From 389ec5362590d2f3e9de6e24e058557993639fa5 Mon Sep 17 00:00:00 2001 From: Flugente Date: Sat, 30 May 2020 00:10:57 +0000 Subject: [PATCH] New feature: turncoats can be created from enemies and ordered to switch sides For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=360191&#msg_360191 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2535 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data-1.13/Skills_Settings.INI | 9 ++ gamedir/Data-UB/Skills_Settings.INI | 140 +++++++++++++++++---- gamedir/Data/Interface/IntelMapSymbols.sti | Bin 0 -> 4989 bytes gamedir/Data/Interface/RoleIcons.sti | Bin 0 -> 4171 bytes gamedir/Data/Skills_Settings.INI | 9 ++ 5 files changed, 134 insertions(+), 24 deletions(-) create mode 100644 gamedir/Data/Interface/IntelMapSymbols.sti create mode 100644 gamedir/Data/Interface/RoleIcons.sti diff --git a/gamedir/Data-1.13/Skills_Settings.INI b/gamedir/Data-1.13/Skills_Settings.INI index 607a268ab..7c0f7f800 100644 --- a/gamedir/Data-1.13/Skills_Settings.INI +++ b/gamedir/Data-1.13/Skills_Settings.INI @@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE ; and redisguise automatically after 3 turns not seen by the enemy ; COVERT_STRIPIFUNCOVERED = FALSE +; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later. +COVERT_TURNCOATS = TRUE + +; if set to TRUE, activating all turncoats within a sector requires a radio operator +COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE + +; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0. +COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Radio Operator] diff --git a/gamedir/Data-UB/Skills_Settings.INI b/gamedir/Data-UB/Skills_Settings.INI index b4a434c3a..ca78c21f3 100644 --- a/gamedir/Data-UB/Skills_Settings.INI +++ b/gamedir/Data-UB/Skills_Settings.INI @@ -152,6 +152,7 @@ UNWANTED_BULLETS_REDUCTION = 5 ; Percentage reduction for APs needed to ready/raise LMGs PERCENT_AP_READY_LMG_REDUCTION = 10 +; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -177,6 +178,7 @@ DAMAGE_TO_TANKS_PERCENT_BONUS = 30 ; General damage except tanks increased by percentage HW_DAMAGE_PERCENT_BONUS = 15 +; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -205,6 +207,17 @@ CHAMBER_ROUND_APS_REDUCTION = 25 ; ON for this to make sense) POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1 +; The 'Focus' skill allows a merc to pay special attention to an area in their view +; While focus is active, they have an improved interrupt chance against all targets in that area, +; but drastically lowered interrupt chance against all targets outside. +; Only works if center of area is in view and a gun is aimed. +; Focus can be activated by calling the skill menu in tactical with '$' and then selecting 'Various' and then 'Focus'. +; The radius of the area depends on how close the merc is, the area increases with distance. +; Base radius of focus area for range 20. +FOCUS_SKILL_RADIUS = 5 + +; bonus to interrupt (penalty outside of area is twice this) +FOCUS_SKILL_INTERRUPT_BONUS = 4 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -224,27 +237,13 @@ FIRING_SPEED_BONUS_SHOTGUNS = 10 ; restriction ON for this to make sense) POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1 -; Strategic map travel speed increased by a percentage if a ranger is present in group -GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 20 -GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 10 -; Maximum of above travel time bonuses that can be stacked for one group (1 Hunter = 1 bonus, 1 Ranger = 2 bonuses, -; 1 Ranger + 1 Hunter = 3 bonuses etc.) -MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2 +; Percentage range bonus for shotguns +EFFECTIVE_RANGE_BONUS_SHOTGUNS = 10 -; Percentage reduction of stamina burn when travelling -; (This only applies for ranger himself.) -ENERGY_SPENT_TRAVEL_REDUCTION = 35 - -; Percentage of weather penalties reduced -WEATHER_PENALTIES_REDUCTION = 25 - -; Percentage of ranger camouflage effectiveness increased -; -;CAMO_EFFECTIVENESS_BONUS_PERCENT = 10 - -; Camouflage wear out percentage speed reduction -CAMO_WORNOUT_SPEED_REDUCTION = 50 +; Percentage reload speed bonus for loading single shells in shotguns +RELOAD_SPEED_SHOTGUNS_MANUAL = 15 +; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -267,7 +266,7 @@ FIRING_SPEED_BONUS_PISTOLS = 15 ; Percentage bonus to pistols range ; (Well, this bonus can look weird, I know..) -FEFFECTIVE_RANGE_BONUS_PISTOLS = 10 +EFFECTIVE_RANGE_BONUS_PISTOLS = 10 ; Percentage APs reduction needed to ready/raise pistols and revolvers PERCENT_AP_READY_PISTOLS_REDUCTION = 15 @@ -279,6 +278,13 @@ RELOAD_SPEED_HANDGUNS_BONUS = 25 ; restriction ON for this to make sense) POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1 +; If set to true, revolvers (or any other gun with the -tag set in Weapons.xml) can access their hidden burst mode if +; - we have this trait +; - we use this gun with both hands +; - we are in hipfire mode (USE_SCOPE_MODES = TRUE in JA2_Options.ini, visible by the 'eye' icon over our gun) +CAN_FAN_THE_HAMMER = FALSE + +; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file. ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -422,6 +428,10 @@ REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33 ; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only) NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1 +; If ADVANCED_REPAIR is set to in JA2_Options.ini, items can normally only be repaired up to their item treshold. +; Local weaponsmiths can restore this up to 100% during repair. +; If set to TRUE, mercs with this trait can also do this. +MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -439,6 +449,9 @@ NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1 BASE_PERCENT_SURGERY_HEAL = 10 ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20 +; if a doctor has a blood bag and chooses to use it, this percentage is added to the health amount restored by surgery +ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG = 15 + ; Determines the percentage of medical supplies are used for surgery MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100 @@ -476,7 +489,7 @@ MAX_NATURAL_REGEN_BONUSES = 4 ;****************************************************************************************************************************** [Ambidextrous] -; CtH penalty when dual shooting is reduced by this many percents +; CtH penalty when shooting while a second items is equipped is reduced by this many percents PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100 ; Percentage bonus to reload speed for all magazine weapons @@ -736,9 +749,29 @@ COVERT_CLOSE_DETECTION_RANGE = 10 ; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5 -; elite soldiers can uncover even perfectly disguised spies if standing next to them and more expericenced -; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy -COVERT_ELITES_DETECT_NEXTTILE = TRUE +; elites can uncover a spy if disguised as an admin or regular soldier +; officers (see [Tactical Enemy Role Settings] in JA2_Otions.ini) can uncover any spy disguised as a soldier +; this works if they see the spy, their level exceeds the spies level + covert trait level, +; and they are closer than COVERT_ELITES_UNCOVER_RADIUS tiles +COVERT_ELITES_UNCOVER_RADIUS = 0 + +; if set to TRUE, disguises will blow if you are bleeding and close to the enemy +COVERT_DETECTEDIFBLEEDING = FALSE + +; THIS SETTING HAS BEEN DEACTIVATED UNTIL FURTHER NOTICE +; if set to TRUE, if a spy is uncovered, he will automatically strip his uniform +; if set to FALSE, if a spy is uncovered, he will not automatically strip his uniform, +; and redisguise automatically after 3 turns not seen by the enemy +; COVERT_STRIPIFUNCOVERED = FALSE + +; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later. +COVERT_TURNCOATS = TRUE + +; if set to TRUE, activating all turncoats within a sector requires a radio operator +COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE + +; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0. +COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -772,6 +805,14 @@ RADIO_OPERATOR_MORTAR_RADIUS = 10 ; the initial signal shell lands within x tiles radius of their target RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2 +; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors +; This also requires AllowReinforcements to be 1 in DifficultySettings.xml +; 0: not at all +; 1: if they are in the same town +; 2: if either this or the adjacent sector is in a town +; 3: possible in all sectors +RADIO_OPERATOR_REINFORCEMENT_SETTING = 2 + ; scan assignment: detect enemies up to x sectors away RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5 @@ -814,3 +855,54 @@ SAME_ASSIGNMENT_BONUS = 20 ; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%) ; (-25 - 25) MERC_OPINION_ABOUT_MERC_TRESHOLD = -10 + +; Reputation gain per day if snitch is happy (0 - 100) +PASSIVE_REPUTATION_GAIN = 3 + +; Hearing range bonus (0 - 100) +HEARING_RANGE_BONUS = 1 + +; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0) +PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0 + +; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0) +PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** +[Survival] + +; Strategic map travel speed increased by a percentage if a survivalist is present in group +GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 30 +GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 15 +; Maximum of above travel time bonuses that can be stacked for one group (1 Survival = 1 bonus, 2 Survival = 2 bonuses etc.) +MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2 + +; Percentage reduction of stamina burn when travelling +; (This only applies for survivalist himself.) +ENERGY_SPENT_TRAVEL_REDUCTION = 50 + +; Percentage of weather penalties reduced. Values from 0.0 to 1.0. +WEATHER_PENALTIES_REDUCTION = 0.35 + +; Camouflage wear out percentage speed reduction +CAMO_WORNOUT_SPEED_REDUCTION = 75 + +; Survivalists can look out for tracks of people. This can be activated in the [Ctrl] + [C] menu. +; This is the maximum range at which one can spot tracks. +TRACKER_MAX_RANGE = 30 + +; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30. +TRACKER_ABILITY = 30 + +; reduce likelihood of getting diseases by x percent +; values from 0% to 100% +DISEASE_RESISTANCE = 10 + +; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50% +; values from -100% to 100% +FOOD_CONSUMPTION = -20 +DRINK_CONSUMPTION = -10 + +; bonus to evade snake attacks in water +SNAKE_EVADE_BONUS = 10 \ No newline at end of file diff --git a/gamedir/Data/Interface/IntelMapSymbols.sti b/gamedir/Data/Interface/IntelMapSymbols.sti new file mode 100644 index 0000000000000000000000000000000000000000..7a9f5570d29e3a6527ec5b289fcf80ea7f6620e6 GIT binary patch literal 4989 zcmc&$yN)Br6}?SPb7s3oT4}K~1Seh+Fklpe4Q8AwF<`)eGIart92hX*NTEYkH_3Tu zX9Y|m!(X7F0{_AM!8*IGP%!)(3R>q>Rg+B)XDwp`7unTy?&I8Bx2n4P%j$Q35VVJn z*^B%J*T1uRB$>!(a&~qWq_G>02Vx^)MVyEiQIXn+H_{sEjF^Q~3#yG3YsFddR@6%E z#5-x7bWThyRZVB(#d>jGychLSt9X@GrBgAjR4qapP=X9jFo(D{#v9Wb(-~tHrdk-W z##m#man^Wi)SB8E?@a4V=L{UGkRRNvH_jXHje1k7@oHK%oszCX_8?-))-froVrzQX z*4PdK7PeY&N{EE!to7EawY9U}+1A+(;cHvfoG|i$+Ij1}Rc~vxUTv$kLvpRHS{Bc+ zHqLSOPQ}$s&9%mL#+iky7RbUG#&M2JPOYn*^Uk%-b*V6I3ST*w;v*5vc8^BwZ4eN}Uj;0HZ4 zXzG29OMR=pLqS_#wcHMdtF4afsVZ8t*xDNHjGBd33)EE&E2oaNQMFn#ac!M;PO&gm z*aui1B!bBxhI*~pX{*{Pm#xAs`9HSb;;gWJBEJ%j{}G{_kw2z*pUMmQ(?n#mp`j{d1>infu}nd$?Y>PnhIAMQhY&?X>i9`1?G zgB8F%Y!Z3E9Pk$fk$Pp4lu#^`A@A8Uh7kii&!|k%%T1L*E zWk13&cAw8WXT5YStJ5%Gy@ta~SMe|D4kYW5YJ+Pnn=!mLvd)x$X`rP9wvBLb#ZH2( z35wohDB2mq|Awxs$ucyo-B}zhmyHzDG@i{cp2enVj5r#`(`i&K;frx-jcl^z)m}Fv zM7KVH`4p+2(TyBfiZc%4cr^)h)0Nz2`K?^%p0e1mG^zaboh2-QcgYmN`~d%gqWe#ICEahrbKV2|~920DfaS(TVVNEi3D ztOzF` z+}Vx{vUWwQMri-k)$dpC;df~1{JeX|Qvnzr@BkDLox=(sNO)rC6TrJ3(H4$L*CU)C zirErp?}o=FW0QVxexA%L1&ev@IASJ!w4aYYBrmRNs@HtZdI5&K04N|jSBzj6lmR6$ zXNAZ>4IB>;@}ih6aVAS3)+^9IQLo?xUE~P-k2u~J`+d3($&1hQRIfZ|y#PbK04N|j z$CDo*NLZ8b9-un!Q2>t+@(QLjjGU2!i1iBePt=Q!+q^>L#~d+}J^;g{=zUYro472X3|Id z`RISm>#e+%W;C09J?Pij41ZJ#@>RMbYQ{)7b~qiJM{KNWKZd~pVvHDPK4+Z1UuSdt z$&5EZx+042g788B7tdpCWbVg!Ssb8UoIGcozQ^YhznFrAA8x!NYWM{fJ8*Fy$42IU z9BlVcnhm}SBkMB1=2uxWUM_Qd~H#VS(j$_f}VVoa-w6)^CaxvuRvV^+Z64OOgw6|ewZh7?t> z0yfYb-A{j9aflPg-16(!I#*XZM^d-nchfiD64uv4T!~)c^XH@Vm>vL%ri5OJdI4kEG)t*Y{D*_lubD+&&oJ36@EA-#%gTF zZk(LWIXllD;U=(0pr9-oq{K;5oRG{iBf%)s7?O|)OGQk?MUslCWR)4|lT0ZDg9oZB>CX=a^SdDLkH3+2e88j;jRld7p^)marHr&3c$ z1p{oDshcKObIq=^M+qiWJeq?hp!_H^3T!EAV3}=3QAV4_Xalr@G-81@_@;CqDpO*V2ol)Fx?Z5FHZSCJ5@9p27?CoE_ z*xSFH?Cqbw+}l4r-P@OVNVoZZe73iLIPC53pA-Gn_@9CQ#fxFPF6eAHY}arr;O@n7 z@%YRDm~My-7j*f21%^wyde+V1irze}#_)!&PvUmCrngU^^zDZ$zN;Si*M)4QYTZVi zZUI0HPPdh@DQ+GQp!iU!G`8;`=kO>#t?9V0e_ddaQo!O76{unS7LOhv+=l2)xVJ2e z;u>Y?aq+!}9!H#5_^xcrZB^8O>Jo%j0N9;?;$04v7!kjJy5b6e#xm6 zM{4Z;U^lzCVrO$1D6~jr*`*U*hLZHH&?IyjXx7 v4gs7shun|~