diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index b69e81417..d2fc5310f 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 diff --git a/gamedir/Data-UB/Ja2_Options.ini b/gamedir/Data-UB/Ja2_Options.ini index c052583d4..e6c920b6e 100644 --- a/gamedir/Data-UB/Ja2_Options.ini +++ b/gamedir/Data-UB/Ja2_Options.ini @@ -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 diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index cf9513685..8f2ba1449 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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]