Added possibility to show rank and name on enemies (by silversurfer)

- If a name is available for the enemy, the name will be shown and if INDIVIDUAL_ENEMY_RANK = TRUE also the rank will be shown
- The name will be shown if INDIVIDUAL_ENEMY_NAMES = TRUE or SOLDIER_PROFILES_ENEMY = TRUE. If both are true, then the name will be taken from the enemies profiles

- Added missing entries to Data/Ja2_Options.INI

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1711 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-07-21 17:43:30 +00:00
parent 3d56b61dda
commit 366b3c1205
3 changed files with 238 additions and 19 deletions
+2 -3
View File
@@ -1601,13 +1601,12 @@ 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 this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
; 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 names (in tactical) defined in 'TableData\EnemyRank.xml'.
; If you set this to TRUE, then you have to set 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
+6 -3
View File
@@ -1603,19 +1603,21 @@ 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 this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
; 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 names (in tactical) defined in 'TableData\EnemyRank.xml'.
; If you set this to TRUE, then you have to set 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
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_CIVILIAN_NAMES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
@@ -1623,6 +1625,7 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE
; 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
+230 -13
View File
@@ -775,6 +775,11 @@ SHOW_CAMOUFLAGE_FACES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
HIDE_ENEMY_HEALTH_TEXT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
;------------------------------------------------------------------------------------------------------------------------------
SHOW_HEALTHBARSOVERHEAD = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; How should the game display the enemy hit counter?
@@ -889,6 +894,9 @@ SHOT_HEAD_DIVISOR = 2
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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1132,6 +1140,28 @@ ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1306,7 +1336,6 @@ FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
CTH_PENALTY_FROM_ALTWEAPHOLD = 30
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. (This modifier is DOUBLED under NCTH,
since its calculation is different, and it balances the reduction of aiming levels.)
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
@@ -1340,6 +1369,13 @@ USE_SCOPE_MODES = FALSE
; Allow display of scope modes on weapons in tactical
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).
@@ -1484,7 +1520,7 @@ 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 10x)
; From what aiming bonus a scope is considered medium power (ACOG 4x)
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
;------------------------------------------------------------------------------------------------------------------------------
@@ -1547,6 +1583,9 @@ CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
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'.
;------------------------------------------------------------------------------------------------------------------------------
@@ -1561,14 +1600,13 @@ 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 this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
; 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 names (in tactical) defined in 'TableData\EnemyRank.xml'.
; If you set this to TRUE, then you have to set 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
@@ -1576,9 +1614,15 @@ INDIVIDUAL_ENEMY_RANK = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 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
@@ -1699,6 +1743,8 @@ ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0
; 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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1791,6 +1837,19 @@ COVER_SYSTEM_UPDATE_DELAY = 500
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.
;
@@ -1980,12 +2039,11 @@ 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
; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
; This can be exploited, but why would you do that?
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0
OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Zombie Settings]
@@ -2011,6 +2069,9 @@ 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.
@@ -2036,6 +2097,9 @@ 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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2066,6 +2130,9 @@ ZOMBIE_RISE_WITH_ARMOUR = FALSE
; 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
@@ -2111,6 +2178,12 @@ 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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2293,7 +2366,10 @@ 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
@@ -2312,6 +2388,13 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70
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)
@@ -2360,7 +2443,7 @@ WHICH_MINE_SHUTS_DOWN = -1
; Allows enemy/militia reinforcements from adjacent sectors.
ALLOW_REINFORCEMENTS = FALSE
; Allows reinforcements only between city sectors.
; Allows reinforcements only between city sectors. Only affects militia, not enemies.
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
@@ -2422,12 +2505,24 @@ ADDITIONAL_REPAIR_MODE = FALSE
; determines wether a gun can suffer permanent damage that cannot be repaired other by 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 trun, 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
;
@@ -2453,6 +2548,60 @@ ENABLE_ALL_TERRORISTS = FALSE
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)
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 ddmoted, 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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2597,6 +2746,8 @@ ATTACHMENT_DROP_RATE = 100
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
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2982,6 +3133,66 @@ 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]
;******************************************************************************************************************************
@@ -3118,6 +3329,12 @@ REPAIR_RATE_DIVISOR = 2500
; 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]