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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:
@@ -1601,13 +1601,12 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
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; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
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; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = TRUE
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@@ -1603,19 +1603,21 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
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; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
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; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_CIVILIAN_NAMES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1623,6 +1625,7 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE
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; In the xml, one can specify name/bodytype/hair/skin/traits
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; If selected, the game will select a newly created soldier's data from these profiles randomly
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;------------------------------------------------------------------------------------------------------------------------------
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SOLDIER_PROFILES_ENEMY = TRUE
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SOLDIER_PROFILES_MILITIA = FALSE
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+230
-13
@@ -775,6 +775,11 @@ SHOW_CAMOUFLAGE_FACES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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HIDE_ENEMY_HEALTH_TEXT = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_HEALTHBARSOVERHEAD = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; How should the game display the enemy hit counter?
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@@ -889,6 +894,9 @@ SHOT_HEAD_DIVISOR = 2
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SHOOT_UNSEEN_PENALTY = 100
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; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
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; This saves AP if we decide to immediately continue moving to another location.
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NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1132,6 +1140,28 @@ ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
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SPECIAL_NPCS_STRONGER = 0
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; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
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ASSASSINS_DISGUISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Enemy Assassins
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; 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
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; new trait system is required for this, and new inventory is system is heavily advised
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;------------------------------------------------------------------------------------------------------------------------------
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; TRUE: assassins can appear
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ENEMY_ASSASSINS = FALSE
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; minimum progress required for assassins to appear
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ASSASSIN_MINIMUM_PROGRESS = 20
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; assassins can only spawn if at least x militia are in sector
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ASSASSIN_MINIMUM_MILITIA = 10
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; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
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; sector, there is a 10% chance of assassins showing up
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; 200 means that the chance is 20%, 50 means 5%, and so on
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ASSASSIN_PROPABILITY_MODIFIER = 100
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1306,7 +1336,6 @@ FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
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CTH_PENALTY_FROM_ALTWEAPHOLD = 30
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; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. (This modifier is DOUBLED under NCTH,
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since its calculation is different, and it balances the reduction of aiming levels.)
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AIMING_PENALY_FROM_ALTWEAPHOLD = 30
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; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
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@@ -1340,6 +1369,13 @@ USE_SCOPE_MODES = FALSE
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; Allow display of scope modes on weapons in tactical
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DISPLAY_SCOPE_MODES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; external feeding
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;------------------------------------------------------------------------------------------------------------------------------
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; 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
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EXTERNAL_FEEDING = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; Set the grid number for the initial merc arrival location.
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; The JA2 default grid number is 4870 (Sector A9 Omerta).
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@@ -1484,7 +1520,7 @@ VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
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; From what aiming bonus a scope is considered high power (Battle Scope 7x)
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HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
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; From what aiming bonus a scope is considered medium power (ACOG 10x)
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; From what aiming bonus a scope is considered medium power (ACOG 4x)
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MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1547,6 +1583,9 @@ CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
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CAN_JUMP_THROUGH_WINDOWS = FALSE
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; allows jumping through closed windows, smashing them while jumping
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CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1561,14 +1600,13 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
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; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
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; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = FALSE
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@@ -1576,9 +1614,15 @@ INDIVIDUAL_ENEMY_RANK = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_CIVILIAN_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles.
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; In the xml, one can specify name/bodytype/hair/skin/traits
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; If selected, the game will select a newly created soldier's data from these profiles randomly
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;------------------------------------------------------------------------------------------------------------------------------
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SOLDIER_PROFILES_ENEMY = FALSE
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SOLDIER_PROFILES_MILITIA = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; 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
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@@ -1699,6 +1743,8 @@ ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0
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; NPCs are not required to be in CIV_TEAM anymore.
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ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
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; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
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ACCESS_OTHER_MERC_INVENTORIES = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1791,6 +1837,19 @@ COVER_SYSTEM_UPDATE_DELAY = 500
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SUPPRESSION_EFFECTIVENESS = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS,
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; not instead
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;
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; 0 = JA2 Default: Suppression is DISABLED.
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; 100 = Suppression is fully activated.
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;
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; This value can be raised to 65535... But don't. Values over 200 are already excessive.
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;------------------------------------------------------------------------------------------------------------------------------
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SUPPRESSION_EFFECTIVENESS_PLAYER = 0
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SUPPRESSION_EFFECTIVENESS_AI = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Minimum and Maximum amount of Suppression Tolerance a character can have.
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;
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@@ -1980,12 +2039,11 @@ OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
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; If a barrel is not in someone's inventory, it cools down a little bit better.
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OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
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; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
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; This can be exploited, but why would you do that?
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
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; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0
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OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Zombie Settings]
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@@ -2011,6 +2069,9 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60
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; Can zombies climb roofs?
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ZOMBIE_CAN_CLIMB = TRUE
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; Can zombies jump through windows?
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ZOMBIE_CAN_JUMP_WINDOWS = FALSE
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; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
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; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
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; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
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@@ -2036,6 +2097,9 @@ ZOMBIE_DIFFICULTY_LEVEL = 3
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; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
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ZOMBIE_RISE_WITH_ARMOUR = FALSE
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; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
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; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
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ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2066,6 +2130,9 @@ ZOMBIE_RISE_WITH_ARMOUR = FALSE
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; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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; A multiplicator that determines how many heal points are needed to cure one point of poison
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POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
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; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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@@ -2111,6 +2178,12 @@ FOOD_DECAY_IN_SECTORS = TRUE
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; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
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FOOD_DECAY_MODIFICATOR = 1.0
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; maximum amount of food poisoning one can get from eating a single piece of food
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FOOD_MAX_POISONING = 5
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; do mercs make sounds when eating/drinking?
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FOOD_EATING_SOUNDS = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2293,7 +2366,10 @@ GAME_PROGRESS_MIKE_AVAILABLE = 50
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; Default 70
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GAME_PROGRESS_IGGY_AVAILABLE = 70
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; The queen decides to go on the offensive. WARNING: This will be hard!
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; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect
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GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65
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GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85
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@@ -2312,6 +2388,13 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70
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TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE
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; This enables massive counterattacks in all cities, just like in Drassen.
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; NOTE: These attacks will be huge. You have been warned.
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; 0: no attacks
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; 1: counterattacks on all cities possible
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; 2: 1 + major offensives depending on game progress
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AGGRESSIVE_STRATEGIC_AI = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
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@@ -2360,7 +2443,7 @@ WHICH_MINE_SHUTS_DOWN = -1
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; Allows enemy/militia reinforcements from adjacent sectors.
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ALLOW_REINFORCEMENTS = FALSE
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; Allows reinforcements only between city sectors.
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; Allows reinforcements only between city sectors. Only affects militia, not enemies.
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -2422,12 +2505,24 @@ ADDITIONAL_REPAIR_MODE = FALSE
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; determines wether a gun can suffer permanent damage that cannot be repaired other by local smiths.
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ADVANCED_REPAIR = FALSE
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; the only items we can repair are guns and armour
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ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
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; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
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MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE
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; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
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DIRT_SYSTEM = FALSE
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; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
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FULL_REPAIR_CLEANS_GUN = FALSE
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; every trun, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
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SECTOR_DIRT_DIVIDER = 1000
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; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
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DIRT_GLOBAL_MODIFIER = 1.25
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;******************************************************************************************************************************
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; Set how to handle Skyrider "hot LZ" options
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;
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@@ -2453,6 +2548,60 @@ ENABLE_ALL_TERRORISTS = FALSE
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ENABLE_ALL_WEAPON_CACHES = FALSE
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;******************************************************************************************************************************
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; Override each map's percent likelihood of an item appearing.
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; Valid range = 0-100, where 0 uses the map values.
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; (Mainly for modders, can possibly take the fun out of the game)
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;******************************************************************************************************************************
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MAP_ITEM_CHANCE_OVERRIDE = 0
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;******************************************************************************************************************************
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; Prisoner system
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;******************************************************************************************************************************
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; can you capture enemy soldiers?
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ALLOW_TAKE_PRISONERS = FALSE
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; can you offer enemies a surrender option?
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ENEMY_CAN_SURRENDER = FALSE
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; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
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DISPLAY_SURRENDER_VALUES = FALSE
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; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
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SURRENDER_MULTIPLIER = 5.0
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; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
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; you to surrender, and you refused
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PLAYER_CAN_ASK_TO_SURRENDER = TRUE
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; chance that released soldiers join the army again
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PRISONER_RETURN_TO_ARMY_CHANCE = 50
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; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
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PRISONER_DEFECT_CHANCE = 25
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; chance that interrogated soldiers can give info on enemy positions
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PRISONER_INFO_BASECHANCE = 25
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; chance that interrogated soldiers can give info on enemy numbers
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PRISONER_INFO_NUMBER_CHANCE = 30
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; chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 25
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; 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
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; Interrogation first removes admin prisoners, then regulars and then elites
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; 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
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; special prisoners do not exist... yet.
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PRISONER_INTERROGATION_POINTS_ADMIN = 80
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PRISONER_INTERROGATION_POINTS_REGULAR = 100
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PRISONER_INTERROGATION_POINTS_ELITE = 140
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PRISONER_INTERROGATION_POINTS_SPECIAL = 250
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2597,6 +2746,8 @@ ATTACHMENT_DROP_RATE = 100
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MAX_ENEMY_ATTACHMENTS = 3
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; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)?
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SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2982,6 +3133,66 @@ VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Militia Equipment Settings]
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||||
;******************************************************************************************************************************
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; These settings control the how militia can equip itslef from sector inventories
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;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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]
|
||||
|
||||
|
||||
Reference in New Issue
Block a user