From 38fd9e191ab1e98283e75d8215983dc0ea52d11a Mon Sep 17 00:00:00 2001 From: Wanne Date: Wed, 1 Aug 2007 21:29:59 +0000 Subject: [PATCH] Made small "cosmetic" changes to the Data-1.13/Ja2_Options.INI Updated Data/Ja2_Options.INI so it has the same new structure like Data-1.13/Ja2_Options.INI, but with JA2 vanilla settings git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@847 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data-1.13/Ja2_Options.INI | 92 +-- gamedir/Data/Ja2_Options.INI | 1136 ++++++++++++++--------------- 2 files changed, 571 insertions(+), 657 deletions(-) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index ee77c3cc9..584cce593 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -1,6 +1,6 @@ ;****************************************************************************************************************************** -; Jagged Alliance 2: 1.13 +; Jagged Alliance 2 v1.13 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -34,6 +34,7 @@ ; before you make the changes. ;****************************************************************************************************************************** + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change settings which uses the IMP generation @@ -76,7 +77,6 @@ IMP_FEMALE_1 = 54 IMP_FEMALE_2 = 55 IMP_FEMALE_3 = 56 - ;****************************************************************************************************************************** ; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest ; you can lower an attribute, and the lowest you can lower a skill before it hits zero. @@ -131,7 +131,6 @@ START_ATTRIBUTE = 55 CUSTOM_PERSONALITY = 0 CUSTOM_ATTITUDE = 0 - ;****************************************************************************************************************************** ; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus ; opens the website up on day one. @@ -143,7 +142,6 @@ CUSTOM_ATTITUDE = 0 MERC_AVAILABLE_DAY_ONE = FALSE ALL_MERCS_AT_MERC = FALSE - ;****************************************************************************************************************************** ; The Following settings define if and how many mercenaries die while on assignment ; if they have not been hired. @@ -156,11 +154,9 @@ EXPERT_MERC_DEATHS = 3 INSANE_MERC_DEATHS = 4 - - ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- -; System Settings +; In this section you can change system settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** @@ -174,6 +170,7 @@ DEAD_LOCK_DELAY = 30 ; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change video settings @@ -185,6 +182,7 @@ ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE ; If disabled the game will run faster VERTICAL_SYNC = FALSE + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change the animation speed @@ -201,15 +199,12 @@ VERTICAL_SYNC = FALSE ;****************************************************************************************************************************** PLAYER_TURN_SPEED_UP_FACTOR = 1 - ENEMY_TURN_SPEED_UP_FACTOR = 1 - CREATURE_TURN_SPEED_UP_FACTOR = 1 - MILITIA_TURN_SPEED_UP_FACTOR = 1 - CIVILIAN_TURN_SPEED_UP_FACTOR = 1 + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change sounds settings @@ -227,6 +222,7 @@ CIVILIAN_TURN_SPEED_UP_FACTOR = 1 WEAPON_SOUND_EFFECTS_VOLUME = 0 + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change tactical settings @@ -235,9 +231,8 @@ WEAPON_SOUND_EFFECTS_VOLUME = 0 [JA2 Tactical Settings] - -;This setting determines if items on enemy soldiers have to be seen by mercs after combat -;or if they automatically reveal themselves when combat is over. +; This setting determines if items on enemy soldiers have to be seen by mercs after combat +; or if they automatically reveal themselves when combat is over. REVEAL_ITEMS_AFTER_COMBAT = TRUE ; Enable/disable militia command on tactical map @@ -254,7 +249,6 @@ EXPERIENCED_AP_BONUS = 0 EXPERT_AP_BONUS = 0 INSANE_AP_BONUS = 5 - ;****************************************************************************************************************************** ; Bonus for the player's mercs ; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. @@ -285,6 +279,7 @@ ALLOW_LIMITED_VISION = TRUE ; Range: TRUE/FALSE ALLOW_SOLDIER_TOOL_TIPS = TRUE +;****************************************************************************************************************************** ; The minimum amount of information that soldier tooltips will display ; 1 = Limited - are they wearing any armor (but not where), general type of weapon ; (but no mention of attachments), do they have a gas mask or NVG. @@ -292,6 +287,7 @@ ALLOW_SOLDIER_TOOL_TIPS = TRUE ; and visible weapon attachments, do they have a gas mask or NVG. ; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. ; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. +;****************************************************************************************************************************** SOLDIER_TOOLTIP_DETAIL_LEVEL = 2 @@ -302,8 +298,6 @@ DYNAMIC_SOLDIER_TOOLTIPS = TRUE ; Enable/disable individual lines of information within the tooltip ; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line ; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines - - SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE @@ -328,7 +322,6 @@ SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE - ;****************************************************************************************************************************** ; This section controls Shift+F behaviour. ; Use this combination to to remove attachments and to unload all weapons in sector @@ -342,7 +335,6 @@ SHIFT_F_UNLOAD_WEAPONS = TRUE ; Unseparable attachments will not be removed. SHIFT_F_REMOVE_ATTACHMENTS = TRUE - ; Armor coverage ENABLE_ARMOR_COVERAGE = TRUE @@ -364,13 +356,14 @@ ENABLE_ARMOR_COVERAGE = TRUE ;****************************************************************************************************************************** ALLOW_RAIN = TRUE -RAIN_CHANCE_PER_DAY = 100 +RAIN_CHANCE_PER_DAY = 40 RAIN_MIN_LENGTH_IN_MINUTES = 60 RAIN_MAX_LENGTH_IN_MINUTES = 300 MAX_RAIN_DROPS = 80 WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change thunder settings that appear in combination with rain @@ -406,21 +399,22 @@ EXPERIENCED_CASH = 35000 EXPERT_CASH = 30000 INSANE_CASH = 15000 - ;****************************************************************************************************************************** ; Game starting time and merc arrival delay ; -; GAME_STARTING_TIME is time when the game starts +; The values are in seconds (3600 = 1 hour) +; +; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME ; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival ; ; Do not change this setting after the game has started ; Do not set the values too low ;****************************************************************************************************************************** -; Default value is 90000 (Day 1, 1am) -GAME_STARTING_TIME = 90000 +; Default value is 3600 (1am) +GAME_STARTING_TIME = 3600 -; Default value is 21600 (Day 1, 7am) +; Default value is 21600 (7am) FIRST_ARRIVAL_DELAY = 21600 ;****************************************************************************************************************************** @@ -433,7 +427,6 @@ FIRST_ARRIVAL_DELAY = 21600 CAN_SELL_ALT_LMB = TRUE PRICE_MODIFIER = 10 - ;****************************************************************************************************************************** ; Disables Pablo stealing things if set to TRUE ;****************************************************************************************************************************** @@ -441,14 +434,12 @@ PRICE_MODIFIER = 10 ; Default value is false STEALING_FROM_SHIPMENTS_DISABLED = FALSE - ;****************************************************************************************************************************** ; Game progress weights ; Range: 0-100% ; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults ;****************************************************************************************************************************** - ; Default 25 GAME_PROGRESS_KILLS = 25 @@ -461,7 +452,6 @@ GAME_PROGRESS_INCOME = 50 ; Sectors visited GAME_PROGRESS_VISITED = 0 - ;****************************************************************************************************************************** ; Time when some global events occur ; Range: 0-100% @@ -483,7 +473,6 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70 ; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = TRUE - ;****************************************************************************************************************************** ; Additional multipliers for weapons damage. Use it if you don't want edit datafiles. ; Range: 0-100 @@ -641,11 +630,8 @@ INSANE_QUEEN_AGGRESSIVE = TRUE ;****************************************************************************************************************************** ENEMY_INVESTIGATE_SECTOR = TRUE - REASSIGN_PENDING_REINFORCEMENTS = FALSE - - ;****************************************************************************************************************************** ; 0 = Use default drop item system for enemies (militia). ; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, @@ -655,7 +641,6 @@ REASSIGN_PENDING_REINFORCEMENTS = FALSE ENEMIES_ITEM_DROP = 1 - ;****************************************************************************************************************************** ; Should the game use the externalized sector loadscreens? ; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. @@ -664,7 +649,6 @@ ENEMIES_ITEM_DROP = 1 USE_EXTERNALIZED_LOADSCREENS = TRUE - ;****************************************************************************************************************************** ; Settings for mobile militia ; @@ -736,18 +720,16 @@ VETERAN_COST_MODIFIER = 2 MIN_LOYALTY_TO_TRAIN = 20 -;This setting will restrict your roaming militia from entering any sectors -;defined in RestrictedRoamingMilitia.xml +; This setting will restrict your roaming militia from entering any sectors +; defined in RestrictedRoamingMilitia.xml RESTRICT_ROAMING = FALSE - ;****************************************************************************************************************************** ; Repairing ;****************************************************************************************************************************** ; Number we divide the total pts accumlated per day by for each assignment period ; Higher number = slower repair rate - ASSIGNMENT_UNITS_PER_DAY = 24 ;****************************************************************************************************************************** @@ -755,12 +737,9 @@ ASSIGNMENT_UNITS_PER_DAY = 24 ; The following settings control various rates/speeds/effectiveness ; of the different merc assignments (repair, train, doctor, etc) ;****************************************************************************************************************************** -; Basic values -;****************************************************************************************************************************** ; The amount time must be on assignment before it can have any effect ; theoretically, everything will go faster if this is lower... - MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 ;****************************************************************************************************************************** @@ -768,25 +747,20 @@ MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 ;****************************************************************************************************************************** ; Min value required to train a skill - TRAINING_SKILL_MIN = 0 ; Max value to which a skill can be trained - TRAINING_SKILL_MAX = 100 ; Divisor for rate of self-training; reduce to speed all skill training - SELF_TRAINING_DIVISOR = 1000 ; The divisor for rate of training bonus due to instructors influence ; Reduce to speed trainer/student training ; This value gets added to the self training divisor when calculating training points - INSTRUCTED_TRAINING_DIVISOR = 3000 ; The bonus to training in marksmanship in the Alma gun range sector - GUN_RANGE_TRAINING_BONUS = 25 ;****************************************************************************************************************************** @@ -801,15 +775,12 @@ MAX_MILITIA_TRAINERS_PER_SECTOR = 2 ; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) ; Also applies to training militia - TEACH_BONUS_TO_TRAIN = 30 ; Militia training bonus for RPC (percentage points) ; RPCs (Ira, Miguel, etc) train militia a bit faster - RPC_BONUS_TO_TRAIN_MILITIA = 10 - ; The minimum skill rating that is need to teach a fellow teammate MIN_RATING_TO_TEACH = 25 @@ -820,42 +791,33 @@ MIN_RATING_TO_TEACH = 25 ; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) ; Low = patient, high = working - LOW_ACTIVITY_LEVEL = 1 MEDIUM_ACTIVITY_LEVEL = 4 HIGH_ACTIVITY_LEVEL = 12 ; Increase to reduce doctoring pts, or vice versa ; At 2400, the theoretical maximum is 150 full healing pts/day - DOCTORING_RATE_DIVISOR = 2400 ; How many points of healing each hospital patients gains per hour in the hospital ; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! - HOSPITAL_HEALING_RATE = 5 ; Base skill to deal with an emergency (when a patient has less than OKLIFE health left) - BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 ; Multiplier for skill needed for each point below OKLIFE - MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 ; Number of pts needed for each point below OKLIFE - POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 - - ; Cost to unjam a weapon in repair pts REPAIR_COST_PER_JAM = 2 ; Increase to reduce repair pts, or vice versa REPAIR_RATE_DIVISOR = 2500 - ;****************************************************************************************************************************** ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip ;****************************************************************************************************************************** @@ -863,35 +825,25 @@ REPAIR_RATE_DIVISOR = 2500 DYNAMIC_AMMO_WEIGHT = TRUE ;****************************************************************************************************************************** -; START OF GAME OPTIONS ; The following options require a new game in order to work: ;****************************************************************************************************************************** ; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) - ENABLE_CREPITUS = TRUE ; Determines whether all the terrorists are available, or whether they're chosen at random (default) - ENABLE_ALL_TERRORISTS = FALSE ; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default) - ENABLE_ALL_WEAPON_CACHES = FALSE ; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one. ; Can be switched in the middle of your campagin, but will break weapon balance in such case. ; It's better to change this before starting a new game - SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE ;****************************************************************************************************************************** ; Vehicle Inventory ;****************************************************************************************************************************** -VEHICLE_INVENTORY = TRUE - - - - - +VEHICLE_INVENTORY = TRUE \ No newline at end of file diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index a3abf4e0d..ea5377e85 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -1,6 +1,6 @@ ;****************************************************************************************************************************** -; Jagged Alliance 2: 1.13 +; Jagged Alliance 2 v1.13 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -34,6 +34,353 @@ ; before you make the changes. ;****************************************************************************************************************************** + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change settings which uses the IMP generation +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Laptop Settings] + +; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6). +MAX_IMP_CHARACTERS = 1 + +;****************************************************************************************************************************** +; The following allow you to change how many and which slots from prof.dat are available for +; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other +; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice +; sets will work although the IMPs will be silent a lot of the time. +; +; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by +; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one +; male and one female slot available. +; +; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females +; slots 54-56) will be used instead. +;****************************************************************************************************************************** +IMP_MALE_CHARACTER_COUNT = 3 +IMP_FEMALE_CHARACTER_COUNT = 3 + +IMP_MALE_1 = 51 +IMP_MALE_2 = 52 +IMP_MALE_3 = 53 + +; The following are empty in standard JA2 1.13 but do not have full voice sets. +;IMP_MALE_4 = 169 +;IMP_MALE_5 = 65 +;IMP_MALE_6 = 71 +;IMP_MALE_7 = 163 +;IMP_MALE_8 = 164 + +IMP_FEMALE_1 = 54 +IMP_FEMALE_2 = 55 +IMP_FEMALE_3 = 56 + +;****************************************************************************************************************************** +; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest +; you can lower an attribute, and the lowest you can lower a skill before it hits zero. +; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to. +; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats +; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points +; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose +; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in +; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills +; start out as. Currently in game it is set to 55. +;****************************************************************************************************************************** + +MIN_ATTRIBUTE_POINT = 35 +MAX_ATTRIBUTE_POINT = 85 +IMPATTRIBUTEPOINTS = 30 +MAX_ZERO_BONUS = 15 +START_ATTRIBUTE = 55 + +;****************************************************************************************************************************** +; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of +; your IMP Mercs. +; +; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP +; Merc. +; Here are the valid settings for personalities and Attitudes: +; +; PERSONALITIES: +; +; Normal = 0 +; Heat Intolerant = 1 +; Nervous = 2 +; Claustrophobic = 3 +; NonSwimmer = 4 +; Fear of Insects = 5 +; Forgetful = 6 +; Psycho = 7 +; +; ATTITUDES: +; +; NORMAL = 0 +; FRIENDLY = 1 +; LONER = 2 +; OPTIMIST = 3 +; PESSIMIST = 4 +; AGGRESSIVE = 5 +; ARROGANT = 6 +; BIG_SHOT = 7 +; ASSHOLE = 8 +; COWARD = 9 +;****************************************************************************************************************************** + +CUSTOM_PERSONALITY = 0 +CUSTOM_ATTITUDE = 0 + +;****************************************************************************************************************************** +; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus +; opens the website up on day one. +; +; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens. +; This will include any future MERC Mercs that are added. +;****************************************************************************************************************************** + +MERC_AVAILABLE_DAY_ONE = FALSE +ALL_MERCS_AT_MERC = FALSE + +;****************************************************************************************************************************** +; The Following settings define if and how many mercenaries die while on assignment +; if they have not been hired. +;****************************************************************************************************************************** + +MERCS_DIE_ON_ASSIGNMENT = TRUE +EASY_MERC_DEATHS = 1 +EXPERIENCED_MERC_DEATHS = 2 +EXPERT_MERC_DEATHS = 3 +INSANE_MERC_DEATHS = 4 + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change system settings +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 System Settings] + +; Time in seconds for DeadLock delay, default 30 +; Do not set this too low! +; Increased because 1) deadlocks are significantly reduced, and 2) some actions actually take a while +DEAD_LOCK_DELAY = 30 + +; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip +ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change video settings +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Video Settings] + +; If disabled the game will run faster +VERTICAL_SYNC = FALSE + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change the animation speed +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Turnbased Animation Speed Settings] + +;****************************************************************************************************************************** +; Controls animation speed for faster movements in battle +; 1 = normal +; 0 = max speed +; Range: 0-1 +;****************************************************************************************************************************** + +PLAYER_TURN_SPEED_UP_FACTOR = 1 +ENEMY_TURN_SPEED_UP_FACTOR = 1 +CREATURE_TURN_SPEED_UP_FACTOR = 1 +MILITIA_TURN_SPEED_UP_FACTOR = 1 +CIVILIAN_TURN_SPEED_UP_FACTOR = 1 + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change sounds settings +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Sound Settings] + +;****************************************************************************************************************************** +; Change to increase volume for weapon sounds +; Range: 0-100% +; 0 = no change +; 100 = max volume +;****************************************************************************************************************************** + +WEAPON_SOUND_EFFECTS_VOLUME = 0 + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change some tactical settings +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Tactical Settings] + +; This setting determines if items on enemy soldiers have to be seen by mercs after combat +; or if they automatically reveal themselves when combat is over. +REVEAL_ITEMS_AFTER_COMBAT = TRUE + +; Enable/disable militia command on tactical map +; Range: TRUE/FALSE +ALLOW_TACTICAL_MILITIA_COMMAND = FALSE + +;****************************************************************************************************************************** +; Bonus APs for Enemy Soldiers: +; Number of extra APs for enemy troops at the various difficulty levels +;****************************************************************************************************************************** + +NOVICE_AP_BONUS = 0 +EXPERIENCED_AP_BONUS = 0 +EXPERT_AP_BONUS = 0 +INSANE_AP_BONUS = 0 + +;****************************************************************************************************************************** +; Bonus for the player's mercs +; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. +; Do not set this higher than 50. +;****************************************************************************************************************************** + +PLAYER_AP_BONUS = 0 + +; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2) +; Range: 0-255 +BASE_SIGHT_RANGE = 13 + +; Controls how rain affects visual distance +; Range: 0-100% +; 0% - no decrease +; 100% - max +VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20 + +; Enable/disable limited vision +; Range: TRUE/FALSE +ALLOW_LIMITED_VISION = FALSE + +;****************************************************************************************************************************** +; In this section you can enable enemy tooltips. To display the tooltip move the mouse over the enemy and press ALT. +;****************************************************************************************************************************** + +; Show information about selected person +; Range: TRUE/FALSE +ALLOW_SOLDIER_TOOL_TIPS = FALSE + +;****************************************************************************************************************************** +; The minimum amount of information that soldier tooltips will display +; 1 = Limited - are they wearing any armor (but not where), general type of weapon +; (but no mention of attachments), do they have a gas mask or NVG. +; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon +; and visible weapon attachments, do they have a gas mask or NVG. +; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. +; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. +;****************************************************************************************************************************** +SOLDIER_TOOLTIP_DETAIL_LEVEL = 1 + +; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, +; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc. +DYNAMIC_SOLDIER_TOOLTIPS = TRUE + +; Enable/disable individual lines of information within the tooltip +; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line +; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines + +SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE +SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE +SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE + +SOLDIER_TOOLTIP_DISPLAY_ID = TRUE +SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE +SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE +SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE + +SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE +SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE +SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE + +SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE +SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE + +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE + +;****************************************************************************************************************************** +; This section controls Shift+F behaviour. +; Use this combination to to remove attachments and to unload all weapons in sector +;****************************************************************************************************************************** + +; Set this to false to keep weapons loaded. +; Note that loaded weapon can be stolen by militia or enemy. +SHIFT_F_UNLOAD_WEAPONS = TRUE + +; Set this to false to keep item attachments. +; Unseparable attachments will not be removed. +SHIFT_F_REMOVE_ATTACHMENTS = TRUE + +; Armor coverage +ENABLE_ARMOR_COVERAGE = FALSE + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change rain settings +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Rain Settings] + +;****************************************************************************************************************************** +; In this section you can enable the rain. +; Enabled rain also includes new features to the game (e.g: visibility radius decrease when +; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night +; with lightning) +; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE) +;****************************************************************************************************************************** + +ALLOW_RAIN = FALSE +RAIN_CHANCE_PER_DAY = 40 +RAIN_MIN_LENGTH_IN_MINUTES = 60 +RAIN_MAX_LENGTH_IN_MINUTES = 180 +MAX_RAIN_DROPS = 80 +WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 +BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 + + +;****************************************************************************************************************************** +; ----------------------------------------------------------------------------------------------------------------------------- +; In this section you can change thunder settings that appear in combination with rain +; ----------------------------------------------------------------------------------------------------------------------------- +;****************************************************************************************************************************** + +[JA2 Thunder Settings] + +ALLOW_LIGHTNING = FALSE +MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 +MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 +MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 +MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 +PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5 +CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 + + ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change global gameplay settings @@ -52,7 +399,6 @@ EXPERIENCED_CASH = 35000 EXPERT_CASH = 30000 INSANE_CASH = 15000 - ;****************************************************************************************************************************** ; Game starting time and merc arrival delay ; @@ -71,185 +417,6 @@ GAME_STARTING_TIME = 3600 ; Default value is 21600 (7am) FIRST_ARRIVAL_DELAY = 21600 - -;****************************************************************************************************************************** -; Should the game use the externalized sector loadscreens? -; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. -; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. -;****************************************************************************************************************************** - -USE_EXTERNALIZED_LOADSCREENS = FALSE - - -;****************************************************************************************************************************** -; 0 = Use default drop item system for enemies (militia). -; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, -; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in the -; option screen, to use the new drop system -;****************************************************************************************************************************** - -ENEMIES_ITEM_DROP = 0 - - -;****************************************************************************************************************************** -; Vehicle Inventory -;****************************************************************************************************************************** - -VEHICLE_INVENTORY = FALSE - - -;****************************************************************************************************************************** -; Disables Pablo stealing things if set to TRUE -;****************************************************************************************************************************** - -STEALING_FROM_SHIPMENTS_DISABLED = FALSE - - -;****************************************************************************************************************************** -; Assignment Settings: -; The following settings control various rates/speeds/effectiveness -; of the different merc assignments (repair, train, doctor, etc) -;****************************************************************************************************************************** -; Basic values -;****************************************************************************************************************************** - -; The amount time must be on assignment before it can have any effect -; Theoretically, everything will go faster if this is lower... - -MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 - - -;****************************************************************************************************************************** -; Skill Training -;****************************************************************************************************************************** - -; Min value required to train a skill - -TRAINING_SKILL_MIN = 1 - -; Max value to which a skill can be trained - -TRAINING_SKILL_MAX = 85 - -; Divisor for rate of self-training; reduce to speed all skill training - -SELF_TRAINING_DIVISOR = 1000 - -; The divisor for rate of training bonus due to instructors influence -; Reduce to speed trainer/student training -; This value gets added to the self training divisor when calculating training points - -INSTRUCTED_TRAINING_DIVISOR = 3000 - -; The bonus to training in marksmanship in the Alma gun range sector - -GUN_RANGE_TRAINING_BONUS = 25 - -; The minimum skill rating that is need to teach a fellow teammate - -MIN_RATING_TO_TEACH = 25 - -; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) -; Also applies to training militia - -TEACH_BONUS_TO_TRAIN = 30 - - -;****************************************************************************************************************************** -; Militia Training -;****************************************************************************************************************************** - -; This controls how fast town militia gets trained -MILITIA_TRAINING_RATE = 4 - -; Limits the number of mercs assigned to militia training in a single sector -MAX_MILITIA_TRAINERS_PER_SECTOR = 2 - -; Militia training bonus for RPC (percentage points) -; RPCs (Ira, Miguel, etc) train militia a bit faster - -RPC_BONUS_TO_TRAIN_MILITIA = 10 - - -;****************************************************************************************************************************** -; Repairing -;****************************************************************************************************************************** - -; Number we divide the total pts accumlated per day by for each assignment period -; Higher number = slower repair rate - -ASSIGNMENT_UNITS_PER_DAY = 24 - -; Cost to unjam a weapon in repair pts -REPAIR_COST_PER_JAM = 2 - -; Increase to reduce repair pts, or vice versa -REPAIR_RATE_DIVISOR = 2500 - - -;****************************************************************************************************************************** -; Doctoring -; for reference: OKLIFE = 15 -;****************************************************************************************************************************** - -; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) -; Low = patient, high = working - -LOW_ACTIVITY_LEVEL = 1 -MEDIUM_ACTIVITY_LEVEL = 4 -HIGH_ACTIVITY_LEVEL = 12 - -; Increase to reduce doctoring pts, or vice versa -; At 2400, the theoretical maximum is 150 full healing pts/day - -DOCTORING_RATE_DIVISOR = 2400 - -; How many points of healing each hospital patients gains per hour in the hospital -; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! - -HOSPITAL_HEALING_RATE = 5 - -; Base skill to deal with an emergency (when a patient has less than OKLIFE health left) - -BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 - -; Multiplier for skill needed for each point below OKLIFE - -MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 - -; Number of pts needed for each point below OKLIFE - -POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 - -;****************************************************************************************************************************** -; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip -;****************************************************************************************************************************** - -DYNAMIC_AMMO_WEIGHT = FALSE - -;****************************************************************************************************************************** -; START OF GAME OPTIONS -; The following options require a new game in order to work: -;****************************************************************************************************************************** - -; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) - -ENABLE_CREPITUS = TRUE - -; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default) - -ENABLE_ALL_WEAPON_CACHES = FALSE - -; Determines whether all the terrorists are available, or whether they're chosen at random (default) - -ENABLE_ALL_TERRORISTS = FALSE - -; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one. -; Can be switched in the middle of your campagin, but will break weapon balance in such case. -; It's better to change this before starting a new game - -SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE - ;****************************************************************************************************************************** ; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. ; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. @@ -260,6 +427,12 @@ SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE CAN_SELL_ALT_LMB = FALSE PRICE_MODIFIER = 10 +;****************************************************************************************************************************** +; Disables Pablo stealing things if set to TRUE +;****************************************************************************************************************************** + +; Default value is false +STEALING_FROM_SHIPMENTS_DISABLED = FALSE ;****************************************************************************************************************************** ; Game progress weights @@ -267,7 +440,6 @@ PRICE_MODIFIER = 10 ; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults ;****************************************************************************************************************************** - ; Default 25 GAME_PROGRESS_KILLS = 25 @@ -280,7 +452,6 @@ GAME_PROGRESS_INCOME = 50 ; Sectors visited GAME_PROGRESS_VISITED = 0 - ;****************************************************************************************************************************** ; Time when some global events occur ; Range: 0-100% @@ -339,7 +510,7 @@ EXPERT_QUEENS_POOL_OF_TROOPS = 300 INSANE_QUEENS_POOL_OF_TROOPS = 450 ; Initial group sizes for pre-placed garrisons when starting a new game -EASY_INITIAL_GARRISON_PERCENTAGES = 75 +NOVICE_INITIAL_GARRISON_PERCENTAGES = 70 EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100 EXPERT_INITIAL_GARRISON_PERCENTAGES = 150 INSANE_INITIAL_GARRISON_PERCENTAGES = 225 @@ -355,6 +526,77 @@ EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4 EXPERT_MIN_ENEMY_GROUP_SIZE = 6 INSANE_MIN_ENEMY_GROUP_SIZE = 9 +;****************************************************************************************************************************** +; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player, +; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated +; with each side checked. Stationary groups do this check periodically. +;****************************************************************************************************************************** + +NOVICE_ENEMY_STARTING_ALERT_LEVEL = 5 +EXPERIENCED_ENEMY_STARTING_ALERT_LEVEL = 20 +EXPERT_ENEMY_STARTING_ALERT_LEVEL = 60 +INSANE_ENEMY_STARTING_ALERT_LEVEL = 80 + +;****************************************************************************************************************************** +; When an enemy spots and chases a player group, the alertness value decrements by this value. The +; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This +; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60). +;****************************************************************************************************************************** + +NOVICE_ENEMY_STARTING_ALERT_DECAY = 75 +EXPERIENCED_ENEMY_STARTING_ALERT_DECAY = 50 +EXPERT_ENEMY_STARTING_ALERT_DECAY = 25 +INSANE_ENEMY_STARTING_ALERT_DECAY = 10 + +;****************************************************************************************************************************** +; The base time that the queen can think about reinforcements for refilling lost patrol groups, +; town garrisons, etc. She only is allowed one action per 'turn'. +;****************************************************************************************************************************** + +NOVICE_TIME_EVALUATE_IN_MINUTES = 480 +EXPERIENCED_TIME_EVALUATE_IN_MINUTES = 360 +EXPERT_TIME_EVALUATE_IN_MINUTES = 180 +INSANE_TIME_EVALUATE_IN_MINUTES = 90 + +;****************************************************************************************************************************** +; The variance added on. +;****************************************************************************************************************************** + +NOVICE_TIME_EVALUATE_VARIANCE = 240 +EXPERIENCED_TIME_EVALUATE_VARIANCE = 180 +EXPERT_TIME_EVALUATE_VARIANCE = 120 +INSANE_TIME_EVALUATE_VARIANCE = 60 + +;****************************************************************************************************************************** +; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a +; limited amount of time. This essentially dumbs down the AI, making it less aggressive. +;****************************************************************************************************************************** + +NOVICE_GRACE_PERIOD_IN_HOURS = 144 +EXPERIENCED_GRACE_PERIOD_IN_HOURS = 96 +EXPERT_GRACE_PERIOD_IN_HOURS = 48 +INSANE_GRACE_PERIOD_IN_HOURS = 6 + +;****************************************************************************************************************************** +; Defines how many days must pass before the queen is willing to refill a defeated patrol group. +;****************************************************************************************************************************** + +NOVICE_PATROL_GRACE_PERIOD_IN_DAYS = 16 +EXPERIENCED_PATROL_GRACE_PERIOD_IN_DAYS = 12 +EXPERT_PATROL_GRACE_PERIOD_IN_DAYS = 8 +INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2 + +;****************************************************************************************************************************** +; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's +; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable +; is what is used to determine the free checks. +;****************************************************************************************************************************** + +NOVICE_NUM_AWARE_BATTLES = 1 +EXPERIENCED_NUM_AWARE_BATTLES = 2 +EXPERT_NUM_AWARE_BATTLES = 3 +INSANE_NUM_AWARE_BATTLES = 4 + ;****************************************************************************************************************************** ; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited ;****************************************************************************************************************************** @@ -375,79 +617,6 @@ EXPERIENCED_QUEEN_AGGRESSIVE = FALSE EXPERT_QUEEN_AGGRESSIVE = FALSE INSANE_QUEEN_AGGRESSIVE = TRUE -;****************************************************************************************************************************** -; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player, -; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated -; with each side checked. Stationary groups do this check periodically. -;****************************************************************************************************************************** - -EASY_ENEMY_STARTING_ALERT_LEVEL = 5 -NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20 -HARD_ENEMY_STARTING_ALERT_LEVEL = 60 -INSANE_ENEMY_STARTING_ALERT_LEVEL = 80 - -;****************************************************************************************************************************** -; When an enemy spots and chases a player group, the alertness value decrements by this value. The -; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This -; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60). -;****************************************************************************************************************************** - -EASY_ENEMY_STARTING_ALERT_DECAY = 75 -NORMAL_ENEMY_STARTING_ALERT_DECAY = 50 -HARD_ENEMY_STARTING_ALERT_DECAY = 25 -INSANE_ENEMY_STARTING_ALERT_DECAY = 10 - -;****************************************************************************************************************************** -; The base time that the queen can think about reinforcements for refilling lost patrol groups, -; town garrisons, etc. She only is allowed one action per 'turn'. -;****************************************************************************************************************************** - -EASY_TIME_EVALUATE_IN_MINUTES = 480 -NORMAL_TIME_EVALUATE_IN_MINUTES = 360 -HARD_TIME_EVALUATE_IN_MINUTES = 180 -INSANE_TIME_EVALUATE_IN_MINUTES = 90 - -;****************************************************************************************************************************** -; The variance added on. -;****************************************************************************************************************************** - -EASY_TIME_EVALUATE_VARIANCE = 240 -NORMAL_TIME_EVALUATE_VARIANCE = 180 -HARD_TIME_EVALUATE_VARIANCE = 120 -INSANE_TIME_EVALUATE_VARIANCE = 60 - -;****************************************************************************************************************************** -; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a -; limited amount of time. This essentially dumbs down the AI, making it less aggressive. -;****************************************************************************************************************************** - -EASY_GRACE_PERIOD_IN_HOURS = 144 -NORMAL_GRACE_PERIOD_IN_HOURS = 96 -HARD_GRACE_PERIOD_IN_HOURS = 48 -INSANE_GRACE_PERIOD_IN_HOURS = 6 - -;****************************************************************************************************************************** -; Defines how many days must pass before the queen is willing to refill a defeated patrol group. -;****************************************************************************************************************************** - -EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16 -NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12 -HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8 -INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2 - -;****************************************************************************************************************************** -; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's -; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable -; is what is used to determine the free checks. -;****************************************************************************************************************************** - -EASY_NUM_AWARE_BATTLES = 1 -NORMAL_NUM_AWARE_BATTLES = 2 -HARD_NUM_AWARE_BATTLES = 3 -INSANE_NUM_AWARE_BATTLES = 4 - - - ;****************************************************************************************************************************** ; Settings for Strategic AI ; @@ -461,35 +630,24 @@ INSANE_NUM_AWARE_BATTLES = 4 ;****************************************************************************************************************************** ENEMY_INVESTIGATE_SECTOR = FALSE - REASSIGN_PENDING_REINFORCEMENTS = TRUE - - ;****************************************************************************************************************************** -; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. -; Keep in mind that there is not enough room on the strategic map to display more than 20 -; Militia per sector correctly (could possibly change) but they will still be there to defend, -; and you can still train them, and it will still cost you. -; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of: -; MILITIA_TRAINING_COST which is the cost of training militia. -; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia. +; 0 = Use default drop item system for enemies (militia). +; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, +; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in +; the option screen, to use the new drop system. ;****************************************************************************************************************************** -MAX_MILITIA_PER_SECTOR = 20 -MAX_TRAINING_SQUAD_SIZE = 10 -MIN_LOYALTY_TO_TRAIN = 20 -MILITIA_TRAINING_COST = 750 +ENEMIES_ITEM_DROP = 0 -; Price Modifier for training Mobile Militia -MILITIA_COST_MODIFIER = 3 - -; Price Modifier for Promoting to Regular -REGULAR_COST_MODIFIER = 1 - -; Price Modifier for Promoting to Veteran -VETERAN_COST_MODIFIER = 2 +;****************************************************************************************************************************** +; Should the game use the externalized sector loadscreens? +; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. +; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. +;****************************************************************************************************************************** +USE_EXTERNALIZED_LOADSCREENS = FALSE ;****************************************************************************************************************************** ; Settings for mobile militia @@ -501,16 +659,12 @@ VETERAN_COST_MODIFIER = 2 ; for Mobile Militia Groups. ;****************************************************************************************************************************** -;This setting will restrict your roaming militia from entering any sectors -;defined in RestrictedRoamingMilitia.xml -RESTRICT_ROAMING = FALSE +; Delay ability to train mobile militia till this day +ALLOW_MILITIA_MOBILE_DELAY = 1 ; Delay ability to train veteran militia till this day TRAIN_VETERAN_MILITIA_DELAY = 1 -; Delay ability to train mobile militia till this day -ALLOW_MILITIA_MOBILE_DELAY = 1 - ; Allows the training of Veteran Militia TRAIN_VETERAN_MILITIA = FALSE @@ -542,348 +696,156 @@ MINIMUM_MILITIA_SQUAD_SIZE = 5 MAXIMUM_MILITIA_SQUAD_SIZE = 20 ;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change settings which uses the IMP generation -; ----------------------------------------------------------------------------------------------------------------------------- +; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. +; Keep in mind that there is not enough room on the strategic map to display more than 20 +; Militia per sector correctly (could possibly change) but they will still be there to defend, +; and you can still train them, and it will still cost you. +; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of: +; MILITIA_TRAINING_COST which is the cost of training militia. +; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia. ;****************************************************************************************************************************** -[JA2 Laptop Settings] +MAX_MILITIA_PER_SECTOR = 20 +MAX_TRAINING_SQUAD_SIZE = 10 +MILITIA_TRAINING_COST = 750 -; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6). -MAX_IMP_CHARACTERS = 1 +; Price Modifier for training Mobile Militia +MILITIA_COST_MODIFIER = 3 + +; Price Modifier for Promoting to Regular +REGULAR_COST_MODIFIER = 1 + +; Price Modifier for Promoting to Veteran +VETERAN_COST_MODIFIER = 2 + +MIN_LOYALTY_TO_TRAIN = 20 + +; This setting will restrict your roaming militia from entering any sectors +; defined in RestrictedRoamingMilitia.xml +RESTRICT_ROAMING = FALSE ;****************************************************************************************************************************** -; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest -; you can lower an attribute, and the lowest you can lower a skill before it hits zero. -; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to. -; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats -; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points -; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose -; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in -; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills -; start out as. Currently in game it is set to 55. +; Repairing ;****************************************************************************************************************************** -MIN_ATTRIBUTE_POINT = 35 -MAX_ATTRIBUTE_POINT = 85 -IMPATTRIBUTEPOINTS = 30 -MAX_ZERO_BONUS = 15 -START_ATTRIBUTE = 55 +; Number we divide the total pts accumlated per day by for each assignment period +; Higher number = slower repair rate + +ASSIGNMENT_UNITS_PER_DAY = 24 ;****************************************************************************************************************************** -; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus -; opens the website up on day one. -; -; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens. -; This will include any future MERC Mercs that are added. +; Assignment Settings: +; The following settings control various rates/speeds/effectiveness +; of the different merc assignments (repair, train, doctor, etc) ;****************************************************************************************************************************** -MERC_AVAILABLE_DAY_ONE = FALSE -ALL_MERCS_AT_MERC = FALSE +; The amount time must be on assignment before it can have any effect +; Theoretically, everything will go faster if this is lower... +MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 ;****************************************************************************************************************************** -; The Following settings define if and how many mercenaries die while on assignment -; if they have not been hired. +; Skill Training ;****************************************************************************************************************************** -MERCS_DIE_ON_ASSIGNMENT = TRUE -EASY_MERC_DEATHS = 1 -EXPERIENCED_MERC_DEATHS = 2 -EXPERT_MERC_DEATHS = 3 -INSANE_MERC_DEATHS = 4 +; Min value required to train a skill +TRAINING_SKILL_MIN = 1 +; Max value to which a skill can be trained +TRAINING_SKILL_MAX = 85 + +; Divisor for rate of self-training; reduce to speed all skill training +SELF_TRAINING_DIVISOR = 1000 + +; The divisor for rate of training bonus due to instructors influence +; Reduce to speed trainer/student training +; This value gets added to the self training divisor when calculating training points +INSTRUCTED_TRAINING_DIVISOR = 3000 + +; The bonus to training in marksmanship in the Alma gun range sector +GUN_RANGE_TRAINING_BONUS = 25 ;****************************************************************************************************************************** -; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of -; your IMP Mercs. -; -; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP -; Merc. -; Here are the valid settings for personalities and Attitudes: -; -; PERSONALITIES: -; -; Normal = 0 -; Heat Intolerant = 1 -; Nervous = 2 -; Claustrophobic = 3 -; NonSwimmer = 4 -; Fear of Insects = 5 -; Forgetful = 6 -; Psycho = 7 -; -; ATTITUDES: -; -; NORMAL = 0 -; FRIENDLY = 1 -; LONER = 2 -; OPTIMIST = 3 -; PESSIMIST = 4 -; AGGRESSIVE = 5 -; ARROGANT = 6 -; BIG_SHOT = 7 -; ASSHOLE = 8 -; COWARD = 9 +; Militia Training ;****************************************************************************************************************************** -CUSTOM_PERSONALITY = 0 -CUSTOM_ATTITUDE = 0 +; This controls how fast town militia gets trained +MILITIA_TRAINING_RATE = 4 +; Limits the number of mercs assigned to militia training in a single sector +MAX_MILITIA_TRAINERS_PER_SECTOR = 2 + +; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) +; Also applies to training militia +TEACH_BONUS_TO_TRAIN = 30 + +; Militia training bonus for RPC (percentage points) +; RPCs (Ira, Miguel, etc) train militia a bit faster +RPC_BONUS_TO_TRAIN_MILITIA = 10 + +; The minimum skill rating that is need to teach a fellow teammate +MIN_RATING_TO_TEACH = 25 ;****************************************************************************************************************************** -; The following allow you to change how many and which slots from prof.dat are available for -; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other -; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice -; sets will work although the IMPs will be silent a lot of the time. -; -; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by -; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one -; male and one female slot available. -; -; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females -; slots 54-56) will be used instead. +; Doctoring +; for reference: OKLIFE = 15 ;****************************************************************************************************************************** +; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) +; Low = patient, high = working +LOW_ACTIVITY_LEVEL = 1 +MEDIUM_ACTIVITY_LEVEL = 4 +HIGH_ACTIVITY_LEVEL = 12 -IMP_MALE_CHARACTER_COUNT = 3 -IMP_MALE_1 = 51 -IMP_MALE_2 = 52 -IMP_MALE_3 = 53 +; Increase to reduce doctoring pts, or vice versa +; At 2400, the theoretical maximum is 150 full healing pts/day +DOCTORING_RATE_DIVISOR = 2400 -; The following are empty in standard JA2 1.13 but do not have full voice sets. -;IMP_MALE_4 = 169 -;IMP_MALE_5 = 65 -;IMP_MALE_6 = 71 -;IMP_MALE_7 = 163 -;IMP_MALE_8 = 164 +; How many points of healing each hospital patients gains per hour in the hospital +; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! +HOSPITAL_HEALING_RATE = 5 -IMP_FEMALE_CHARACTER_COUNT = 3 -IMP_FEMALE_1 = 54 -IMP_FEMALE_2 = 55 -IMP_FEMALE_3 = 56 +; Base skill to deal with an emergency (when a patient has less than OKLIFE health left) +BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 +; Multiplier for skill needed for each point below OKLIFE +MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 +; Number of pts needed for each point below OKLIFE +POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 + +; Cost to unjam a weapon in repair pts +REPAIR_COST_PER_JAM = 2 + +; Increase to reduce repair pts, or vice versa +REPAIR_RATE_DIVISOR = 2500 ;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change video settings -; ----------------------------------------------------------------------------------------------------------------------------- +; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip ;****************************************************************************************************************************** -[JA2 Video Settings] - -; If disabled the game will run faster -VERTICAL_SYNC = FALSE +DYNAMIC_AMMO_WEIGHT = FALSE ;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change rain settings -; ----------------------------------------------------------------------------------------------------------------------------- +; The following options require a new game in order to work: ;****************************************************************************************************************************** -[JA2 Rain Settings] +; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) +ENABLE_CREPITUS = TRUE + +; Determines whether all the terrorists are available, or whether they're chosen at random (default) +ENABLE_ALL_TERRORISTS = FALSE + +; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default) +ENABLE_ALL_WEAPON_CACHES = FALSE + +; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one. +; Can be switched in the middle of your campagin, but will break weapon balance in such case. +; It's better to change this before starting a new game +SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE ;****************************************************************************************************************************** -; In this section you can enable the rain. -; Enabled rain also includes new features to the game (e.g: visibility radius decrease when -; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night -; with lightning) -; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE) +; Vehicle Inventory ;****************************************************************************************************************************** -ALLOW_RAIN = FALSE -RAIN_CHANCE_PER_DAY = 100 -RAIN_MIN_LENGTH_IN_MINUTES = 60 -RAIN_MAX_LENGTH_IN_MINUTES = 180 -MAX_RAIN_DROPS = 80 -WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 -BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 - -;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change thunder settings that appear in combination with rain -; ----------------------------------------------------------------------------------------------------------------------------- -;****************************************************************************************************************************** - -[JA2 Thunder Settings] - -ALLOW_LIGHTNING = FALSE -MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 -MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 -MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 -MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 -PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5 -CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 - -;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change the animation speed -; ----------------------------------------------------------------------------------------------------------------------------- -;****************************************************************************************************************************** - -[JA2 Turnbased Animation Speed Settings] - -;****************************************************************************************************************************** -; Controls animation speed for faster movements in battle -; 1 = normal -; 0 = max speed -; Range: 0-1 -;****************************************************************************************************************************** - -PLAYER_TURN_SPEED_UP_FACTOR = 1 -ENEMY_TURN_SPEED_UP_FACTOR = 1 -CREATURE_TURN_SPEED_UP_FACTOR = 1 -MILITIA_TURN_SPEED_UP_FACTOR = 1 -CIVILIAN_TURN_SPEED_UP_FACTOR = 1 - -;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change some tactical settings -; ----------------------------------------------------------------------------------------------------------------------------- -;****************************************************************************************************************************** - -[JA2 Tactical Settings] - - -;This setting determines if items on enemy soldiers have to be seen by mercs after combat -;or if they automatically reveal themselves when combat is over. -REVEAL_ITEMS_AFTER_COMBAT = TRUE - -; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2) -; Range: 0-255 -BASE_SIGHT_RANGE = 13 - -; Controls how rain affects visual distance -; Range: 0-100% -; 0% - no decrease -; 100% - max -VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20 - -; Enable/disable militia command on tactical map -; Range: TRUE/FALSE -ALLOW_TACTICAL_MILITIA_COMMAND = FALSE - -; Enable/disable limited vision -; Range: TRUE/FALSE -ALLOW_LIMITED_VISION = FALSE - -; Armor coverage -ENABLE_ARMOR_COVERAGE = FALSE - -;****************************************************************************************************************************** -; Bonus APs for Enemy Soldiers: -; Number of extra APs for enemy troops at the various difficulty levels -;****************************************************************************************************************************** - -NOVICE_AP_BONUS = 0 -EXPERIENCED_AP_BONUS = 0 -EXPERT_AP_BONUS = 0 -INSANE_AP_BONUS = 5 - -;****************************************************************************************************************************** -; Bonus for the player's mercs -; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. -; Do not set this higher than 50. -;****************************************************************************************************************************** - -PLAYER_AP_BONUS = 0 - -;****************************************************************************************************************************** -; In this section you can enable enemy tooltips. To display the tooltip move the mouse over the enemy and press ALT. -;****************************************************************************************************************************** - -; Show information about selected person -; Range: TRUE/FALSE -ALLOW_SOLDIER_TOOL_TIPS = FALSE - -; The minimum amount of information that soldier tooltips will display -; 1 = Limited - are they wearing any armor (but not where), general type of weapon -; (but no mention of attachments), do they have a gas mask or NVG. -; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon -; and visible weapon attachments, do they have a gas mask or NVG. -; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. -; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. - -SOLDIER_TOOLTIP_DETAIL_LEVEL = 1 - -; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, if you are not more than 13 tiles away -; and the enemy is in line of sight of the current selected merc. - -; Enable/disable individual lines of information within the tooltip -; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line -; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines -DYNAMIC_SOLDIER_TOOLTIPS = TRUE - -SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE -SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE -SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE - -SOLDIER_TOOLTIP_DISPLAY_ID = TRUE -SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE -SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE -SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE -SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE - -SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE -SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE -SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE -SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE -SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE - -SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE -SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE - -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE - - -;****************************************************************************************************************************** -; This section controls Shift+F behaviour. -; Use this combination to to remove attachments and to unload all weapons in sector -;****************************************************************************************************************************** - -; Set this to false to keep weapons loaded. -; Note that loaded weapon can be stolen by militia or enemy. -SHIFT_F_UNLOAD_WEAPONS = TRUE - -; Set this to false to keep item attachments. -; Unseparable attachments will not be removed. -SHIFT_F_REMOVE_ATTACHMENTS = TRUE - - - - -;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change sounds settings -; ----------------------------------------------------------------------------------------------------------------------------- -;****************************************************************************************************************************** - -[JA2 Sound Settings] - -;****************************************************************************************************************************** -; Change to increase volume for weapon sounds -; Range: 0-100% -; 0 = no change -; 100 = max volume -;****************************************************************************************************************************** - -WEAPON_SOUND_EFFECTS_VOLUME = 0 - -;****************************************************************************************************************************** -; ----------------------------------------------------------------------------------------------------------------------------- -; In this section you can change system settings -; ----------------------------------------------------------------------------------------------------------------------------- -;****************************************************************************************************************************** - -[JA2 System Settings] - -; Time in seconds for DeadLock delay, default 15 -; Do not set this too low! -DEAD_LOCK_DELAY = 15 - -; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip -ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE \ No newline at end of file +VEHICLE_INVENTORY = FALSE \ No newline at end of file