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