------------------------------------------------ - -USE_ENEMY_ARMY_XMLS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use special UB Strategic Actions for the default UB campaign ? -;------------------------------------------------------------------------------------------------------------------------------ - -JA2UB = TRUE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Laptop Settings] - -;****************************************************************************************************************************** -; These settings changes some laptop settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the I.M.P website be protected with the default JA2 password (XEP624)? -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_PASS_JA2 = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the I.M.P website be protected with the default UB password (GP97SL)? -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_PASS_UB = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should those links be visible on the AIM website? These options take use of "Email.edt" file -;------------------------------------------------------------------------------------------------------------------------------ - -LINK_INSURANCE = FALSE -LINK_FUNERAL = TRUE -LINK_BOBBY = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should Bobby Ray's website be accessable? These option takes use of "Email.edt" file -;------------------------------------------------------------------------------------------------------------------------------ - -BOBBY_SITE_ACCESSED = FALSE - -;----------------------- -; Weapon -;----------------------- - -[Unfinished Business Items] - -TEX_MOVIE_ATTACK_CLYDESDALES = 1356 -TEX_MOVIE_WILD_EAST = 1357 -TEX_MOVIE_HAVE_HONDA = 1358 -LAPTOP_TRANSMITTER = 1355 -CHE_GUEVARA_CANTEEN = 1359 -MERC_WRISTWATCH = 1360 -SAM_GARVER_COMBAT_KNIFE = 1353 -MERC_UMBRELLA_OLD = 1361 -MORRIS_INSTRUCTION_NOTE = 1362 -HAND_CANNON = 1352 -HARTFORD_6_SHOOTER = 66 -MERC_UMBRELLA = 1361 -CLIP_CANNON_BALL = 1354 -BARRETT_UB = 335 -CALICO_960_UB = 69 -PSG1_UB = 334 -L85_UB = 331 -TAR21_UB = 332 -VAL_SILENT_UB = 333 -MICRO_UZI_UB = 330 -CALICO_950_UB = 67 -CALICO_900_UB = 68 - -;----------------------- -; Profiles -;----------------------- - -[Unfinished Business Profiles] - -MANUEL = 60 -BIGENS = 61 -JOHN_K = 62 -TEX = 64 -GASTON = 58 -STOGIE = 59 -JERRY = 76 -PGMALE4 = 57 -BETTY = 73 -RAUL = 74 -MORRIS = 75 -RUDY = 77 - diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI deleted file mode 100644 index 6efaf2b55..000000000 --- a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI +++ /dev/null @@ -1,3810 +0,0 @@ - -;****************************************************************************************************************************** -; Jagged Alliance 2 v1.13 -;****************************************************************************************************************************** - -; This file controls various settings which have been added to the game by the 1.13 mod. -; -; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate -; features unique to 1.13. -; -; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change -; something unless you know what you're doing, or are willing to experiment. -; -; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, -; and contains more detailed descriptions of each setting and its effect. -; -; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning -; when the game is started, but at worst a default value will be used instead of the wrong one. -; If any lines are removed from this file, the game will always use a default value. -; -; Adding new settings requires changing the game's code. -; -; -;------------------------------------------------------------------------------------------------------------------------------ -;------------------------------------------------------------------------------------------------------------------------------ -; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! -;------------------------------------------------------------------------------------------------------------------------------ -;------------------------------------------------------------------------------------------------------------------------------ -; -; General Guidelines: -; -; PRICE_MODIFIER = 1-100 (Lower is better) -; -; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT -; -; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range -; -; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) -; -; MAX_STRATEGIC_TEAM_SIZE >= 20 -; -; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 -; -; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE -; -; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE -; -; _ELITE_BONUS = 1-100 (percentages) -; -;------------------------------------------------------------------------------------------------------------------------------ - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### -; # # ## # # # # # # # # # # # # ## # # # -; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # # -; #### #### # # #### # # # # #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[System Limit Settings] - -;****************************************************************************************************************************** -; These settings control some program limits. -; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This is the max number of mercs and vehicles you can recruit. -; -; PLEASE NOTE: -; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! -; To load any "broken" savegames, simply revert to your original settings. -;------------------------------------------------------------------------------------------------------------------------------ - -; Player mercs, valid values 16 through 32, default is 24 -MAX_NUMBER_PLAYER_MERCS = 18 -; Player vehicles, valid values 2 through 6, default is 2 -MAX_NUMBER_PLAYER_VEHICLES = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. -;------------------------------------------------------------------------------------------------------------------------------ - -; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 -MAX_NUMBER_ENEMIES_IN_TACTICAL = 20 -; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 -MAX_NUMBER_CREATURES_IN_TACTICAL = 20 -; Rebels (i.e., militia), valid values 16 through 64, default is 32 -MAX_NUMBER_MILITIA_IN_TACTICAL = 20 -; Civilians, valid values 16 through 40, default is 32 -MAX_NUMBER_CIVS_IN_TACTICAL = 32 - -;------------------------------------------------------------------------------------------------------------------------------ -; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 -; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. -; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together -; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon -; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE -; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than -; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. -; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE -; regardless of attachments. Values 0-32000, default is 9 -; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_ITEM_SIZE = 34 -MAX_WEAPON_SIZE = 9 -OLD_INVENTORY_ITEM_NUMBER = 99 - -;------------------------------------------------------------------------------------------------------------------------------ -; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. -; This switch will do nothing if you play with OCTH. -; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) -; The switch and the old code will probably be removed in the future. -;------------------------------------------------------------------------------------------------------------------------------ -USE_NEW_CTH_CALCULATION = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Data File Settings] - -;****************************************************************************************************************************** -; These settings tell the game where it should get the data it needs for a few SPECIFIC features. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Difficulty-based PROF.DAT -; -; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". -; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty -; level of your current game. This allows using different character profiles depending on difficulty level. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_DIFFICULTY_BASED_PROF_DAT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; PROFEX (profile externalization) -; -; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are -; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. -; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. -; If FALSE, reads profile data from PROF.DAT. -READ_PROFILE_DATA_FROM_XML = TRUE - -; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. -; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML -; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. -WRITE_PROFILE_DATA_TO_XML = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; 0 = Use default drop item system for enemies / militia. -; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, -; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). -; -; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file -; Must be TRUE if NUM_P_ITEMS (below) is > 3 -; If an xml file doesn't exist, setting the value to true will create one. -; Issues have been reported using big maps with this value set to TRUE -; Valid values = TRUE or FALSE, Default = FALSE -;------------------------------------------------------------------------------------------------------------------------------ - -USE_XML_TILESETS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the number of PItem graphics files used by the game -; Requires using modified xml version of ja2set.dat for values > 3 -; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files -; Do not change this unless you are modding the game, or it will probably break everything! -; Issues have been reported using big maps with values > 3 -; Valid value range = 3-20, default = 3 -;------------------------------------------------------------------------------------------------------------------------------ - -NUM_P_ITEMS = 3 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Recruitment Settings] - -;****************************************************************************************************************************** -; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; The following allow you to change how many and which slots from prof.dat are available for -; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other -; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice -; sets will work although the IMPs will be silent a lot of the time. -; -; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by -; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one -; male and one female slot available. -; -; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females -; slots 54-56) will be used instead. -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_MALE_CHARACTER_COUNT = 4 -IMP_FEMALE_CHARACTER_COUNT = 3 - -IMP_MALE_1 = 51 -IMP_MALE_2 = 52 -IMP_MALE_3 = 53 -;UB-v1.13 -IMP_MALE_4 = 57 - -; The following are empty in standard JA2 1.13 but do not have full voice sets. -;IMP_MALE_4 = 169 -;IMP_MALE_5 = 65 -;IMP_MALE_6 = 71 -;IMP_MALE_7 = 163 -;IMP_MALE_8 = 164 - -IMP_FEMALE_1 = 54 -IMP_FEMALE_2 = 55 -IMP_FEMALE_3 = 56 - -;------------------------------------------------------------------------------------------------------------------------------ -; The following values deal with the I.M.P "personalized" merc generation. -;------------------------------------------------------------------------------------------------------------------------------ - -; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character -; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by -; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. -IMP_INITIAL_POINTS = 500 - -; How low any attribute can go before it drops straight to 0. -IMP_MIN_ATTRIBUTE = 35 - -; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. -IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 - -; How high any attribute can be increased. -IMP_MAX_ATTRIBUTE = 85 - -; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). -IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 - -; You get this many points for selecting a disability for your IMP. -IMP_BONUS_POINTS_FOR_DISABILITY = 0 - -; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. -IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25 - -; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. -; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. -EXPERTS_GET_DIFFERENT_CHOICES = FALSE - -; The financial cost of the created IMP character. -IMP_PROFILE_COST = 3000 - -; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated -; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) -DYNAMIC_IMP_PROFILE_COST = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; The following values deal with M.E.R.C recruitment settings -;------------------------------------------------------------------------------------------------------------------------------ - -; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. -MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE - -; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. -MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). -; You can set how many mercs can die this way (in total) at each difficulty level. -;------------------------------------------------------------------------------------------------------------------------------ - -;Mercs can be on assignment? -; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign -; 1 = all mercs available at the start of the game, during the campaign they will go on assignment -; 2 = all mercs at your disposal. nobody goes on any other assignment than yours -MERCS_CAN_BE_ON_ASSIGNMENT = 0 - -;Can AIM/MERC mercs die while away on other assignments? -MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE - -;How many mercs can die at each difficulty level? -MAX_MERC_DEATHS_EASY = 1 -MAX_MERC_DEATHS_EXPERIENCED = 2 -MAX_MERC_DEATHS_EXPERT = 3 -MAX_MERC_DEATHS_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can -; only be recruited for a limited amount of time. -;------------------------------------------------------------------------------------------------------------------------------ - -SLAY_STAYS_FOREVER = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will -; comment on current situation from battlefield if able to (alive and well). -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_SPECK = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc -; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_JOHN_KULBA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_JOHN_KULBA_DELAY = 14 - -;------------------------------------------------------------------------------------------------------------------------------ -; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. -;------------------------------------------------------------------------------------------------------------------------------ - -RECRUITABLE_JA1_NATIVES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. -; Valid values are from 1 to 3 where: -; 1 = immediately after liberating Omerta -; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" -; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta -; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta -; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel -;------------------------------------------------------------------------------------------------------------------------------ - -EARLY_REBELS_RECRUITMENT = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_SKILLS_IN_HIRING_PAGE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? -; 0 = do not use random stats (JA2 vanilla setting) -; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values -; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" -; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level -; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) -; 4 = full randomization of mercs, including traits, gear kits and all statistics -; -; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 -; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits. -; -; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution -; -; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. -; Valid +/- range (0-50) -; For example MERCS_RANDOM_STAT_RANGE = 10, -; Stat = 80 will random between 70-90 -; Stat = 95 will random between 90-100 due to 100 maximum limit -; Stat = 5 will random between 1-9 due to 1 minimum limit -; Stat = 0/1/100 will not random -; -; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3. -; Valid +/- range (0-4) -; For example MERCS_RANDOM_EXP_RANGE = 2, -; Exp = 4 will random between 2-6 -; Exp = 8 will random between 7-9 due to 9 maximum limit -; Exp = 2 will random between 1-3 due to 1 minimum limit -; Exp = 1/9 will not random -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_RANDOM_STATS = 0 -MERCS_RANDOM_GEAR_KITS = FALSE -MERCS_RANDOM_BELL_DISTRIBUTION = TRUE -MERCS_RANDOM_STAT_RANGE = 10 -MERCS_RANDOM_EXP_RANGE = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) -; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_RANDOM_START_SALARY = FALSE -MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Financial Settings] - -;****************************************************************************************************************************** -; Use these settings to change the financial difficulty of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; These are the Starting cash values for the various difficulties. -; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) -; You can also set negative values here. -;------------------------------------------------------------------------------------------------------------------------------ - -STARTING_CASH_NOVICE = 45000 -STARTING_CASH_EXPERIENCED = 35000 -STARTING_CASH_EXPERT = 30000 -STARTING_CASH_INSANE = 15000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Increases or decreases (by percentage) the amount of cash that mines generate every day. -; -; 100% = normal JA2 profits. -; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. -; This value goes all the way up to 65535%, but that's not recommended. -;------------------------------------------------------------------------------------------------------------------------------ - -MINE_INCOME_PERCENTAGE = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Increases the percentage that the merc salaries rise when they go one experience level up -; (hardcoded salary maximum 30k per day or 500k per one or two weeks) -; 0 = no raise -; 25 = default setting -; 100 = double salary every level up -;------------------------------------------------------------------------------------------------------------------------------ - -MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable the ability to sell unneeded equipment to the locals. -; -; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. -; FALSE Turns off the option. -; -; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. -; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. -; Valid ranges for PRICE_MODIFIER are -1-100. -; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a -; larger modifier. -; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later -; in the game. -;------------------------------------------------------------------------------------------------------------------------------ - -SELL_ITEMS_WITH_ALT_LMB = FALSE -SELL_ITEMS_PRICE_MODIFIER = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Various costs of training Militia. -;------------------------------------------------------------------------------------------------------------------------------ - -; Basic cost of training Militia (Green / Rookie) -MILITIA_BASE_TRAINING_COST = 750 - -; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). -MILITIA_COST_MULTIPLIER_REGULAR = 1 - -; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). -; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. -MILITIA_COST_MULTIPLIER_ELITE = 2 - -; Multiplier for the price of training Mobile Militia. -MILITIA_COST_MULTIPLIER_MOBILE = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; Daily prices for maintaining one militiaman of each type. -; -; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia -; will leave your service. -; -; Only militia who have been in your service for 24 hours are paid! -;------------------------------------------------------------------------------------------------------------------------------ - -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 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the cost of helicopter movement PER SECTOR. -;------------------------------------------------------------------------------------------------------------------------------ - -;Cost for moving through sectors that are free of enemy SAM Site control. -HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 - -;Cost for moving through sectors that are being controlled by an enemy SAM Site. -HELICOPTER_BASE_COST_PER_RED_TILE = 1000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the cost of helicopter hovering in sector. -;------------------------------------------------------------------------------------------------------------------------------ - -;Cost for hovering in sectors that are free of enemy SAM Site control. -HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50 - -;Cost for hovering in sectors that are being controlled by an enemy SAM Site. -HELICOPTER_HOVER_COST_ON_RED_TILE = 500 - -;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money. -HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE - -;If TRUE, Skyrider will demand money only after safely landing in base. -HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Troubleshooting Settings] - -;****************************************************************************************************************************** -; Use these settings to possibly prevent lock-ups and crashes. -; This section also contains some error-reporting settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Time in seconds for DeadLock delay, default 30. -; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). -; Do not set this too low, or it may cause enemies to become useless! -;------------------------------------------------------------------------------------------------------------------------------ - -DEAD_LOCK_DELAY = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically save the game every N GAME-hours. 0 = disable. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_SAVE_EVERY_N_HOURS = 0 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Graphics Settings] - -;****************************************************************************************************************************** -; Change basic video/graphics settings. -; These settings do not affect gameplay at all, only the visual aspect of the game. -;****************************************************************************************************************************** - -; If disabled the game will run faster. -VERTICAL_SYNC = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls animation speed for faster movements in battle -; 1.0 = normal -; 0 = max speed -; Range: 0-1.0 (fractions are allowed) -;------------------------------------------------------------------------------------------------------------------------------ - -PLAYER_TURN_SPEED_UP_FACTOR = 1.0 -ENEMY_TURN_SPEED_UP_FACTOR = 1.0 -CREATURE_TURN_SPEED_UP_FACTOR = 1.0 -MILITIA_TURN_SPEED_UP_FACTOR = 1.0 -CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game use the externalized sector loadscreens? -; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. -; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_EXTERNALIZED_LOADSCREENS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show hints on the loadscreen? -; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_LOADSCREENHINTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. -; The delay will only be used if USE_LOADSCREENHINTS = TRUE -;------------------------------------------------------------------------------------------------------------------------------ - -ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -;New Starting Gear Interface -;This will enable the 21 item view in the AIM page and the possibility to select gearkits -;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) -;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection -;------------------------------------------------------------------------------------------------------------------------------ - -USE_NEW_STARTING_GEAR_INTERFACE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the queen's army avoid recruiting Female soldiers? -; If set to TRUE, female enemies will only occur as Elites in the army. -;------------------------------------------------------------------------------------------------------------------------------ - -RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; New thin progress bar in tactical interface for turns is drawn instead of the default one. -;------------------------------------------------------------------------------------------------------------------------------ -SMALL_SIZE_PB = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Sound Settings] - -;****************************************************************************************************************************** -; Change the volume and behavior of sounds in JA2 1.13. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Change to increase volume for weapon sounds -; Range: 0-100% -; 0 = no change -; 100 = max volume -;------------------------------------------------------------------------------------------------------------------------------ - -WEAPON_SOUND_EFFECTS_VOLUME = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play -; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level -; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35. -;------------------------------------------------------------------------------------------------------------------------------ -MAX_PERCENT_NOISE_SILENCED_SOUND = 35 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### -; # # # # # # # # # # # # # # # ## # # # -; # #### # # # # #### # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # -; # # # #### # ### #### # # #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Interface Settings] - -;****************************************************************************************************************************** -; These settings change the user interface in the TACTICAL screen. -; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of -; combat (when all enemies are dead). -; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. -;------------------------------------------------------------------------------------------------------------------------------ - -REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This section controls the behavior of the "SHIFT + F" hotkey. -; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. -;------------------------------------------------------------------------------------------------------------------------------ - -; Set this to false to keep weapons loaded. -; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. -SHIFT_F_UNLOAD_WEAPONS = FALSE - -; Set this to false to keep item attachments. -; Unseparable attachments will not be removed. -SHIFT_F_REMOVE_ATTACHMENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". -; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses -; he's got during the day. -; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) -;------------------------------------------------------------------------------------------------------------------------------ - -SMART_GOGGLE_SWAP = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. -; When FALSE, these hotkeys will only swap goggles for the currently selected squad. -;------------------------------------------------------------------------------------------------------------------------------ - -GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. -; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking -; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) -;------------------------------------------------------------------------------------------------------------------------------ - -AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting -; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. -; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. -;------------------------------------------------------------------------------------------------------------------------------ - -MINES_SPOTTED_NO_TALK = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. -;------------------------------------------------------------------------------------------------------------------------------ - -ITEMS_SPOTTED_NO_TALK = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. -; This setting does not affect leaving sectors on map edges -;------------------------------------------------------------------------------------------------------------------------------ - -GRID_EXIT_IN_TURNBASED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. -; If set to "FALSE", the mercs will not stand up after the battle. -;------------------------------------------------------------------------------------------------------------------------------ - -STAND_UP_AFTER_BATTLE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/disable the ability to give commands to Militia during TACTICAL mode. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_TACTICAL_MILITIA_COMMAND = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use the Enhanced Description Box instead of the old one? -; 0 = Both Strategic and Tactical -; 1 = Strategic only -; 2 = Tactical only -; Use the in-game Options Menu to turn the E.D.B on and off. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_ENHANCED_DESCRIPTION_BOX = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Toggles new targeting cursors for Burst and Autofire. -; 0 = No new targeting cursors. -; 1 = New Burst and Autofire targeting cursors -; 2 = New Burst targeting cursor only -; 3 = New Autofire targeting cursor only -;------------------------------------------------------------------------------------------------------------------------------ - -USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on -; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our -; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained -; character will see the exact results. -;------------------------------------------------------------------------------------------------------------------------------ - -INACCURATE_CTH_READOUT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's -; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets -; left is completely hidden. -; Increasing this value will make it harder to give an accurate bullet count during battle. -; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is -; displayed as normal. -;------------------------------------------------------------------------------------------------------------------------------ - -HIDE_BULLET_COUNT_INTENSITY = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. -; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. -;------------------------------------------------------------------------------------------------------------------------------ - -MAXIMUM_MESSAGES_IN_TACTICAL = 6 - -;------------------------------------------------------------------------------------------------------------------------------ -; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). -; 0 = Data\Interface\PORTRAITICONS_A.STI -; 1 = Data\Interface\PORTRAITICONS_B.STI -; 2 = Data\Interface\PORTRAITICONS_C.STI -; 3 = Data\Interface\PORTRAITICONS_D.STI -;------------------------------------------------------------------------------------------------------------------------------ - -TACTICAL_FACE_ICON_STYLE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; If enabled, you see camouflaged portraits of your merc if they were any camo. -; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_CAMOUFLAGE_FACES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show health text when hovering the mouse over an enemy / creature. -; 0 - do not show -; 1 - show health as text -; 2 - show health bar -; 3 - show health + ap -; 4 - show health + ap + shock -; 5 - show health + ap + shock + morale -; 6 - show health + ap + shock + morale + bp -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_HEALTH = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc. -; Alt health bar additionally shows suppression shock level and current cover -; 0 - nothing -; 1 - default health bar -; 2 - smaller alt health bar -; 3 - larger alt health bar -; 4 - small health bar + AP counter -; 5 - large health bar + AP counter -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_HEALTHBARSOVERHEAD = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED -; 0 - do not show cover -; 1 - show as small square to the right of the health bar -; 2 - show using color of merc's name -; 3 - same as 1, show only in stealth or when disguised -; 4 - same as 2, show only in stealth or when disguised -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_COVER_INDICATOR = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; How should the game display the enemy/player hit counter? - -; 0 = Show damage inflicted as used to -; 1 = Show "?" as indicator if you scored a hit -; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) -; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100) -; 4 = Show damage as red asterisks -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_HIT_COUNT = 0 - -PLAYER_HIT_COUNT = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Show additional suppression information above soldier: -; light gray counter - suppression points from attack (they are calculated and shown after attack) -; yellow - shock points from attack -; blue - AP lost from attack -; green - number of morale hit events from attack -; 0 = do not show -; 1 = show after damage counter -; 2 = show above soldier -; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack) -; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers -; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_SUPPRESSION_COUNT = 0 -SHOW_SHOCK_COUNT = 0 -SHOW_AP_COUNT = 0 -SHOW_MORALE_COUNT = 0 -SHOW_SUPPRESSION_USE_ASTERISK = FALSE -SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE -SHOW_SUPPRESSION_COUNT_ALT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 10000 -; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it -; takes 3-4 hits to take all the breath away. -;------------------------------------------------------------------------------------------------------------------------------ - -STAMINA_HIT = 10000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, -; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes -; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button -; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_EXT_MOUSE_KEYS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow alternate mouse commands -; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons -; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx". -;------------------------------------------------------------------------------------------------------------------------------ - -ALTERNATE_MOUSE_COMMANDS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Alternative aiming-levels for targets. -;------------------------------------------------------------------------------------------------------------------------------ - -ALT_AIMING_ENABLED = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; The merc can now perform aimed burst fire and aimed auto fire. -; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply -; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel. -; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. -; -; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_AIMED_BURST = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 2 -; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. -; 2 is an optimal recommended value. -;------------------------------------------------------------------------------------------------------------------------------ - -AIMING_BURST_PENALTY = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: TRUE -; Disable visibility of enemy, if they see militia but don't see our mercs. -;------------------------------------------------------------------------------------------------------------------------------ - -WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to -; make it lower for silencer and to make it higher for suppressor. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_WEAR_SUPPRESSOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Unnamed civils don't make much actions when you fire. For faster civils turns. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_LAZY_CIVILIANS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Neutral civilians can detect and avoid mines planted by player -;------------------------------------------------------------------------------------------------------------------------------ - -CIVILIANS_AVOID_PLAYER_MINES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) -;------------------------------------------------------------------------------------------------------------------------------ - -ADD_SMOKE_AFTER_EXPLOSION = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and -; one of attachments is rubber band or duct tape -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Allow special explosive attachments (items with tags , and add special explosion effects) -; one of attachments must be rubber band or duct tape -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 100 -; Chance to say annoying phrase. -; 1. when merc see item. -; 2. when battle turns to real time -; 3. when merc see enemy -; 4. approve action -;------------------------------------------------------------------------------------------------------------------------------ - -CHANCE_SAY_ANNOYING_PHRASE = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: FALSE -; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) -; he turn on RED ALERT alarm. -;------------------------------------------------------------------------------------------------------------------------------ - -NEW_AI_TACTICAL = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 3 -; Penalty (in %) on tile when you shot in head (for enemy and mercs). -;------------------------------------------------------------------------------------------------------------------------------ - -SHOT_HEAD_PENALTY = 3 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 2 -; Modifer of damage when hit in head (for enemy and mercs). -;------------------------------------------------------------------------------------------------------------------------------ - -SHOT_HEAD_DIVISOR = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 0 -; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. -;------------------------------------------------------------------------------------------------------------------------------ - -SHOOT_UNSEEN_PENALTY = 100 - -; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) -; This saves AP if we decide to immediately continue moving to another location. -NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Difficulty Settings] - -;****************************************************************************************************************************** -; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus APs for Enemy Soldiers: -; Number of extra APs for enemy troops at the various difficulty levels. -; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_AP_BONUS_NOVICE = 0 -ENEMY_AP_BONUS_EXPERIENCED = 0 -ENEMY_AP_BONUS_EXPERT = 0 -ENEMY_AP_BONUS_INSANE = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus for the player's mercs -; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. -; Do not set this higher than 50. -;------------------------------------------------------------------------------------------------------------------------------ - -PLAYER_AP_BONUS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy CtH bonus -; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. -; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the -; current shot, he has 60% instead). -;------------------------------------------------------------------------------------------------------------------------------ - -; values represent percentual increase -ADMIN_CTH_BONUS_PERCENT = 0 -REGULAR_CTH_BONUS_PERCENT = 0 -ELITE_CTH_BONUS_PERCENT = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy item quality modifiers -; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10 -; Default is 0 -;------------------------------------------------------------------------------------------------------------------------------ -ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0 -REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0 -ELITE_EQUIPMENT_QUALITY_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy damage resistance bonus -; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and -; punches will be reduced by as many percent as you set here. -; The setting also reduce the breath (aka energy) damage inflicted. -; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) -;------------------------------------------------------------------------------------------------------------------------------ - -; values represent percentual reduction -ADMIN_DAMAGE_RESISTANCE = 0 -REGULAR_DAMAGE_RESISTANCE = 0 -ELITE_DAMAGE_RESISTANCE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; These options determine if the game skill traits should be also available to enemies or militia -; -; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy -; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). -; The actual chance the enemies/militia will gain a skill trait is based on: -; 1) Type of soldier (admin/regular/elite) -; 2) Current game progress -; 3) Special equipment (for certain traits only) -; 4) ASSIGNED_SKILL_TRAITS_RARITY setting -; 5) Random factor -; -; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they -; will be more efficient with their weapons -;------------------------------------------------------------------------------------------------------------------------------ - -ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE -ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. -; You can enter values from -100 to 100. -; Negative values represent lesser chance of assigning traits to non-merc soldiers. -; Possitive values represent bigger chance for traits to appear. -; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) -;------------------------------------------------------------------------------------------------------------------------------ - -ASSIGNED_SKILL_TRAITS_RARITY = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting determines whether militia can drop their equipment when they die, like enemies do. -; -; 0 = JA2 Default. Militia can't drop any equipment. -; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) -; 2 = Militia can drop their equipment regardless of who killed them. -; -; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When -; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly -; (or none at all). -;------------------------------------------------------------------------------------------------------------------------------ - -MILITIA_DROP_EQUIPMENT = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as -; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator. -;------------------------------------------------------------------------------------------------------------------------------ - -CIVILIANS_DROP_ALL = 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. -; Attribs: 50 Sub-Points to advance -; Includes Health, Strength, Wisdom, Dexterity, and Agility. -; ExpLevel: 350 Sub-Points (times the current experience level) to advance. -; -; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. -; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! -; -; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear -; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new -; campaign, or suffer(??) the consequences!! -;------------------------------------------------------------------------------------------------------------------------------ - -; Attributes -HEALTH_SUBPOINTS_TO_IMPROVE = 50 -STRENGTH_SUBPOINTS_TO_IMPROVE = 50 -WISDOM_SUBPOINTS_TO_IMPROVE = 50 -DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 -AGILITY_SUBPOINTS_TO_IMPROVE = 50 -; Skills -MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 -MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 -EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 -MEDICAL_SUBPOINTS_TO_IMPROVE = 25 -LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 -; Experience -LEVEL_SUBPOINTS_TO_IMPROVE = 350 - -;------------------------------------------------------------------------------------------------------------------------------ -; Real Time Sneaking Setting -; -; While observing enemies in real time, the player may enter turn-based at will. -; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, -; inactive if RT sneaking is disabled. -; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. -; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - -; turn-based will continue until the player no longer sees any enemies. -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, disables some potentially annoying messages during real-time sneaking mode -QUIET_REAL_TIME_SNEAK = FALSE - -; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. -NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. -; -; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. -; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. -; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. -; 1 = Both options on. -; -; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. -; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no -; one else will accidentally step on that mine. -;------------------------------------------------------------------------------------------------------------------------------ - -MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Civilian/Militia hostility settings. -; -; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the -; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". -;------------------------------------------------------------------------------------------------------------------------------ - -; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. -; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. -CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE - -; 0 = Militia will never become hostile to you, no matter what you do to them. -; 1 = Militia will only become hostile to you if you kill one of them. -; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. -CAN_MILITIA_BECOME_HOSTILE = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Mercs strength during autoresolve. -; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more -; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit -; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player -; would be much more capable of surviving and killing. -;------------------------------------------------------------------------------------------------------------------------------ - -MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 -MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy Ambushes -; This setting allows a chance an enemy group ambush player's squad. -; The chance is based on many factors: -; * Game difficulty. -; * Whether you know if the enemy is there or not. -; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). -; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs -; mean higher chance). -; * Highest level amongst the mercs in your squad. -; * Some other small circumstances. -; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER - -; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. -; If you like to play vanilla JA2 style, set this to FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE - -; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) -; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) -ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; With this option, you can make the special NPCs in game tougher. -; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. -; The value gives them following bonuses: -; 1) APs bonus (+ value/4 APs) -; 2) CtH bonus (actual CtH = (CtH * value/100)) -; 3) Damage resistance (+ value/2 %) -; 4) Breath(energy) damage resistance (+ value %) -; 5) They are worth more experiences for mercs if killed -; -; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they -; are special. -; The setting can be from 0 to 200. (+-100 is recommended for good effect.) -;------------------------------------------------------------------------------------------------------------------------------ - -SPECIAL_NPCS_STRONGER = 0 - -; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them -ASSASSINS_DISGUISED = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy Assassins -; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait -; new trait system is required for this, and new inventory is system is heavily advised -;------------------------------------------------------------------------------------------------------------------------------ - -; TRUE: assassins can appear -ENEMY_ASSASSINS = FALSE - -; minimum progress required for assassins to appear -ASSASSIN_MINIMUM_PROGRESS = 20 - -; assassins can only spawn if at least x militia are in sector -ASSASSIN_MINIMUM_MILITIA = 10 - -; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the -; sector, there is a 10% chance of assassins showing up -; 200 means that the chance is 20%, 50 means 5%, and so on -ASSASSIN_PROPABILITY_MODIFIER = 100 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Vision Settings] - -;****************************************************************************************************************************** -; These settings change the sight distance of all characters in the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Base sight range for every person in the game. This value is automatically multiplied by 2! -; JA2 Default is 13. -; Range: 0-255 -;------------------------------------------------------------------------------------------------------------------------------ - -BASE_SIGHT_RANGE = 13 - -;------------------------------------------------------------------------------------------------------------------------------ -;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest -;Important points: -;3: normal day -;8: mid dawn -;12: normal night time -;values are in percent -;Range: 1-100 -;------------------------------------------------------------------------------------------------------------------------------ - -BRIGHTNESS_MOD_0 = 80 -BRIGHTNESS_MOD_1 = 86 -BRIGHTNESS_MOD_2 = 93 -BRIGHTNESS_MOD_3 = 100 -BRIGHTNESS_MOD_4 = 94 -BRIGHTNESS_MOD_5 = 88 -BRIGHTNESS_MOD_6 = 82 -BRIGHTNESS_MOD_7 = 76 -BRIGHTNESS_MOD_8 = 70 -BRIGHTNESS_MOD_9 = 64 -BRIGHTNESS_MOD_10 = 58 -BRIGHTNESS_MOD_11 = 51 -BRIGHTNESS_MOD_12 = 43 -BRIGHTNESS_MOD_13 = 30 -BRIGHTNESS_MOD_14 = 17 -BRIGHTNESS_MOD_15 = 9 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. -; Some scopes and headgear may make vision even narrower. -; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_TUNNEL_VISION = FALSE - - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Tooltip Settings] - -;****************************************************************************************************************************** -; In this section you can set details about enemy tooltips. -; Tooltips can be enabled/disabled in the Option Screen. -; To display the tooltip move the mouse over the enemy and press ALT. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; The minimum amount of information that soldier tooltips will display -; 1 = Limited - are they wearing any armor (but not where), general type of weapon -; (but no mention of attachments), do they have a gas mask or NVG. -; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon -; and visible weapon attachments, do they have a gas mask or NVG. -; 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 = 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 = 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 - -; Location, Distance -SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE -SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE -SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE -; Behavior, Condition -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_ENERGY = FALSE -SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE -SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = FALSE -SOLDIER_TOOLTIP_DISPLAY_SHOCK = FALSE -SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE -SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE -; Armor, Headgear -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 -; Weapons -SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE -SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE -; Inventory -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 - -;------------------------------------------------------------------------------------------------------------------------------ -; ULTRA DYNAMIC TOOLTIPS -;------------------------------------------------------------------------------------------------------------------------------ - -; Override the distance at which tooltips can be seen? -ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE - -; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) -DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 - -; Change the amount of details received in the tooltip, based on your range to that enemy? -ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Gameplay Settings] - -;****************************************************************************************************************************** -; These settings change the rules of the game in TACTICAL mode. -; They affect all characters (friend and foe) equally! -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow walking and sidesteps with raised weapons? -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE - - -;------------------------------------------------------------------------------------------------------------------------------ -; Alternative Weapon Holding settings -;------------------------------------------------------------------------------------------------------------------------------ - -; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and -; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). -; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and -; no use of scopes. -; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and -; here is explanation of each: -; 0 - Turned off entirely. -; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. -; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels -; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed -; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire -; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). -; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to -; the standard holding before the shot. -; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol -; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you -; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this -; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. -; Of course, Scope Modes has to be allowed for this to work (they are as default). -; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish -; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. -; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing -; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. -; -ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0 - -; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on -; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with -; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. -; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) -; -RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 - -; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. -; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like -; semi-raised gun (quarter-raised by now actullay). -; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). -; -RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 - -; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here -; means -10% APs to shoot from hip / one-handed grip. -; -FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 - -; The base (N)CtH penalty when firing from alternative weapon holding. -CTH_PENALTY_FROM_ALTWEAPHOLD = 30 - -; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. -AIMING_PENALY_FROM_ALTWEAPHOLD = 30 - -; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming -; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). -AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; - - -;------------------------------------------------------------------------------------------------------------------------------ -; Weapon resting features -;------------------------------------------------------------------------------------------------------------------------------ - -; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? -; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. -WEAPON_RESTING = FALSE - -; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still -; unfamiliar with the feature) -WEAPON_RESTING_DISPLAY = FALSE - -; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. -; Value Range: 0 - 100. -WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; Scope modes -;------------------------------------------------------------------------------------------------------------------------------ - -; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) -USE_SCOPE_MODES = FALSE - -; Allow display of scope modes on weapon -DISPLAY_SCOPE_MODES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; external feeding -;------------------------------------------------------------------------------------------------------------------------------ - -; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself -EXTERNAL_FEEDING = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the grid number for the initial merc arrival location. -; The JA2 default grid number is 4870 (Sector A9 Omerta). -;------------------------------------------------------------------------------------------------------------------------------ - -INITIAL_MERC_ARRIVAL_LOCATION = 15427 - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. -; -; Maximum and minimum values go from 0 to 100. -; The "DIVISOR" only works when the minimum is set to 0. -; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random -; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor -; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. -; -; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. -; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every -; 100. -; With Divisor 2, we get a 1/200 ratio. -; With Divisor 10, we get a 1/1000 ratio. And so on. -;------------------------------------------------------------------------------------------------------------------------------ - -MAXIMUM_POSSIBLE_CTH = 99 -MINIMUM_POSSIBLE_CTH = 1 -MINIMUM_CTH_DIVISOR = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; The next three settings control realistic tracer fire. -; -; REALISTIC_TRACERS: Toggle Realistic Tracers. -; 0 = off (regular tracers). -; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. -; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction -; -; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. -; 0 = no tracers. -; 1 = every bullet is a tracer. -; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. -; -; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire -; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but -; seriously, keep it around 20, willya? -; -; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. -; -;------------------------------------------------------------------------------------------------------------------------------ - -REALISTIC_TRACERS = 0 -NUM_BULLETS_PER_TRACER = 1 -CTH_BUMP_PER_TRACER = 0 -MIN_RANGE_FOR_TRACER = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to -; the target. The further you are away from the target, the lower that cap will be. -; Increase this value to increase the importance of range in this calculation. -; -; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. -;------------------------------------------------------------------------------------------------------------------------------ - -RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) -; -; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. -; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). -;------------------------------------------------------------------------------------------------------------------------------ - -INCREASE_AIMING_COSTS = FALSE - -; Divisor of the gun's "READY" cost that is added to the the first aiming level. -; 0 = No extra cost. -FIRST_AIM_READY_COST_DIVISOR = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value -; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla -; style) -; -; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As -; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result -; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system -; which results in a flat -2CTH against only the first rounds penalty -; -; Valid range: 0 - 10 -;------------------------------------------------------------------------------------------------------------------------------ -AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Basic setting to allow more than 4 aiming clicks for any gun -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_EXTRA_AIM_LEVELS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. -; -; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, -; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach -; 8 aiming levels. -; -; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). -; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used -;------------------------------------------------------------------------------------------------------------------------------ - -DYNAMIC_AIMING_LIMITS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to "TRUE", the AIM Levels you can spend depends on the distance. -; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). -;------------------------------------------------------------------------------------------------------------------------------ - -AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). -; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). -; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: -; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE -; Reasonable values include 10 and BASE_SIGHT_RANGE (13). -;------------------------------------------------------------------------------------------------------------------------------ - -AIM_LEVELS_COMPATIBILITY_OPTION = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; These values determine to what group a scope belongs to. -; Scopes are separated in groups by the aimbonus they give per click. -; -; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. -; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. -; Anything lower than a medium scope will get a maximum of 5 aimclicks. -; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. -; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. -; You don't need to change this unless you change the aiming bonus that scopes give. -;------------------------------------------------------------------------------------------------------------------------------ - -; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) -VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 - -; From what aiming bonus a scope is considered high power (Battle Scope 7x) -HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 - -; From what aiming bonus a scope is considered medium power (ACOG 4x) -MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 - -;------------------------------------------------------------------------------------------------------------------------------ -; These control the AIs willingness to assign a soldier as a Sniper -; -; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. -; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using -; a sniper rifle. -; -; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". -; -; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming -; other criteria are met. -; -; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming -; other criteria are met. -;------------------------------------------------------------------------------------------------------------------------------ - -AI_SNIPER_RESTRICT_TO_ELITE = TRUE -AI_SNIPER_MIN_RANGE = 40 -AI_SNIPER_CHANCE = 30 -AI_SNIPER_CHANCE_WITH_SR = 80 - -;------------------------------------------------------------------------------------------------------------------------------ -; Firing at moving targets. -; -; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number -; of tiles this target has moved since the beginning of their current turn. -; Use these settings to change the severity of this effect. -;------------------------------------------------------------------------------------------------------------------------------ - -; How much CTH is lost when firing at a target, for each tile the target has moved so far? -CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 - -; How much CTH can be lost in total due to the movement of your target? -MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 - -;------------------------------------------------------------------------------------------------------------------------------ -; Add extra effects to critical hits. -; -; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause -; attribute loss. -; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. -;------------------------------------------------------------------------------------------------------------------------------ - -; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness -; is also proportional to damage. -; 0 = Disabled. -; 100 = Always. -CHANCE_BLINDED_BY_HEADSHOT = 0 - -; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. -CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on and your merc can jump through open windows by pressing Shift + j. -; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and -; there has to be a free tile next to the window (the landing tile). -;------------------------------------------------------------------------------------------------------------------------------ - -CAN_JUMP_THROUGH_WINDOWS = FALSE - -; allows jumping through closed windows, smashing them while jumping -CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. -;------------------------------------------------------------------------------------------------------------------------------ - -CAN_CLIMB_ON_WALLS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy weapon name in tactical -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_WEAPON = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show additional enemy info in tactical (awareness, gas mask, nvg, armour) -; 0 - nothing -; 1 - show awareness level -; 2 - show gas mask and NVG -; 3 - show armour -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_ADDITIONAL_INFO = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. -; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_ENEMY_NAMES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. -;------------------------------------------------------------------------------------------------------------------------------ - -INDIVIDUAL_ENEMY_RANK = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy rank (exp. level) as icon -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_RANK_ICON = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. -;------------------------------------------------------------------------------------------------------------------------------ -INDIVIDUAL_CIVILIAN_NAMES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles. -; In the xml, one can specify name/bodytype/hair/skin/traits -; If selected, the game will select a newly created soldier's data from these profiles randomly -;------------------------------------------------------------------------------------------------------------------------------ -SOLDIER_PROFILES_ENEMY = FALSE -SOLDIER_PROFILES_MILITIA = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use -; the rag to completely erase the camo. -; This is important for Camouflaged/Ranger traits. -;------------------------------------------------------------------------------------------------------------------------------ - -CAMO_REMOVING = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands -; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored. -; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless. -; Valid values are from 0 to 100. -; default is 5 -;------------------------------------------------------------------------------------------------------------------------------ - -CAMO_KIT_USABLE_AREA = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enhanced Close Combat System -; -; This option generally improves many things around the game's close combat system, like: -; -; * HtH hit to head deal more damage but has lesser chance to hit. -; * HtH hit to legs do half damage but has much better chance to hit. -; * HtH damage on lying enemies increased. -; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. -; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists -; perform their spinning kick then. -; * Attributes used for HtH attacks or stealing slightly tweaked. -; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) -; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now -; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to -; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a -; message occures that you haven't taken all you wanted. -; * Several minor tweaks included. -;------------------------------------------------------------------------------------------------------------------------------ - -ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of -; experience points. This amount is counted as times . Setting this to zero -; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. -; -; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice -; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, -; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort -; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) -;------------------------------------------------------------------------------------------------------------------------------ - -AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings -; True = enabled, they always have all three items -; False = disabled, classic behaviour -;------------------------------------------------------------------------------------------------------------------------------ - -SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Improved Interrupt System (IIS) -; (Enable IIS on gamestart screen.) -; -; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get -; interrupts more frequent) -BASIC_PERCENTAGE_APS_REGISTERED = 60 - -; Percent added to basic percentage per soldier's experience level -; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, -; which is further adjusted by range to target) -PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 - -; A value controlling how often an interrupt can be triggered, lower = more interrupts -; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries -; and such though) -BASIC_REACTION_TIME_LENGTH = 25 - -; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats -; exp level and such -ALLOW_COLLECTIVE_INTERRUPTS = TRUE - -; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) -ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -;Should the Robot be exempt from paying AP-to-Ready? -ROBOT_NO_READYTIME = FALSE - - -;------------------------------------------------------------------------------------------------------------------------------ -; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about -; being spotted, to compensate it a marker and enemy quote is implemented. -; This setting can be 0 or 1 or 2. -; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before -; 1 = enemies will not do that -; 2 = enemies will only TURN towards our direction, and NOT raise their weapon -NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Energy cost on weapon manipulation -; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. -; Weapon weight: -; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, -; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), -; as those are more likely adviced to be fired from hip (LMGs) or on bipod. -; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. -; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. -; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. -; 0 = disabled. 100 = default. Max is 250 (rather excessive). -ENERGY_COST_FOR_WEAPON_WEIGHT = 0 - -; Weapon recoil kick: -; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). -; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. -; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force -; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when -; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may -; (should) consider firing from hip as a more beneficial stance for it. -; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. -; 0 = disabled. 100 = default. Max is 250 (rather excessive). -ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0 - -; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such -; NPCs are not required to be in CIV_TEAM anymore. -ALL_NAMED_NPCS_DECIDE_ACTION = FALSE - -; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious -ACCESS_OTHER_MERC_INVENTORIES = FALSE - -; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself -; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4) -; TRUE: weightbased penalty, FALSE: no penalty -BACKPACKWEIGHT_LOWERS_AP = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Cover System Settings] - -;****************************************************************************************************************************** -; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. -;****************************************************************************************************************************** - -; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. -COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 - -; This tell how much a stealth value of 100 will decrese the sight range of an enemy. -; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. -COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 - -; This is similar to STEALTH_EFFECTIVENESS. -; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. -COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 - -; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. -COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 - -; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, -; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. -COVER_SYSTEM_LBE_EFFECTIVENESS = 20 - -; Running around crazy will give you a penalty of up to 50% (default). -COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 - -; The cover system automaticly calculates how dense an object it. -; This will tell you how much percent of vision should be decreased if the object is 100% dense, -; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). -; If you put it to a realistic setting, where solid stuff always blocks enemy views, -; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. -COVER_SYSTEM_TREE_EFFECTIVENESS = 15 - -; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. -; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. -COVER_SYSTEM_UPDATE_DELAY = 500 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Suppression Fire Settings] - -;****************************************************************************************************************************** -; These settings control the behavior of Suppression Fire, its severity, and its side-effects. -; -; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought -; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! -; -; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. -;****************************************************************************************************************************** - -;****************************************************************************************************************************** -; SUPPRESSION BASICS -; -; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. -; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. -; -; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, -; and morale loss. This value is based on the character's Experience and Morale, among other things. -; -; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing -; his Chance-to-Hit considerably. It also makes the character harder to hit himself. -; -; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! -; -; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. -; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression -; fire, it means that the character is useless of a whole turn and can be assaulted safely. -; -; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are -; hiding. -; Note that they will try to do the same thing to you! -;****************************************************************************************************************************** - - -;------------------------------------------------------------------------------------------------------------------------------ -; Controls how powerful suppression fire is. -; -; 0 = JA2 Default: Suppression is DISABLED. -; 100 = Suppression is fully activated. -; -; This value can be raised to 65535... But don't. Values over 200 are already excessive. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_EFFECTIVENESS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, -; not instead -; -; 0 = JA2 Default: Suppression is DISABLED. -; 100 = Suppression is fully activated. -; -; This value can be raised to 65535... But don't. Values over 200 are already excessive. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_EFFECTIVENESS_PLAYER = 0 -SUPPRESSION_EFFECTIVENESS_AI = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Minimum and Maximum amount of Suppression Tolerance a character can have. -; -; NOTE: You'll cause problems if you set MIN to a value greater then MAX -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_TOLERANCE_MAX = 24 -SUPPRESSION_TOLERANCE_MIN = 1 - -; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. -NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE - -; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. -TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; This controls how much Suppression Shock is taken when under fire. -; -; 100 is the "normal" effect. -; Range is 0 (no suppression shock) to 65535 (65535% effect). -; 200 is a LOT. -;------------------------------------------------------------------------------------------------------------------------------ - -SUPPRESSION_SHOCK_INTENSITY = 0 - -; The maximum number of Shock points a character can have. -MAX_SUPPRESSION_SHOCK = 5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Shocked Target CTH Penalty -; -; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). -; Use these settings to change the CTH penalty for shooting at such targets. -;------------------------------------------------------------------------------------------------------------------------------ - -; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. -CTH_PENALTY_PER_TARGET_SHOCK = 0 - -; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! -MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0 - -; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. -CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 -CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 -CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 - -; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. -MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Shock Effects -; -; A Shocked character becomes less useful, primarily losing CTH on all his attacks. -; Use these settings to enable further effects from being shocked. -;------------------------------------------------------------------------------------------------------------------------------ - -; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. -; 0 = No limit. -MAX_CTH_PENALTY_FROM_SHOCK = 0 - -; Vision loss due to Suppression Shock. -; 0 = No vision loss. -; 2 = Vision range reduced proportionally to shock. -; 3 = Tunnel Vision increased proportionally to shock. -; 1 = Both options enabled. -SHOCK_REDUCES_SIGHTRANGE = 0 - -; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes -; the character considerably less resistance to further suppression fire, until the shock can clear away. -COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon -; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid -; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every -; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -AI_SUPPRESS_MIN_MAG_SIZE = 30 -AI_SUPPRESS_MIN_AMMO_REMAINING = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; Explosive Suppression -; -; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause -; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range -; of the explosion itself! -; 0 = disabled. -; 100 = "normal" effect. -;------------------------------------------------------------------------------------------------------------------------------ - -EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Other settings -;------------------------------------------------------------------------------------------------------------------------------ - -; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". -NOTIFY_WHEN_PINNED_DOWN = FALSE - -; Minimum distance at which friendly characters become suppressed their own forces. -MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Weather Settings] - -;****************************************************************************************************************************** -; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy -; positions. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Rain settings -; -; (For slow CPUs, you may want to disable rain entirely. -;------------------------------------------------------------------------------------------------------------------------------ - -; Enable/Disable rain appearing in the game. -ALLOW_RAIN = FALSE - -; Chance of rain to be triggered once per day. -RAIN_CHANCE_PER_DAY = 0 - -; Minimum/Maximum length of rain. -RAIN_MIN_LENGTH_IN_MINUTES = 60 -RAIN_MAX_LENGTH_IN_MINUTES = 300 - -; For slow CPUs decrease the MAX_RAIN_DROPS. -MAX_RAIN_DROPS = 80 - -; Controls how rain affects visual distance -; Range: 0-100% -; 0% = Rain doesn't decrease sightrange. -; 100% = Can't see anything in the rain. -VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 - -; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. -WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 - -; Reduction of the speed of regaining your breath (stamina) when it is raining. -BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1 - - -;------------------------------------------------------------------------------------------------------------------------------ -; Lightning settings -; -; (ALLOW_RAIN must be set to TRUE for this to work.) -;------------------------------------------------------------------------------------------------------------------------------ - -; Enable/Disable lightning occuring during rain. -ALLOW_LIGHTNING = FALSE - -; Minimum/Maximum intervals between lightning in real time mode. -MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 -MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 - -; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) -MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 -MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 - -; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. -DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 - -; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). -CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Weapon Overheating Settings] - -;****************************************************************************************************************************** -; In this section you can modify global settings for weapon overheating. -;****************************************************************************************************************************** - -; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically. -; Weapons cool down over time. -OVERHEATING = FALSE - -; Should a 'thermometer' for guns and replacable barrels be displayed? -OVERHEATING_DISPLAY_THERMOMETER = FALSE - -; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? -OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE - -; Starting amount of red colour in the temperature bar. Must be in [0, 255] -OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 - -; If a barrel is not in someone's inventory, it cools down a little bit better. -OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Zombie Settings] - -;****************************************************************************************************************************** -; In this section you can specify how the dead will raise from their graves. -;****************************************************************************************************************************** - -; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there -; is still room for more zombies in the sector)? -; 0 - Every corpse spawns a zombie once -; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... -; 2 - It is randomly decided if a corpse can rise -; 3 - A corpse spawns a zombie once, after that it's random -ZOMBIE_RISE_BEHAVIOUR = 0 - -; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should -; every zombie rise individually (FALSE)? -ZOMBIE_SPAWN_WAVES = FALSE - -; How often are waves of zombies created? 0 means never, 100 means whenever possible -ZOMBIE_RISE_WAVE_FREQUENCY = 60 - -; Can zombies climb roofs? -ZOMBIE_CAN_CLIMB = TRUE - -; Can zombies jump through windows? -ZOMBIE_CAN_JUMP_WINDOWS = FALSE - -; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch -; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) -; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. -; This still results in deadlocks! -ZOMBIE_EXPLODING_CIVS = TRUE - -; Damage is reduced by this percentage. Valid values from -50 to 95 -ZOMBIE_DAMAGE_RESISTANCE = 0 - -; Breath damage is reduced by this percentage. Valid values from -50 to 95 -ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0 - -; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though -ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE - -; Zombie difficulty level, determines hitpoints, stats and skills -; 1 - Night of the Living Dead -; 2 - Dawn of the Dead -; 3 - Resident Evil -; 4 - 28 Days later -ZOMBIE_DIFFICULTY_LEVEL = 3 - -; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from -ZOMBIE_RISE_WITH_ARMOUR = FALSE - -; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. -; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this -ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Poison Settings] - -;****************************************************************************************************************************** -; In this section you can specify the new poison system -;****************************************************************************************************************************** - -; The poison system is a new feature that gives a bit of variation to the life and damage system. -; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives -; poison damage, he not only looses life, he also gains a poison point. -; The basic consequences are: -; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional -; poison points -; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he -; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. -; The lost point will be bandaged, so you do not have to immediately bandage it. -; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. -; We require immediate medical assistance, or we will die! -; Yes, it is possible to die this way. -; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new -; action automatically performed by your doctors and the hospital, if the merc is their patient. -; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). -; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. - -; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 -POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 - -; A multiplicator that determines how many heal points are needed to cure one point of poison -POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 - -; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 -ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 - -; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). -; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier -; valid values from 1.0 to 10.0, 4.0 is recommended -POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Food Settings] - -;****************************************************************************************************************************** -; In this section you can specify the food system -;****************************************************************************************************************************** - -; Your team needs water food, otherwise they'll starve... -; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food -; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts) -; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks: -; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...) -; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep -; - breath regenerates slower -; - his performance on assignments (training milita, doctoring, repairing...) is worse -; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! -; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) - -; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 -FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 -FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 - -; The digestion value is modfied with the number corresponding to your current activity -FOOD_DIGESTION_SLEEP = 0.6 -FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8 -FOOD_DIGESTION_TRAVEL = 1.5 -FOOD_DIGESTION_ASSIGNMENT = 0.9 -FOOD_DIGESTION_ONDUTY = 1.0 -FOOD_DIGESTION_COMBAT = 2.0 - -; allow decay of food in every sector? -FOOD_DECAY_IN_SECTORS = TRUE -; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 -FOOD_DECAY_MODIFICATOR = 1.0 - -; maximum amount of food poisoning one can get from eating a single piece of food -FOOD_MAX_POISONING = 5 - -; do mercs make sounds when eating/drinking? -FOOD_EATING_SOUNDS = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Tactical Fortification Settings] - -;****************************************************************************************************************************** -; In this section you can specify settings for the fortification system -;****************************************************************************************************************************** - -; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector -FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - - -; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### -; # # # # # # # # # # # # # # # # ## # # # -; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### -; # # # # # # # # # # # # # # # # # # # # # # -; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Gamestart Settings] - -;****************************************************************************************************************************** -; These settings control the situation at the start of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Game starting time and merc arrival delay -; -; The values are in seconds (3600 = 1 hour) -; -; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME -; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival -; -; Do not change this setting after the game has started -; Do not set the values too low -;------------------------------------------------------------------------------------------------------------------------------ - -; Default value is 3600 (1am) -GAME_STARTING_TIME = 3600 - -; Default value is 21600 (7am) -FIRST_ARRIVAL_DELAY = 21600 - -;------------------------------------------------------------------------------------------------------------------------------ -; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). -; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). -; -; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe -; airspace sector immediately after your initial arrival!! -;------------------------------------------------------------------------------------------------------------------------------ - -DEFAULT_ARRIVAL_SECTOR_X = 7 -DEFAULT_ARRIVAL_SECTOR_Y = 8 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Interface Settings] - -;****************************************************************************************************************************** -; These settings change the user interface in STRATEGIC mode. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. -; -; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Change the color of the Stat Progress Bars shown on your character's information panel. -; -; The bars can be turned off completely using the in-game Options Menu. -;------------------------------------------------------------------------------------------------------------------------------ - -STAT_PROGRESS_BARS_RED = 140 -STAT_PROGRESS_BARS_GREEN = 90 -STAT_PROGRESS_BARS_BLUE = 20 - -;------------------------------------------------------------------------------------------------------------------------------ -; Determine whether the Daily Expenses window takes into account your mercs' contracts. -; -; 0 = Do not take merc contracts into account. -; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) -; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most -; recent contract signed with them. -;------------------------------------------------------------------------------------------------------------------------------ - -INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0 - -; If disabled, the transition from the strategy screen will be skipped before entering tactical screen -DISABLE_STRATEGIC_TRANSITION = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Progress Settings] - -;****************************************************************************************************************************** -; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. -; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Game progress weights -; -; Determine what factors influence your current progress. -; Range: 0-100% -; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults -;------------------------------------------------------------------------------------------------------------------------------ - -; The maximum number of progress points you can get from killing enemies. Default 25 -GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 - -; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you -; conquer more sectors. Default 25 -GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 - -; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you -; control more mines and get more loyalty in the towns where the mines are. Default 50 -GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 - -; The maximum number of progress points you can get from exploring sectors on the map. Default 0 -GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses -; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. -; -; If set to TRUE, all progress weights are automatically set to 100. -;------------------------------------------------------------------------------------------------------------------------------ - -ALTERNATE_PROGRESS_CALCULATION = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Additional factors to Progress Calculation -;------------------------------------------------------------------------------------------------------------------------------ - -; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see -; above) can surpass it. -GAME_PROGRESS_MINIMUM = 0 - -; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% -; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. -GAME_PROGRESS_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Number of kills required to get a single progress point, based on game difficulty. -; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) -;------------------------------------------------------------------------------------------------------------------------------ - -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 - - -;------------------------------------------------------------------------------------------------------------------------------ -; The minimum progress level required to trigger some events. -; Range: 0-100% -;------------------------------------------------------------------------------------------------------------------------------ - -; Default 35 -GAME_PROGRESS_START_MADLAB_QUEST = 35 - -; Default 50 -GAME_PROGRESS_MIKE_AVAILABLE = 50 - -; Default 70 -GAME_PROGRESS_IGGY_AVAILABLE = 70 - -; The queen decides to go on the offensive. WARNING: This will be hard! -; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect -GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 -GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 - - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Event Settings] - -;****************************************************************************************************************************** -; Controls various campaign events. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? -; NOTE: This will make the beginning of the game MUCH HARDER if enabled! - -TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE - -; This enables massive counterattacks in all cities, just like in Drassen. -; NOTE: These attacks will be huge. You have been warned. -; 0: no attacks -; 1: counterattacks on all cities possible -; 2: 1 + major offensives depending on game progress -AGGRESSIVE_STRATEGIC_AI = 0 - -; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) -ENABLE_CREPITUS = TRUE - -; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE -CREPITUS_ATTACK_ALL_TOWNS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Mine Shut-down Event -; -; Allows you to control which mine will run out of ore and stop working. - -; Select mine. -; -1 = Game chooses a mine randomly. -; 0 = No mine will shut down! -; 2 = Drassen -; 3 = Alma -; 4 = Cambria -; 5 = Chitzena -; 6 = Grumm -;------------------------------------------------------------------------------------------------------------------------------ - -WHICH_MINE_SHUTS_DOWN = -1 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Gameplay Settings] - - -;****************************************************************************************************************************** -; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will -; definitely change the way it is played. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements -; -; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive -; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. -; -; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is -; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others -; die or run away. -;------------------------------------------------------------------------------------------------------------------------------ - -; Allows enemy/militia reinforcements from adjacent sectors. -ALLOW_REINFORCEMENTS = FALSE - -; Allows reinforcements only between city sectors. Only affects militia, not enemies. -ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913) -;------------------------------------------------------------------------------------------------------------------------------ - -; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. -MIN_DELAY_ENEMY_REINFORCEMENTS = 0 -; Additional random delay added to minimum when reinforcements will arrive after they are called. -RND_DELAY_ENEMY_REINFORCEMENTS = 5 -; Minimum enemy units which will enter after above delay is over. -MIN_ENTER_ENEMY_REINFORCEMENTS = 8 -; Additional random enemy units to appear after passing delay. -RND_ENTER_ENEMY_REINFORCEMENTS = 8 - -; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. -MIN_DELAY_MILITIA_REINFORCEMENTS = 0 -; Additional random delay added to minimum when reinforcements will arrive after they are called. -RND_DELAY_MILITIA_REINFORCEMENTS = 5 -; Minimum militia units which will enter after above delay is over. -MIN_ENTER_MILITIA_REINFORCEMENTS = 6 -; Additional random militia units to appear after passing delay. -RND_ENTER_MILITIA_REINFORCEMENTS = 6 - -; Don't allow permanent items removal for no merc in that sector -NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Vehicle Inventory -;------------------------------------------------------------------------------------------------------------------------------ - -; Do vehicles have their own inventory to carry equipment? -VEHICLE_INVENTORY = FALSE - -; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). -HUMVEE_OFFROAD = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This determines how important luck is in Auto-Resolve combat, compared to actual skills. -; JA2 Default is 2.0 (luck is as important as skills). -; Lower this value to reply more on skills, raise to rely more on luck. -; Minimum is 1.0. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTORESOLVE_LUCK_FACTOR = 2.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map -; (as a big red "?"). -; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. -;------------------------------------------------------------------------------------------------------------------------------ - -NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the frequency and severity of risks triggered by using strategic facilities. -;------------------------------------------------------------------------------------------------------------------------------ - -; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. -FACILITY_EVENT_RARITY = 1000 - -; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more -; noticeable. Increase this for the opposite. Default = 50. -FACILITY_DANGER_RATE = 50 - -;****************************************************************************************************************************** -; Activates the new additional repair mode. -; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing -; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor -; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the -; same sector, then all equipped armor, and so forth, always starting with the item with least durability -; (especially jammed guns). -; -; FALSE = 1.13 repair system -; TRUE = New additional repair system based on priorities -;****************************************************************************************************************************** - -ADDITIONAL_REPAIR_MODE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; advanced repair/dirt system -;------------------------------------------------------------------------------------------------------------------------------ - -; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. -ADVANCED_REPAIR = FALSE - -; the only items we can repair are guns and armour -ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE - -; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can -MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE - -; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming -DIRT_SYSTEM = FALSE - -; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) -FULL_REPAIR_CLEANS_GUN = FALSE - -; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number -SECTOR_DIRT_DIVIDER = 1000 - -; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 -DIRT_GLOBAL_MODIFIER = 1.25 - -;****************************************************************************************************************************** -; Set how to handle Skyrider "hot LZ" options -; -; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) -; 1 = Allow Skyrider to drop off mercs to center of map -; 2 = Skyrider drops mercs at map edge from direction he entered the sector. -; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing -;****************************************************************************************************************************** - -ALLOW_SKYRIDER_HOT_LZ = 2 - -;****************************************************************************************************************************** -; Always make all the terrorists to appear in Arulco. -; -;****************************************************************************************************************************** - -ENABLE_ALL_TERRORISTS = FALSE - -;****************************************************************************************************************************** -; Enable all sectors with "secret" weapon caches. -; (These sectors hold usually a few chests with various mediocre to good equipment.) -; -;****************************************************************************************************************************** - -ENABLE_ALL_WEAPON_CACHES = FALSE - -;****************************************************************************************************************************** -; Override each map's percent likelihood of an item appearing. -; Valid range = 0-100, where 0 uses the map values. -; (Mainly for modders, can possibly take the fun out of the game) -;****************************************************************************************************************************** - -MAP_ITEM_CHANCE_OVERRIDE = 0 - -;****************************************************************************************************************************** -; Prisoner system -;****************************************************************************************************************************** - -; can you capture enemy soldiers? -ALLOW_TAKE_PRISONERS = FALSE - -; can you offer enemies a surrender option? -ENEMY_CAN_SURRENDER = FALSE - -; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds. -DISPLAY_SURRENDER_VALUES = FALSE - -; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 -SURRENDER_MULTIPLIER = 5.0 - -; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked -; you to surrender, and you refused -PLAYER_CAN_ASK_TO_SURRENDER = TRUE - -; chance that released soldiers join the army again -PRISONER_RETURN_TO_ARMY_CHANCE = 50 - -; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) -PRISONER_DEFECT_CHANCE = 25 - -; chance that interrogated soldiers can give info on enemy positions -PRISONER_INFO_BASECHANCE = 25 - -; chance that interrogated soldiers can give info on enemy numbers -PRISONER_INFO_NUMBER_CHANCE = 30 - -; chance that interrogated soldiers can give info on enemy movement directions -PRISONER_INFO_DIRECTION_CHANCE = 40 - -; chance that interrogated soldiers get you ransom money -PRISONER_RANSOM_CHANCE = 25 - -; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners -; Interrogation first removes admin prisoners, then regulars and then elites -; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia -; special prisoners do not exist... yet. -PRISONER_INTERROGATION_POINTS_ADMIN = 80 -PRISONER_INTERROGATION_POINTS_REGULAR = 100 -PRISONER_INTERROGATION_POINTS_ELITE = 140 -PRISONER_INTERROGATION_POINTS_SPECIAL = 250 -;------------------------------------------------------------------------------------------------------------------------------ -; Helicopter Repair -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector. -WALDO_CAN_REPAIR_HELICOPTER = FALSE - -; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money. -WALDO_OFFERS_REPAIR_IN_STRATEGIC = FALSE - -; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity. -WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = FALSE - -; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense). -SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Helicopter Refuel -;------------------------------------------------------------------------------------------------------------------------------ - -; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel. -ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE - -; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded. -HELICOPTER_PASSENGERS_CAN_GET_HIT = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Morale Settings] - -;****************************************************************************************************************************** -; These settings modify certain team morale aspects -;****************************************************************************************************************************** - -; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to -; our prejudices. This alters our morale. The effects depend on the other merc's properties. -; The effect is doubled if we care a lot about something. -; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25]. -; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement, -; and 2x that modifier if we care a lot. None if we don't care. - -; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot. -; Values from 0 to 5, default is 1 -MORALE_MOD_APPEARANCE = 1 - -; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference -; and we care a lot. Values from 0 to 5, default is 2 -MORALE_MOD_REFINEMENT = 2 - -; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation. -; Values from 0 to 5, default is 2. -MORALE_MOD_HATEDNATIONALITY = 3 - -; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2. -MORALE_MOD_RACISM = 3 - -; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly, -; doubled again if we are very sexist. Values from 0 to 5, default is 1. -MORALE_MOD_SEXISM = 1 - -; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5. -MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Laptop Settings] - -;****************************************************************************************************************************** -; Use these settings to make changes to the laptop screen. -;****************************************************************************************************************************** - -; If set to TRUE, you can browse to the briefing room website on the laptop -BRIEFING_ROOM = FALSE - -; If set to TRUE, you can browse to the encyclopedia website on the laptop -ENCYCLOPEDIA = FALSE - -; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), -; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4. -ENCYCLOPEDIA_ITEM_MASK = 1 - -; If disabled, the transition will be skipped when opening/closing the laptop -DISABLE_LAPTOP_TRANSITION = FALSE - -; Fast loading of WWW laptop sites? -FAST_WWW_SITES_LOADING = FALSE - -; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only -LAPTOP_MOUSE_CAPTURED = FALSE - -; if true, campaign history site (Arulco Press Council) is accessible -CAMPAIGN_HISTORY = FALSE - -; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! -CAMPAIGN_HISTORY_MAX_REPORTS = -1 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Bobby Ray Settings] - -;****************************************************************************************************************************** -; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. -;****************************************************************************************************************************** - -; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. -BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE - -; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. -BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10 - -;------------------------------------------------------------------------------------------------------------------------------ -; Item shipment settings -;------------------------------------------------------------------------------------------------------------------------------ - -; Should the stealing from shipments (in Drassen this is Pablo) be disabled? -STEALING_FROM_SHIPMENTS_DISABLED = FALSE - -; Set the chance in percentage of whole shipment lost from Bobby Ray -CHANCE_OF_SHIPMENT_LOSS = 10 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Item Property Settings] - -;****************************************************************************************************************************** -; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change -; all the individual entries in Items.XML or Weapons.XML. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. -; Range: 0-1000 -; 100 means 100% (no change in damage) -; maximum damage (internal) is 255 -;------------------------------------------------------------------------------------------------------------------------------ - -EXPLOSIVES_DAMAGE_MODIFIER = 100 -MELEE_DAMAGE_MODIFIER = 100 -GUN_DAMAGE_MODIFIER = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. -; Range: 0-1000 -; 100 means 100% (no change in range) -; 200 means 200% (doubles the range) -; 50 means 50% (halves the range) -;------------------------------------------------------------------------------------------------------------------------------ -GUN_RANGE_MODIFIER = 100 - -;------------------------------------------------------------------------------------------------------------------------------ -; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target -; in an unprotected area. Each armor item has a different coverage value. -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_ARMOR_COVERAGE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. -; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. -;------------------------------------------------------------------------------------------------------------------------------ - -DYNAMIC_AMMO_WEIGHT = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, -; but won't lower B/5AP below 0. -; 0 = No change from normal -; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. -;------------------------------------------------------------------------------------------------------------------------------ - -AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) -; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. -; At 0.5, characters can comfortably carry twice as much with the same amount of strength. -;------------------------------------------------------------------------------------------------------------------------------ - -STRENGTH_TO_LIFT_HALF_KILO = 1.0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. -; Note: This is only used if Old Trait System is played -;------------------------------------------------------------------------------------------------------------------------------ - -MORTAR_CTH_DIVISOR = 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. -; It is recommended to play with this set to FALSE when the attachments are assigned properly. -; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. -; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. -;------------------------------------------------------------------------------------------------------------------------------ - -USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; The chance in percentages that an attachment will have to drop with the item if an NPC dies. -; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. -; Inseperable attachments will always drop. Range: 0 - 100% -;------------------------------------------------------------------------------------------------------------------------------ - -ATTACHMENT_DROP_RATE = 100 - - -;------------------------------------------------------------------------------------------------------------------------------ -; The maximum amount of attachments NPC's can get on their gun when they get random equipment. -; They will usually get less attachments than this value because of randomness. Range: 2 - 30 -;------------------------------------------------------------------------------------------------------------------------------ - -MAX_ENEMY_ATTACHMENTS = 3 - -; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? -SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Enemy AI Settings] - -;****************************************************************************************************************************** -; These settings change the behavior of the queen's army on the Strategy Map. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; New strategic AI -; -; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies -; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens -; to every city, possibly several times during the campaign! -; When set to TRUE, this setting has the potential of making the game considerably harder. -;------------------------------------------------------------------------------------------------------------------------------ - -NEW_AGGRESSIVE_AI = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy army composition -; -; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. -;------------------------------------------------------------------------------------------------------------------------------ - -; Percentage of troops that are actually placed on the map at the start of the game. -; 100 = All "default" troops are placed. -; 200 = Twice as many troops are placed. -INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 -INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 -INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 -INITIAL_GARRISON_PERCENTAGES_INSANE = 200 - -; Minimum enemy group size. Enemy groups will never be smaller than this! -MIN_ENEMY_GROUP_SIZE_NOVICE = 3 -MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 -MIN_ENEMY_GROUP_SIZE_EXPERT = 6 -MIN_ENEMY_GROUP_SIZE_INSANE = 12 - -; Percent of troops converted to extra elites in enemy groups -PERCENT_EXTRA_ELITES_EXPERIENCED = 0 -PERCENT_EXTRA_ELITES_EXPERT = 25 -PERCENT_EXTRA_ELITES_INSANE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Pool -; -; These settings control how many troops the queen has for using against you, how many new troops she gets every day, -; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. -UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE -UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE - -; Amount of troops avaliable to the queen at game start -QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 -QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 - -; Amount of troops that will be added to queens army when the troops pool is empty -QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 - -;------------------------------------------------------------------------------------------------------------------------------ -; Alert Levels -; -; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes -; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better -; chance of spotting your mercs in the wilderness and chasing them around. -; -; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in -; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. -; -; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. -;------------------------------------------------------------------------------------------------------------------------------ - -; Sets the starting alert chances. -ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 -ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 -ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 -ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 - -; When an enemy spots and chases a player group, the alertness value decrements by this value. -; Ranges from 1-100 (but recommend 20-60). -ENEMY_ALERT_DECAY_NOVICE = 75 -ENEMY_ALERT_DECAY_EXPERIENCED = 50 -ENEMY_ALERT_DECAY_EXPERT = 25 -ENEMY_ALERT_DECAY_INSANE = 10 - -; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's -; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable -; is what is used to determine the free checks. -NUM_AWARE_BATTLES_NOVICE = 1 -NUM_AWARE_BATTLES_EXPERIENCED = 2 -NUM_AWARE_BATTLES_EXPERT = 3 -NUM_AWARE_BATTLES_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Army AI / Behavior -; -; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive -; she is about it. -;------------------------------------------------------------------------------------------------------------------------------ - -; The base interval between the queen's decisions. She can only make one decision at a time. -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 - -; A random variation to the interval between queen's decisions. -EVALUATION_DELAY_VARIANCE_NOVICE = 240 -EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 -EVALUATION_DELAY_VARIANCE_EXPERT = 120 -EVALUATION_DELAY_VARIANCE_INSANE = 60 - -; This is a delay between the player taking a sector, and the queen being able to decide to attack it. -; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 - -; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. -; A longer grace period causes defeated enemy patrols to reappear less often. -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 - -; Determines whether the queen always prefers attacking your sectors to defending her own. -; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable -; unlimited reinforcements -AGGRESSIVE_QUEEN_AI_NOVICE = FALSE -AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE -AGGRESSIVE_QUEEN_AI_EXPERT = FALSE -AGGRESSIVE_QUEEN_AI_INSANE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Individual Enemy Group Behavior -; -; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what -; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. -; This behavior was deactivated in original game. -; -; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to -; reinforce this sector. -; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. -; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_INVESTIGATE_SECTOR = FALSE -REASSIGN_PENDING_REINFORCEMENTS = FALSE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Training Settings] - -;****************************************************************************************************************************** -; These settings control the training of Town Militia. -;****************************************************************************************************************************** - -; Defines the maximum number of Militia that can occupy the same sector -; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the -; duration of the battle. -MAX_MILITIA_PER_SECTOR = 20 - -; The number of Town Militia that are trained in a single "training session". -NUM_MILITIA_TRAINED_PER_SESSION = 10 - -; How much loyalty you need in a town to allow you to train Militia there. -MIN_LOYALTY_TO_TRAIN_MILITIA = 20 - -; This controls how fast town militia gets trained. -MILITIA_TRAINING_RATE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, -; and are almost as well-trained as enemy Blackshirts. -;------------------------------------------------------------------------------------------------------------------------------ - -; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. -; FALSE = Only Regular (Light-Blue) militia can be trained. -ALLOW_TRAINING_ELITE_MILITIA = FALSE - -; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) -ELITE_MILITIA_TRAINING_DELAY= 1 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Town Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Militia training bonus for RPC (as a percentage of the normal training speed) -; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. -RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 - -; Minimum leadership skill required to be able to train Militia at all -MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0 - -; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). -LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE - -; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. -REQ_LEADERSHIP_FOR_MAX_MILITIA = 1 - -; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test -; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia -; training. -; 100 = no bonus. 150 = 50% bonus. etcetera -; Note: This is only used if Old Trait System is played -TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Mobile Militia Training Settings] - -;****************************************************************************************************************************** -; These settings control the training of Mobile Militia. -;****************************************************************************************************************************** - -; Allows training militia that move around on the Strategy Map. -; If FALSE, all other settings in this category are disabled automatically. -ALLOW_MOBILE_MILITIA = FALSE - -; Delay ability to train Mobile Militia till this day -MOBILE_MILITIA_TRAINING_DELAY = 1 - -; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). -NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine if training of additional mobile militia is allowed when a certain number is allready active. -; You can still train mobiles if you are just below maximum. -; Base modes available: -; 0 = No maximum. -; 2 = Maximum calculated by town sectors you have currently under control. -; 4 = Maximum calculated by town sectors you have liberated at least one time. -; 8 = Maximum calculated by towns under player control. -; 16 = Maximum calculated by current progress. -; 32 = Maximum calculated by best progress. -; 64 = Maximum calculated by number of rebels in your team. -; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72). -; -; Advanced modes: -; 0 = If more then one base mode is chosen the lowest one is used. -; 128 = If more then one base mode is chosen the highest one is used. -; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and -; rebel limit dictates 60 are allowed the final maximum becomes 30. -; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200) -; -; Deserting modes: -; 0 = no deserters -; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached. -; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use. -; The number of deserters is randomly chosen but depends on the ratio active/maximum. -; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1). -; -; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0) -; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5) -;------------------------------------------------------------------------------------------------------------------------------ -MOBILE_MILITIA_MAX_ACTIVE_MODE = 0 -MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Training method options. -; -; There are two methods: -; One is Manual Training - you pay money to train Mobile Militia whenever you desire. -; The second method is to have them created automatically (for free!) every N hours. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines which method of training is used. -; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all -; "Leadership and Mobile Militia Training settings", below. -MUST_TRAIN_MOBILE_MILITIA = TRUE - -; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile -; Militia group. -; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. -CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Mobile Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Minimum required leadership skill to train Mobile Militia -MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 - -; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the -; value dictated by DIV_OF_ORIGINAL_MILITIA. -; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE - -; Required leadership score to train the maximum number of Mobile Militia allowed. -; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) -REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90 - -; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE - -; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups -; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. -PERCENT_MOBILE_MILITIA_ELITES = 20 -PERCENT_MOBILE_MILITIA_REGULARS = 30 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Mobile Militia Movement Settings] - -;****************************************************************************************************************************** -; These settings control how Mobile Militia move around the strategy map. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; If set to FALSE, Mobile Militia can move anywhere they want. -; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) -;------------------------------------------------------------------------------------------------------------------------------ - -RESTRICT_ROAMING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; EXPLORATION-based restrictions -; -; Allow Mobile Militia to move through any EXPLORED sectors. -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; CONQUEST-based restrictions -; -; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. -; This utilizes the rules laid down in the file "DynamicRestrictions.XML". -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a -; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they -; have already been liberated once in the past. -; -; In the JA2 campaign, this allows travel through: -; San Mona, Tixa, Orta, Estoni, and Omerta. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. -; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. -; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE -ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls wether militia will follow the player on map in non combat situation. -; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there -; (default behaviour). This overwrites any manual restrictions. -; Set to FALSE if they dont worry about the player. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_FOLLOW_PLAYER = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the splitting of mobile militia groups. -; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and -; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia. -; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR. -; Remainder will eventually move along. -; If they decide to spread, the groups will end up equal in size. -; -; There are various chances to spread when there are NO threats: -; - 30% chance if origin sector is full and destination is empty, groups will become equal in size. -; - 50% chance if origin and destination have militia, groups become equal in size. -; - 0% chance if origin sector is not full and target is empty -; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above. -; For threatened sectors the chances are: -; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted. -; - 0% chance to spread if origin sector is not threatened but target is. -; - variable chance to spread if both target and source sectors are threatened based on enemy numbers: -; (NumEnemiesNearOrigin * 100) / TotalNumEnemies -; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal. -; And you can overwrite the chances with the settings below: -; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc. -; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_SPREAD = FALSE -ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Strength Settings] - -;****************************************************************************************************************************** -; These settings control the strength of town or mobile militia in tactial combat and autoresolve. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine how well the militia will fight during autoresolve and tactical combat. -; -; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia -; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia -; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. -;------------------------------------------------------------------------------------------------------------------------------ - -; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also -; negative, meaning the militia will be weaker. -GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 -REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 -VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 - -; Flat bonus to Militiamen Action Points. -GREEN_MILITIA_APS_BONUS = 0 -REGULAR_MILITIA_APS_BONUS = 0 -VETERAN_MILITIA_APS_BONUS = 0 - -; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) -GREEN_MILITIA_CTH_BONUS_PERCENT = 0 -REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 -VETERAN_MILITIA_CTH_BONUS_PERCENT = 0 - -; Normal and energy damage is reduced by this many percents. -GREEN_MILITIA_DAMAGE_RESISTANCE = 0 -REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 -VETERAN_MILITIA_DAMAGE_RESISTANCE = 0 - -; Determines bonus to assigned weapon and gear quality (coolness). -GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 -REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 -VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Militia Equipment Settings] - -;****************************************************************************************************************************** -; These settings control the how militia can equip itslef from sector inventories -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. -; -; This applies to both tactical and strategic combat. -; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector. -; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'. -; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works -; if no mercs are present in that sector. -; If militia reinforces a sector, they will take their gear along. -; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map. -; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in). -;------------------------------------------------------------------------------------------------------------------------------ - -; if set to true, militia will take parts of its equipment from a sector's inventory. -MILITIA_USE_SECTOR_EQUIPMENT = FALSE - -; determines wether militia picks helmets, vests and leg armour from the sector. -MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE - -; determines wether militia takes NVGs, sungoggles and gasmasks from the sector. -MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE - -; determines wether militia takes knifes and punch weapons from the sector -MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE - -; determines wether militia takes guns from the sector -MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE - -; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true. -; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped -; If this is set to TRUE, make sure to occasionally restock ammo for your militia. -MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE - -; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type -MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE - -; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector -MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE - -; the number of bullets deemed sufficient for a gun is -; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size)) -; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo -MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10 -MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200 -MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 - -; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector -; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and -; orange gear cannot be chosen by any militia. -MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Shopkeeper Inventory Settings] - -;****************************************************************************************************************************** -; These settings control the inventory of Arulco's resident shopkeepers. -; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting) -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away -; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. -;------------------------------------------------------------------------------------------------------------------------------ -CHANCE_TONY_AVAILABLE = 80 - -;------------------------------------------------------------------------------------------------------------------------------ -; Turn on to get BR shipments faster -;------------------------------------------------------------------------------------------------------------------------------ -FAST_BOBBY_RAY_SHIPMENTS = FALSE - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Strategic Assignment Settings] - -;****************************************************************************************************************************** -; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Basic Settings -; -; Use these to affect all assignments. -;------------------------------------------------------------------------------------------------------------------------------ - -; The amount time a character 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 - -;------------------------------------------------------------------------------------------------------------------------------ -; Skill Training -; -; These settings control the speed of training, and how useful some characters are at training others. -;------------------------------------------------------------------------------------------------------------------------------ - -; Min skill required for a character to be able to increase that skill at all. -MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1 - -; Max value to which any skill can be trained. -MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 - -; Divisor for rate of self-training (the "PRACTICE" assignment) -TRAINING_RATE_DIVISOR = 1000 - -; The divisor for rate of training bonus due to instructors influence -; Reduce to speed-up trainer/student training -; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points -INSTRUCTED_TRAINING_DIVISOR = 3000 - -; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) -; Also applies to training militia -TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 - -; The minimum skill rating a character must have before he can train fellow teammates in that skill. -MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 - -;------------------------------------------------------------------------------------------------------------------------------ -; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. -; -; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. -; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. -; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. -; 1 = Both options on. -;------------------------------------------------------------------------------------------------------------------------------ - -SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0 -SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. -; -; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. -; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered -; "Resting", and will regain their fatigue back slowly until at least one student wakes up. -; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered -; "Resting", and will regain their fatigue back slowly until the trainer wakes up. -; 1 = Both options on. -; -; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the -; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). -;------------------------------------------------------------------------------------------------------------------------------ - -REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Doctoring -; -; (for reference: OKLIFE = 15 health) -;------------------------------------------------------------------------------------------------------------------------------ - -; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) -; Low = patient, high = working -NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 -NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 -NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 - -; Increase this value to reduce doctoring pts per hour, or vice versa. -; At 2400, the theoretical maximum is 150 full healing pts/day. -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 - -; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) -BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 - -; Multiplier for how much medical skill is needed, for each point below OKLIFE -MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 - -; Number of "doctor" points used up to heal each point below OKLIFE -POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 - -;------------------------------------------------------------------------------------------------------------------------------ -; Repairing -;------------------------------------------------------------------------------------------------------------------------------ - -; Cost to unjam a weapon in repair pts -REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 - -; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa -REPAIR_RATE_DIVISOR = 2500 - -; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points -; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows -; down repair. A lower value speeds it up. -REPAIR_SESSIONS_PER_DAY = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; SquadNames -;------------------------------------------------------------------------------------------------------------------------------ - -; use squadnames from SquadNames.xml -USE_XML_SQUADNAMES = FALSE - -[Clock Settings] - -;****************************************************************************************************************************** -; These settings control the speed behavior of the game. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Change in Clock Speed from base clock speed in percent -; Range: 100 - 300 Default: 150 -;------------------------------------------------------------------------------------------------------------------------------ - -CLOCK_SPEED_PERCENT = 150 - -;------------------------------------------------------------------------------------------------------------------------------ -; Timeslice in microseconds. The frequency that the screen is refreshed. -; At normal speed the clock is updated every 16 milliseconds. -; Range: 1000 - 20000 Default: 16000 -;------------------------------------------------------------------------------------------------------------------------------ - -UPDATE_FREQUENCY = 16000 - -;------------------------------------------------------------------------------------------------------------------------------ -; Improved auto fast forwarding. -; AUTO_FAST_FORWARD_ENEMIES: -; 0 - default behaviour -; 1 - auto fast forward only enemies that are not seen by player's team -; 2 - auto fast forward only invisible enemies -; 3 - auto fast forward all enemies -; AUTO_FAST_FORWARD_MILITIA: -; 0 - default behaviour -; 1 - auto fast forward only militia that does not see enemies -; 2 - auto fast forward militia always -; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_FAST_FORWARD_ENEMIES = 0 - -AUTO_FAST_FORWARD_MILITIA = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. -; At normal speed the clock is updated every 10 milliseconds. -; Range: 1-10000 Default: 500 -;------------------------------------------------------------------------------------------------------------------------------ - -FAST_FORWARD_PERIOD = 500 - -;------------------------------------------------------------------------------------------------------------------------------ -; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. -; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx -; Note MENU = [ALT], CONTROL = [CTRL] -; Examples (separated by comma): -; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 -;------------------------------------------------------------------------------------------------------------------------------ - -FAST_FORWARD_KEY = SUBTRACT - -[Overhead Map Settings] -;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences! -;Modes: -; 0 Off -; 1 Draw Rectangles -; 2 Draw Rectangles and hatch them with the 'no deployment' pattern -MARKER_MODE = 2 -;Precision governs how small the marked area will be -; 0 Hostiles are in a general area 180 tiles across -; 1 Hostiles are in a general area 120 tiles across -; 2 Hostiles are in a general area 90 tiles across -; 3 Hostiles are in a general area 60 tiles across -; 4 Hostiles are in a general area 45 tiles across -; 5 Hostiles are in a general area 30 tiles across -DAYTIME_PRECISION = 4 -;Same as above, this time for Night -NIGHTTIME_PRECISION = 5 -;Number of remaining Soldiers before their location gets marked -MAX_SOLDIERS_LEFT = 1 diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI deleted file mode 100644 index b4f1ca9ab..000000000 --- a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI +++ /dev/null @@ -1,319 +0,0 @@ -;****************************************************************************************************************************** -; Jagged Alliance 2 v1.13: Unfinished Business -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; This file controls special settings for the v1.13 Unfinished Business. -; The general common settings are stored in the ja2_options.ini file. -;------------------------------------------------------------------------------------------------------------------------------ - -[Unfinished Business Settings] - -;****************************************************************************************************************************** -; This section changes general settings of Unfinished Business -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Show/hide the map buttons on the strategy screen. -;------------------------------------------------------------------------------------------------------------------------------ - -BORDER_TOWN = TRUE -BORDER_MINE = TRUE -BORDER_TEAMS = TRUE -BORDER_MILITIA = FALSE -BORDER_AIRSPACE = TRUE -BORDER_ITEM = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Can the initial sector (default H7) be attacked immediatly by enemies? -;------------------------------------------------------------------------------------------------------------------------------ - -EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; After blowing up the fan in the J13, the enemy is alerted, and the underground sectors (J14-1 and K14-1) -; will be added to enemy units. -;------------------------------------------------------------------------------------------------------------------------------ - -HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the option to do a auto resolve battle? -;------------------------------------------------------------------------------------------------------------------------------ - -AUTO_RESOLVE = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Initial grid numbers and times of the crashed helicopter -; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na FALSE, to gra będzie używać te parametry. -; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. -; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na FALSE, to gra nie korzysta z tych parametrów. -; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. -;------------------------------------------------------------------------------------------------------------------------------ - -INITIAL_HELICOPTER_GRIDNO_1 = 14947 -INITIAL_HELICOPTER_GRIDNO_2 = 15584 -INITIAL_HELICOPTER_GRIDNO_3 = 15754 -INITIAL_HELICOPTER_GRIDNO_4 = 16232 -INITIAL_HELICOPTER_GRIDNO_5 = 16067 -INITIAL_HELICOPTER_GRIDNO_6 = 16230 -INITIAL_HELICOPTER_GRIDNO_7 = 15272 - -INITIAL_HELICOPTER_RANDOM_TIME_1 = 1300 -INITIAL_HELICOPTER_RANDOM_TIME_2 = 2000 -INITIAL_HELICOPTER_RANDOM_TIME_3 = 2750 -INITIAL_HELICOPTER_RANDOM_TIME_4 = 3400 -INITIAL_HELICOPTER_RANDOM_TIME_5 = 4160 -INITIAL_HELICOPTER_RANDOM_TIME_6 = 4700 -INITIAL_HELICOPTER_RANDOM_TIME_7 = 5630 - -;------------------------------------------------------------------------------------------------------------------------------ -; Sektor do którego najemnicy będą teleportowani po zakończeniu gry. Sektorem ostatecznej walki z generałem jest L15-3. -; Domyślny sektor : K16. -;------------------------------------------------------------------------------------------------------------------------------ - -DEFAULT_END_SECTOR_X = 16 -DEFAULT_END_SECTOR_Y = 11 -DEFAULT_END_SECTOR_Z = 0 - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the landing of a helicopter, like it is in default JA2 1.13? -; If this value is set to "TRUE", then "ENABLE_UB_HELICOPTER_CRASH" has to be set to "FALSE" -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_JA2_HELICOPTER_LANDING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the crash site (Unfinished Business). If this parameter is set to "TRUE", then -; "ENABLE_JA2_HELICOPTER_LANDING" has to be set to "FALSE". -;------------------------------------------------------------------------------------------------------------------------------ - -ENABLE_UB_HELICOPTER_CRASH = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable Jerry Dialogues? -;------------------------------------------------------------------------------------------------------------------------------ - -JERRY_QUOTES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Add Jerry to the sector (sector default H7). -;------------------------------------------------------------------------------------------------------------------------------ - -JERRY = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Set the tactical grid number from Jerry. -; Jerry will be in a sector which is defined as the start sector. -; See ja2_options.ini: DEFAULT_ARRIVAL_SECTOR_X, DEFAULT_ARRIVAL_SECTOR_Y. -;------------------------------------------------------------------------------------------------------------------------------ - -JERRY_GRIDNO = 15109 - -;------------------------------------------------------------------------------------------------------------------------------ -; The switch in the L15-3. The final sector with General Morris. -;------------------------------------------------------------------------------------------------------------------------------ - -SWITCH_IN_MORRIS_AREA_GRIDNO = 15231 - -;------------------------------------------------------------------------------------------------------------------------------ -; After firing the rockets, our mercenaries will automatically go to the elevator. -;------------------------------------------------------------------------------------------------------------------------------ - -SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1 = 14268 -SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2 = 15708 - -;------------------------------------------------------------------------------------------------------------------------------ -; Po przeczytaniu instrukcji Morrisa, zostaje pokazne miejsce przełącznika na panelu sterowania. -;------------------------------------------------------------------------------------------------------------------------------ - -RADIO_LOCATORS_GRIDNO_1 = 15070 -RADIO_LOCATORS_GRIDNO_2 = 14744 - -;------------------------------------------------------------------------------------------------------------------------------ -; Miejsca przy wentylatorze (sektor J13), pod którymi podkładam ładunki wybuchowe. -;------------------------------------------------------------------------------------------------------------------------------ - -POWERGEN_SECTOR_GRIDNO_1 = 15100 -POWERGEN_SECTOR_GRIDNO_2 = 12220 -POWERGEN_SECTOR_GRIDNO_3 = 14155 -POWERGEN_SECTOR_GRIDNO_4 = 13980 - -;------------------------------------------------------------------------------------------------------------------------------ -; Po wysadzeniu wentylatora, (sektor J13) w tym miejscu pojawi się przejście do sektora J14-1. -;------------------------------------------------------------------------------------------------------------------------------ - -POWERGEN_SECTOR_EXITGRID_GRIDNO = 19749 - -;------------------------------------------------------------------------------------------------------------------------------ -; Dodanie dźwięku wentylatora. -;------------------------------------------------------------------------------------------------------------------------------ - -POWERGEN_FAN_SOUND_GRIDNO_1 = 10979 -POWERGEN_FAN_SOUND_GRIDNO_2 = 19749 - -;------------------------------------------------------------------------------------------------------------------------------ -; Miejsce włączenia wentylatora. -;------------------------------------------------------------------------------------------------------------------------------ - -START_FANBACKUP_AGAIN_GRIDNO = 10980 - -;------------------------------------------------------------------------------------------------------------------------------ -; Miejsce zatrzymania wentylatora. -;------------------------------------------------------------------------------------------------------------------------------ - -STOP_POWERGEN_FAN_GRIDNO = 10980 - -;------------------------------------------------------------------------------------------------------------------------------ -; The tactical grid numbers of the fan tiles (default sector J13) -;------------------------------------------------------------------------------------------------------------------------------ - -FAN_GRIDNO_1 = 10978 -FAN_GRIDNO_2 = 10979 -FAN_GRIDNO_3 = 10980 -FAN_GRIDNO_4 = 10818 -FAN_GRIDNO_5 = 10819 -FAN_GRIDNO_6 = 10820 -FAN_GRIDNO_7 = 10658 -FAN_GRIDNO_8 = 10659 -FAN_GRIDNO_9 = 10660 - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Campaign Settings] - -;****************************************************************************************************************************** -; These settings changes some campaign settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Use MovementCosts.xml file? If TRUE, then MAKE_STRATEGIC_MOVEMENT_COSTS must be set to "FALSE". -;------------------------------------------------------------------------------------------------------------------------------ - -STRATEGIC_MOVEMENT_COSTS_XML = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Automatically generate enemies in the sectors. -; Enemy units are not generated in the main sectors: H7, H8, H9, H10,H11, I9, I10, I11, I12, I13, -; J11, J12, J13, K14, K15, K16, L15, I13_B1, J13_B1, J14_B1, K15_B1, K15_B2, L15_B2, L15_B3 -; To set the enemies in these sectors use GameInit.lua file or GarrisonGroups.xml and PatrolGroups.xml -;------------------------------------------------------------------------------------------------------------------------------ - -ADD_RANDOM_ENEMY_TO_SECTOR = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game automatically creates the directions of travel between sectors? -;------------------------------------------------------------------------------------------------------------------------------ - -MAKE_STRATEGIC_MOVEMENT_COSTS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the quest: "Broken internet laptop." -;------------------------------------------------------------------------------------------------------------------------------ - -LAPTOP_QUEST = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Enable the news of the death of mercenaries. This option uses the file email.edt. -;------------------------------------------------------------------------------------------------------------------------------ - -NOTIFY_ON_DEAD_AIM_MERCS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the game be initialized with GarrisonGroups.xml and PatrolGroups.xml -;------------------------------------------------------------------------------------------------------------------------------ - -USE_ENEMY_ARMY_XMLS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Use special UB Strategic Actions for the default UB campaign ? -;------------------------------------------------------------------------------------------------------------------------------ - -JA2UB = TRUE - - -;****************************************************************************************************************************** -;****************************************************************************************************************************** - -[Laptop Settings] - -;****************************************************************************************************************************** -; These settings changes some laptop settings. -;****************************************************************************************************************************** - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the I.M.P website be protected with the default JA2 password (XEP624)? -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_PASS_JA2 = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should the I.M.P website be protected with the default UB password (GP97SL)? -;------------------------------------------------------------------------------------------------------------------------------ - -IMP_PASS_UB = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should those links be visible on the AIM website? These options take use of "Email.edt" file -;------------------------------------------------------------------------------------------------------------------------------ - -LINK_INSURANCE = FALSE -LINK_FUNERAL = TRUE -LINK_BOBBY = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; Should Bobby Ray's website be accessable? These option takes use of "Email.edt" file -;------------------------------------------------------------------------------------------------------------------------------ - -BOBBY_SITE_ACCESSED = FALSE - -;----------------------- -; Weapon -;----------------------- - -[Unfinished Business Items] - -TEX_MOVIE_ATTACK_CLYDESDALES = 340 -TEX_MOVIE_WILD_EAST = 341 -TEX_MOVIE_HAVE_HONDA = 342 -LAPTOP_TRANSMITTER = 339 -CHE_GUEVARA_CANTEEN = 343 -MERC_WRISTWATCH = 344 -SAM_GARVER_COMBAT_KNIFE = 337 -MERC_UMBRELLA_OLD = 345 -MORRIS_INSTRUCTION_NOTE = 346 -HAND_CANNON = 336 -HARTFORD_6_SHOOTER = 66 -MERC_UMBRELLA = 345 -CLIP_CANNON_BALL = 338 -BARRETT_UB = 335 -CALICO_960_UB = 69 -PSG1_UB = 334 -L85_UB = 331 -TAR21_UB = 332 -VAL_SILENT_UB = 333 -MICRO_UZI_UB = 330 -CALICO_950_UB = 67 -CALICO_900_UB = 68 - -;----------------------- -; Profiles -;----------------------- - -[Unfinished Business Profiles] - -MANUEL = 60 -BIGENS = 61 -JOHN_K = 62 -TEX = 64 -GASTON = 58 -STOGIE = 59 -JERRY = 76 -PGMALE4 = 57 -BETTY = 73 -RAUL = 74 -MORRIS = 75 -RUDY = 77 -