Mobile Miltia improvements (by Moa)

- ja2_options.ini: MOBILE_MILITIA_MAX_ACTIVE_MODE, MOBILE_MILITIA_MAX_ACTIVE_MODIFIER
- see: http://www.bears-pit.com/board/ubbthreads.php/topics/325103/2.html

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1847 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-10-30 19:49:09 +00:00
parent 5e65fe45c1
commit 397e764983
2 changed files with 138 additions and 0 deletions
+69
View File
@@ -3127,6 +3127,39 @@ MOBILE_MILITIA_TRAINING_DELAY = 1
; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10
;------------------------------------------------------------------------------------------------------------------------------
; These settings determine if training of additional mobile militia is allowed when a certain number is allready active.
; You can still train mobiles if you are just below maximum.
; Base modes available:
; 0 = No maximum.
; 2 = Maximum calculated by town sectors you have currently under control.
; 4 = Maximum calculated by town sectors you have liberated at least one time.
; 8 = Maximum calculated by towns under player control.
; 16 = Maximum calculated by current progress.
; 32 = Maximum calculated by best progress.
; 64 = Maximum calculated by number of rebels in your team.
; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72).
;
; Advanced modes:
; 0 = If more then one base mode is chosen the lowest one is used.
; 128 = If more then one base mode is chosen the highest one is used.
; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and
; rebel limit dictates 60 are allowed the final maximum becomes 30.
; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200)
;
; Deserting modes:
; 0 = no deserters
; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached.
; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use.
; The number of deserters is randomly chosen but depends on the ratio active/maximum.
; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1).
;
; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0)
; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5)
;------------------------------------------------------------------------------------------------------------------------------
MOBILE_MILITIA_MAX_ACTIVE_MODE = 195
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5
;------------------------------------------------------------------------------------------------------------------------------
; Training method options.
;
@@ -3228,6 +3261,42 @@ ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This setting controls wether militia will follow the player on map in non combat situation.
; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there
; (default behaviour). This overwrites any manual restrictions.
; Set to FALSE if they dont worry about the player.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_FOLLOW_PLAYER = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; These settings control the splitting of mobile militia groups.
; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and
; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia.
; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR.
; Remainder will eventually move along.
; If they decide to spread, the groups will end up equal in size.
;
; There are various chances to spread when there are NO threats:
; - 30% chance if origin sector is full and destination is empty, groups will become equal in size.
; - 50% chance if origin and destination have militia, groups become equal in size.
; - 0% chance if origin sector is not full and target is empty
; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above.
; For threatened sectors the chances are:
; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted.
; - 0% chance to spread if origin sector is not threatened but target is.
; - variable chance to spread if both target and source sectors are threatened based on enemy numbers:
; (NumEnemiesNearOrigin * 100) / TotalNumEnemies
; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal.
; And you can overwrite the chances with the settings below:
; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc.
; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_SPREAD = TRUE
ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
+69
View File
@@ -3126,6 +3126,39 @@ MOBILE_MILITIA_TRAINING_DELAY = 1
; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4
;------------------------------------------------------------------------------------------------------------------------------
; These settings determine if training of additional mobile militia is allowed when a certain number is allready active.
; You can still train mobiles if you are just below maximum.
; Base modes available:
; 0 = No maximum.
; 2 = Maximum calculated by town sectors you have currently under control.
; 4 = Maximum calculated by town sectors you have liberated at least one time.
; 8 = Maximum calculated by towns under player control.
; 16 = Maximum calculated by current progress.
; 32 = Maximum calculated by best progress.
; 64 = Maximum calculated by number of rebels in your team.
; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72).
;
; Advanced modes:
; 0 = If more then one base mode is chosen the lowest one is used.
; 128 = If more then one base mode is chosen the highest one is used.
; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and
; rebel limit dictates 60 are allowed the final maximum becomes 30.
; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200)
;
; Deserting modes:
; 0 = no deserters
; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached.
; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use.
; The number of deserters is randomly chosen but depends on the ratio active/maximum.
; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1).
;
; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0)
; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5)
;------------------------------------------------------------------------------------------------------------------------------
MOBILE_MILITIA_MAX_ACTIVE_MODE = 0
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5
;------------------------------------------------------------------------------------------------------------------------------
; Training method options.
;
@@ -3227,6 +3260,42 @@ ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This setting controls whether militia will follow the player on map in non combat situation.
; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there
; (default HAM behaviour).
; Set to FALSE if they dont worry about the player.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_FOLLOW_PLAYER = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; These settings control the splitting of mobile militia groups.
; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and
; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia.
; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR.
; Remainder will eventually move along.
; If they decide to spread, the groups will end up equal in size.
;
; There are various chances to spread when there are NO threats:
; - 30% chance if origin sector is full and destination is empty, groups will become equal in size.
; - 50% chance if origin and destination have militia, groups become equal in size.
; - 0% chance if origin sector is not full and target is empty
; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above.
; For threatened sectors the chances are:
; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted.
; - 0% chance to spread if origin sector is not threatened but target is.
; - variable chance to spread if both target and source sectors are threatened based on enemy numbers:
; (NumEnemiesNearOrigin * 100) / TotalNumEnemies
; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal.
; And you can overwrite the chances with the settings below:
; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc.
; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_SPREAD = FALSE
ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************