diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index ded9558cb..ff332ff14 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index a128b0a9a..9ea0bff0a 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 + ;****************************************************************************************************************************** ;******************************************************************************************************************************