From 3e8ee728ff714e578874c1f28f2868a1f49d96e4 Mon Sep 17 00:00:00 2001 From: Wanne Date: Mon, 21 Jul 2014 18:13:22 +0000 Subject: [PATCH] Merged from revision 7348: - Added Chinese specific UB GameDir files (by zwwooooo) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameData@7353 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- .../Data-UB-1.13/BinaryData/AIMBIOS.EDT | Bin 0 -> 79520 bytes .../Data-UB-1.13/BinaryData/MERCBIOS.EDT | Bin 0 -> 48160 bytes .../AddOns/Data-UB-1.13/Ja2_Options.ini | 3836 +++ .../TableData/Chinese.MercProfiles25.xml | 24207 +++++++++++++++ .../TableData/Chinese.OldAIMArchive.xml | 198 + .../Email/Chinese.EmailMercAvailable.xml | 1340 + .../Email/Chinese.EmailMercLevelUp.xml | 1334 + .../Email/Chinese.EmailMercLevelUp2.xml | 1324 + .../Inventory/Chinese.MercStartingGear25.xml | 25411 ++++++++++++++++ .../AddOns/Data-UB-1.13/UB_Options.INI | 319 + .../Data-UB-Vanilla/BinaryData/AIMBIOS.EDT | Bin 0 -> 44800 bytes .../Data-UB-Vanilla/BinaryData/MERCBIOS.EDT | Bin 0 -> 14560 bytes .../AddOns/Data-UB-Vanilla/Ja2_Options.INI | 3810 +++ .../TableData/Chinese.MercProfiles25.xml | 21518 +++++++++++++ .../TableData/Chinese.OldAIMArchive.xml | 369 + .../Email/Chinese.EmailMercAvailable.xml | 1327 + .../Email/Chinese.EmailMercLevelUp.xml | 1294 + .../Email/Chinese.EmailSenderNameList.xml | 264 + .../AddOns/Data-UB-Vanilla/UB_Options.INI | 319 + .../Chinese_Version/Data-UB/MercEdt/051.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/052.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/053.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/054.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/055.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/056.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/057.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/058.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/059.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/060.EDT | Bin 0 -> 57120 bytes .../Chinese_Version/Data-UB/MercEdt/061.EDT | Bin 0 -> 56640 bytes .../Chinese_Version/Data-UB/MercEdt/062.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/MercEdt/064.EDT | Bin 0 -> 56160 bytes .../Chinese_Version/Data-UB/Npcdata/060.EDT | Bin 0 -> 12960 bytes .../Chinese_Version/Data-UB/Npcdata/061.EDT | Bin 0 -> 12960 bytes .../Chinese_Version/Data-UB/Npcdata/062.EDT | Bin 0 -> 12480 bytes .../Chinese_Version/Data-UB/Npcdata/064.EDT | Bin 0 -> 11040 bytes .../Chinese_Version/Data-UB/Npcdata/073.EDT | Bin 0 -> 22080 bytes .../Chinese_Version/Data-UB/Npcdata/074.EDT | Bin 0 -> 25440 bytes .../Chinese_Version/Data-UB/Npcdata/075.EDT | Bin 0 -> 6240 bytes .../Chinese_Version/Data-UB/Npcdata/076.edt | Bin 0 -> 12960 bytes .../Chinese_Version/Data-UB/Npcdata/077.EDT | Bin 0 -> 11520 bytes .../Chinese_Version/Data-UB/Npcdata/159.EDT | Bin 0 -> 49920 bytes .../Chinese_Version/Data-UB/Npcdata/CIV40.EDT | Bin 0 -> 4800 bytes .../Chinese_Version/Data-UB/Npcdata/CIV42.EDT | Bin 0 -> 4800 bytes .../Chinese_Version/Data-UB/Npcdata/CIV43.EDT | Bin 0 -> 4800 bytes .../Chinese.undergroundsectornames.lua | 31 + .../TableData/Chinese.CivGroupNames.xml | 1790 ++ .../TableData/Map/Chinese.FacilityTypes.xml | 406 + .../Data-UB/binarydata/AIMPOL25.EDT | Bin 0 -> 39200 bytes .../Data-UB/binarydata/EMAIL25.EDT | Bin 0 -> 127360 bytes .../Data-UB/binarydata/HELP.EDT | Bin 0 -> 157440 bytes .../Data-UB/binarydata/IMPTXT25.EDT | Bin 0 -> 191200 bytes .../Data-UB/binarydata/QUESTS25.EDT | Bin 0 -> 8640 bytes .../Data-UB/binarydata/RIS25.EDT | Bin 0 -> 31200 bytes 54 files changed, 89097 insertions(+) create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/BinaryData/AIMBIOS.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/BinaryData/MERCBIOS.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Chinese.MercProfiles25.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Chinese.OldAIMArchive.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercAvailable.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp2.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Inventory/Chinese.MercStartingGear25.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/BinaryData/AIMBIOS.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/BinaryData/MERCBIOS.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Chinese.MercProfiles25.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Chinese.OldAIMArchive.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailMercAvailable.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailMercLevelUp.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailSenderNameList.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI create mode 100644 gamedir-languages/Chinese_Version/Data-UB/MercEdt/051.EDT 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create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/061.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/062.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/064.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/073.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/074.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/075.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/076.edt create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/077.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/159.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/CIV40.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/CIV42.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Npcdata/CIV43.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/Scripts/Chinese.undergroundsectornames.lua create mode 100644 gamedir-languages/Chinese_Version/Data-UB/TableData/Chinese.CivGroupNames.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/TableData/Map/Chinese.FacilityTypes.xml create mode 100644 gamedir-languages/Chinese_Version/Data-UB/binarydata/AIMPOL25.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/binarydata/EMAIL25.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/binarydata/HELP.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/binarydata/IMPTXT25.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/binarydata/QUESTS25.EDT create mode 100644 gamedir-languages/Chinese_Version/Data-UB/binarydata/RIS25.EDT diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/BinaryData/AIMBIOS.EDT b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/BinaryData/AIMBIOS.EDT new file mode 100644 index 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zW2?Y#jfjsWq1KtuBb|WE$}O3pH!@7V+Eoo25w3yIc)~Q@6xAn3+x)IvxL+*RnRQr) z;>4$|_+HGfa!9r9VWti`8njCH6|f91+f&5Z6&Q8z*|5#^UTkR#M-PO6gAVwk*|#sE zPnzNGjJ)zH*PZTpRXs5AB1|$;DoMyVr|CR8Ofr+h*AqPe`+5cJZVL9O3|KEtB6+dH zVT+Mh>0iL_2PI}^rsZb73Su}#Rwq%TE}dIC($r37@Yafa$Xn0@(e(YRWtcP24;DAM zGm=W@7#=4eWrBY)a5#n640_%f$->aB9aKkVQjy0vZ*rn$75WmRbqCJ~gZi9`ypZ{I z1S?92(4;xunJIRGBu zhs=V&QqaXvHChu9s1;Sd$<$5z~MO65o(A;|H(Vx9bv*qCdzH{UcV~cbkJ1= zC=9*^Gu**BY@+jnBJ80Qr6Bm7dOHD54PrA#n&wq4^$*sgikt^JuL`M*yaS!x)fEGGqi@stDB^xm4$(u5 zn_pV7x)C8puowYVu;Nu_o3CzUPSuPQ8zEueFTf3G;h4quo$3!X$ds0o38nr&wuSrJG|jxea7WJ4Ej(z3GcTcep%qu|GloL0OB}A+ruU zsaF9T24e!;?>J8p`vR`n{5Q=^A5vhHC}$- z6Zs3+ZI@?3PoruconW!MHp|uqk@iZM(UlKMi});5U2Ep@2GZ#OC41= 20 +; +; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 +; +; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE +; +; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE +; +; _ELITE_BONUS = 1-100 (percentages) +; +;------------------------------------------------------------------------------------------------------------------------------ + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### +; # # ## # # # # # # # # # # # # ## # # # +; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # +; #### #### # # #### # # # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[System Limit Settings] + +;****************************************************************************************************************************** +; These settings control some program limits. +; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the max number of mercs and vehicles you can recruit. +; +; PLEASE NOTE: +; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! +; To load any "broken" savegames, simply revert to your original settings. +;------------------------------------------------------------------------------------------------------------------------------ + +; Player mercs, valid values 16 through 32, default is 24 +MAX_NUMBER_PLAYER_MERCS = 24 +; Player vehicles, valid values 2 through 6, default is 2 +MAX_NUMBER_PLAYER_VEHICLES = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 +MAX_NUMBER_ENEMIES_IN_TACTICAL = 32 +; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 +MAX_NUMBER_CREATURES_IN_TACTICAL = 32 +; Rebels (i.e., militia), valid values 16 through 64, default is 32 +MAX_NUMBER_MILITIA_IN_TACTICAL = 32 +; Civilians, valid values 16 through 40, default is 32 +MAX_NUMBER_CIVS_IN_TACTICAL = 32 + +;------------------------------------------------------------------------------------------------------------------------------ +; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 +; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. +; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together +; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 + + +;------------------------------------------------------------------------------------------------------------------------------ +; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon +; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE +; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than +; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. +; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE +; regardless of attachments. Values 0-32000, default is 9 +; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ITEM_SIZE = 34 +MAX_WEAPON_SIZE = 9 +OLD_INVENTORY_ITEM_NUMBER = 99 + +;------------------------------------------------------------------------------------------------------------------------------ +; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. +; This switch will do nothing if you play with OCTH. +; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) +; The switch and the old code will probably be removed in the future. +;------------------------------------------------------------------------------------------------------------------------------ +USE_NEW_CTH_CALCULATION = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Data File Settings] + +;****************************************************************************************************************************** +; These settings tell the game where it should get the data it needs for a few SPECIFIC features. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Difficulty-based PROF.DAT +; +; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". +; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty +; level of your current game. This allows using different character profiles depending on difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DIFFICULTY_BASED_PROF_DAT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; PROFEX (profile externalization) +; +; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are +; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. +; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. +; If FALSE, reads profile data from PROF.DAT. +READ_PROFILE_DATA_FROM_XML = TRUE + +; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. +; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML +; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. +WRITE_PROFILE_DATA_TO_XML = 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). +; +; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file +; Must be TRUE if NUM_P_ITEMS (below) is > 3 +; If an xml file doesn't exist, setting the value to true will create one. +; Issues have been reported using big maps with this value set to TRUE +; Valid values = TRUE or FALSE, Default = FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +USE_XML_TILESETS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the number of PItem graphics files used by the game +; Requires using modified xml version of ja2set.dat for values > 3 +; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files +; Do not change this unless you are modding the game, or it will probably break everything! +; Issues have been reported using big maps with values > 3 +; Valid value range = 3-20, default = 3 +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_P_ITEMS = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Recruitment Settings] + +;****************************************************************************************************************************** +; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = 8 +IMP_FEMALE_CHARACTER_COUNT = 3 + +IMP_MALE_1 = 51 +IMP_MALE_2 = 52 +IMP_MALE_3 = 53 +IMP_MALE_4 = 169 +;UB-v1.13 +IMP_MALE_5 = 57 + +; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian) + +IMP_MALE_6 = 192 +IMP_MALE_7 = 193 +IMP_MALE_8 = 194 +;IMP_MALE_8 = 164 + +IMP_FEMALE_1 = 54 +IMP_FEMALE_2 = 55 +IMP_FEMALE_3 = 56 + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with the I.M.P "personalized" merc generation. +;------------------------------------------------------------------------------------------------------------------------------ + +; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character +; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by +; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. +IMP_INITIAL_POINTS = 500 + +; How low any attribute can go before it drops straight to 0. +IMP_MIN_ATTRIBUTE = 35 + +; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. +IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 + +; How high any attribute can be increased. +IMP_MAX_ATTRIBUTE = 85 + +; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). +IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 + +; You get this many points for selecting a disability for your IMP. +IMP_BONUS_POINTS_FOR_DISABILITY = 25 + +; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. +IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35 + +; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. +; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. +EXPERTS_GET_DIFFERENT_CHOICES = TRUE + +; The financial cost of the created IMP character. +IMP_PROFILE_COST = 3000 + +; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated +; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) +DYNAMIC_IMP_PROFILE_COST = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with M.E.R.C recruitment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. +MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE + +; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. +MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). +; You can set how many mercs can die this way (in total) at each difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +;Mercs can be on assignment? +; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign +; 1 = all mercs available at the start of the game, during the campaign they will go on assignment +; 2 = all mercs at your disposal. nobody goes on any other assignment than yours +MERCS_CAN_BE_ON_ASSIGNMENT = 0 + +;Can AIM/MERC mercs die while away on other assignments? +MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE + +;How many mercs can die at each difficulty level? +MAX_MERC_DEATHS_EASY = 1 +MAX_MERC_DEATHS_EXPERIENCED = 2 +MAX_MERC_DEATHS_EXPERT = 3 +MAX_MERC_DEATHS_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can +; only be recruited for a limited amount of time. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_STAYS_FOREVER = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will +; comment on current situation from battlefield if able to (alive and well). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_SPECK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc +; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA_DELAY = 14 + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JA1_NATIVES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. +; Valid values are from 1 to 3 where: +; 1 = immediately after liberating Omerta +; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" +; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta +; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta +; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel +;------------------------------------------------------------------------------------------------------------------------------ + +EARLY_REBELS_RECRUITMENT = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_SKILLS_IN_HIRING_PAGE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? +; 0 = do not use random stats (JA2 vanilla setting) +; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values +; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" +; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level +; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) +; 4 = full randomization of mercs, including traits, gear kits and all statistics +; +; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 +; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits. +; +; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution +; +; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. +; Valid +/- range (0-50) +; For example MERCS_RANDOM_STAT_RANGE = 10, +; Stat = 80 will random between 70-90 +; Stat = 95 will random between 90-100 due to 100 maximum limit +; Stat = 5 will random between 1-9 due to 1 minimum limit +; Stat = 0/1/100 will not random +; +; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3. +; Valid +/- range (0-4) +; For example MERCS_RANDOM_EXP_RANGE = 2, +; Exp = 4 will random between 2-6 +; Exp = 8 will random between 7-9 due to 9 maximum limit +; Exp = 2 will random between 1-3 due to 1 minimum limit +; Exp = 1/9 will not random +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_RANDOM_STATS = 1 +MERCS_RANDOM_GEAR_KITS = FALSE +MERCS_RANDOM_BELL_DISTRIBUTION = FALSE +MERCS_RANDOM_STAT_RANGE = 10 +MERCS_RANDOM_EXP_RANGE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) +; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_RANDOM_START_SALARY = TRUE +MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Financial Settings] + +;****************************************************************************************************************************** +; Use these settings to change the financial difficulty of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These are the Starting cash values for the various difficulties. +; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) +; You can also set negative values here. +;------------------------------------------------------------------------------------------------------------------------------ + +STARTING_CASH_NOVICE = 45000 +STARTING_CASH_EXPERIENCED = 35000 +STARTING_CASH_EXPERT = 30000 +STARTING_CASH_INSANE = 15000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases or decreases (by percentage) the amount of cash that mines generate every day. +; +; 100% = normal JA2 profits. +; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. +; This value goes all the way up to 65535%, but that's not recommended. +;------------------------------------------------------------------------------------------------------------------------------ + +MINE_INCOME_PERCENTAGE = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases the percentage that the merc salaries rise when they go one experience level up +; (hardcoded salary maximum 30k per day or 500k per one or two weeks) +; 0 = no raise +; 25 = default setting +; 100 = double salary every level up +;------------------------------------------------------------------------------------------------------------------------------ + +MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the ability to sell unneeded equipment to the locals. +; +; 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. +; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. +; Valid ranges for PRICE_MODIFIER are -1-100. +; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a +; larger modifier. +; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later +; in the game. +;------------------------------------------------------------------------------------------------------------------------------ + +SELL_ITEMS_WITH_ALT_LMB = TRUE +SELL_ITEMS_PRICE_MODIFIER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Various costs of training Militia. +;------------------------------------------------------------------------------------------------------------------------------ + +; Basic cost of training Militia (Green / Rookie) +MILITIA_BASE_TRAINING_COST = 750 + +; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). +MILITIA_COST_MULTIPLIER_REGULAR = 1 + +; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). +; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. +MILITIA_COST_MULTIPLIER_ELITE = 2 + +; Multiplier for the price of training Mobile Militia. +MILITIA_COST_MULTIPLIER_MOBILE = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Daily prices for maintaining one militiaman of each type. +; +; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia +; will leave your service. +; +; Only militia who have been in your service for 24 hours are paid! +;------------------------------------------------------------------------------------------------------------------------------ + +DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 +DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 +DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 +DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15 +DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30 +DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the cost of helicopter movement PER SECTOR. +;------------------------------------------------------------------------------------------------------------------------------ + +;Cost for moving through sectors that are free of enemy SAM Site control. +HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 + +;Cost for moving through sectors that are being controlled by an enemy SAM Site. +HELICOPTER_BASE_COST_PER_RED_TILE = 1000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the cost of helicopter hovering in sector. +;------------------------------------------------------------------------------------------------------------------------------ + +;Cost for hovering in sectors that are free of enemy SAM Site control. +HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50 + +;Cost for hovering in sectors that are being controlled by an enemy SAM Site. +HELICOPTER_HOVER_COST_ON_RED_TILE = 500 + +;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money. +HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE + +;If TRUE, Skyrider will demand money only after safely landing in base. +HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Troubleshooting Settings] + +;****************************************************************************************************************************** +; Use these settings to possibly prevent lock-ups and crashes. +; This section also contains some error-reporting settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Time in seconds for DeadLock delay, default 30. +; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). +; Do not set this too low, or it may cause enemies to become useless! +;------------------------------------------------------------------------------------------------------------------------------ + +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 + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically save the game every N GAME-hours. 0 = disable. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_EVERY_N_HOURS = 12 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Graphics Settings] + +;****************************************************************************************************************************** +; Change basic video/graphics settings. +; These settings do not affect gameplay at all, only the visual aspect of the game. +;****************************************************************************************************************************** + +; If disabled the game will run faster. +VERTICAL_SYNC = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls animation speed for faster movements in battle +; 1.0 = normal +; 0 = max speed +; Range: 0-1.0 (fractions are allowed) +;------------------------------------------------------------------------------------------------------------------------------ + +PLAYER_TURN_SPEED_UP_FACTOR = 1.0 +ENEMY_TURN_SPEED_UP_FACTOR = 1.0 +CREATURE_TURN_SPEED_UP_FACTOR = 1.0 +MILITIA_TURN_SPEED_UP_FACTOR = 1.0 +CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show hints on the loadscreen? +; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_LOADSCREENHINTS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. +; The delay will only be used if USE_LOADSCREENHINTS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ + +ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +;New Starting Gear Interface +;This will enable the 21 item view in the AIM page and the possibility to select gearkits +;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) +;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_STARTING_GEAR_INTERFACE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the queen's army avoid recruiting Female soldiers? +; If set to TRUE, female enemies will only occur as Elites in the army. +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; New thin progress bar in tactical interface for turns is drawn instead of the default one. +;------------------------------------------------------------------------------------------------------------------------------ +SMALL_SIZE_PB = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Sound Settings] + +;****************************************************************************************************************************** +; Change the volume and behavior of sounds in JA2 1.13. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change to increase volume for weapon sounds +; Range: 0-100% +; 0 = no change +; 100 = max volume +;------------------------------------------------------------------------------------------------------------------------------ + +WEAPON_SOUND_EFFECTS_VOLUME = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play +; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level +; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35. +;------------------------------------------------------------------------------------------------------------------------------ +MAX_PERCENT_NOISE_SILENCED_SOUND = 35 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # ## # # # +; # #### # # # # #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # +; # # # #### # ### #### # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in the TACTICAL screen. +; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of +; combat (when all enemies are dead). +; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. +;------------------------------------------------------------------------------------------------------------------------------ + +REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This section controls the behavior of the "SHIFT + F" hotkey. +; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. +;------------------------------------------------------------------------------------------------------------------------------ + +; Set this to false to keep weapons loaded. +; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. +SHIFT_F_UNLOAD_WEAPONS = TRUE + +; Set this to false to keep item attachments. +; Unseparable attachments will not be removed. +SHIFT_F_REMOVE_ATTACHMENTS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". +; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses +; he's got during the day. +; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +SMART_GOGGLE_SWAP = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. +; When FALSE, these hotkeys will only swap goggles for the currently selected squad. +;------------------------------------------------------------------------------------------------------------------------------ + +GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. +; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking +; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting +; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. +; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. +;------------------------------------------------------------------------------------------------------------------------------ + +MINES_SPOTTED_NO_TALK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ITEMS_SPOTTED_NO_TALK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. +; This setting does not affect leaving sectors on map edges +;------------------------------------------------------------------------------------------------------------------------------ + +GRID_EXIT_IN_TURNBASED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. +; If set to "FALSE", the mercs will not stand up after the battle. +;------------------------------------------------------------------------------------------------------------------------------ + +STAND_UP_AFTER_BATTLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable the ability to give commands to Militia during TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TACTICAL_MILITIA_COMMAND = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use the Enhanced Description Box instead of the old one? +; 0 = Both Strategic and Tactical +; 1 = Strategic only +; 2 = Tactical only +; Use the in-game Options Menu to turn the E.D.B on and off. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENHANCED_DESCRIPTION_BOX = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Toggles new targeting cursors for Burst and Autofire. +; 0 = No new targeting cursors. +; 1 = New Burst and Autofire targeting cursors +; 2 = New Burst targeting cursor only +; 3 = New Autofire targeting cursor only +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on +; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our +; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained +; character will see the exact results. +;------------------------------------------------------------------------------------------------------------------------------ + +INACCURATE_CTH_READOUT = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's +; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets +; left is completely hidden. +; Increasing this value will make it harder to give an accurate bullet count during battle. +; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is +; displayed as normal. +;------------------------------------------------------------------------------------------------------------------------------ + +HIDE_BULLET_COUNT_INTENSITY = 75 + +;------------------------------------------------------------------------------------------------------------------------------ +; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. +; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_MESSAGES_IN_TACTICAL = 36 + +;------------------------------------------------------------------------------------------------------------------------------ +; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). +; 0 = Data\Interface\PORTRAITICONS_A.STI +; 1 = Data\Interface\PORTRAITICONS_B.STI +; 2 = Data\Interface\PORTRAITICONS_C.STI +; 3 = Data\Interface\PORTRAITICONS_D.STI +;------------------------------------------------------------------------------------------------------------------------------ + +TACTICAL_FACE_ICON_STYLE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see camouflaged portraits of your merc if they were any camo. +; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_CAMOUFLAGE_FACES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show health text when hovering the mouse over an enemy / creature. +; 0 - do not show +; 1 - show health as text +; 2 - show health bar +; 3 - show health + ap +; 4 - show health + ap + shock +; 5 - show health + ap + shock + morale +; 6 - show health + ap + shock + morale + bp +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_HEALTH = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc. +; Alt health bar additionally shows suppression shock level and current cover +; 0 - nothing +; 1 - default health bar +; 2 - smaller alt health bar +; 3 - larger alt health bar +; 4 - small health bar + AP counter +; 5 - large health bar + AP counter +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_HEALTHBARSOVERHEAD = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED +; 0 - do not show cover +; 1 - show as small square to the right of the health bar +; 2 - show using color of merc's name +; 3 - same as 1, show only in stealth or when disguised +; 4 - same as 2, show only in stealth or when disguised +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_COVER_INDICATOR = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; How should the game display the enemy/player hit counter? +; 0 = Show damage inflicted as used to +; 1 = Show "?" as indicator if you scored a hit +; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) +; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100) +; 4 = Show damage as red asterisks +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_HIT_COUNT = 0 + +PLAYER_HIT_COUNT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional suppression information above soldier: +; light gray counter - suppression points from attack (they are calculated and shown after attack) +; yellow - shock points from attack +; blue - AP lost from attack +; green - number of morale hit events from attack +; 0 = do not show +; 1 = show after damage counter +; 2 = show above soldier +; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack) +; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers +; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_SUPPRESSION_COUNT = 0 +SHOW_SHOCK_COUNT = 0 +SHOW_AP_COUNT = 0 +SHOW_MORALE_COUNT = 0 +SHOW_SUPPRESSION_USE_ASTERISK = FALSE +SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE +SHOW_SUPPRESSION_COUNT_ALT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 10000 +; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it +; takes 3-4 hits to take all the breath away. +;------------------------------------------------------------------------------------------------------------------------------ + +STAMINA_HIT = 6900 + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, +; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes +; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button +; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_EXT_MOUSE_KEYS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow alternate mouse commands +; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons +; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx". +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATE_MOUSE_COMMANDS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Alternative aiming-levels for targets. +;------------------------------------------------------------------------------------------------------------------------------ + +ALT_AIMING_ENABLED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; The merc can now perform aimed burst fire and aimed auto fire. +; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply +; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. +; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. +; +; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_AIMED_BURST = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. +; 2 is an optimal recommended value. +;------------------------------------------------------------------------------------------------------------------------------ + +AIMING_BURST_PENALTY = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Disable visibility of enemy, if they see militia but don't see our mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to +; make it lower for silencer and to make it higher for suppressor. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WEAR_SUPPRESSOR = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Unnamed civils don't make much actions when you fire. For faster civils turns. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_LAZY_CIVILIANS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Neutral civilians can detect and avoid mines planted by player +;------------------------------------------------------------------------------------------------------------------------------ + +CIVILIANS_AVOID_PLAYER_MINES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_SMOKE_AFTER_EXPLOSION = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and +; one of attachments is rubber band or duct tape +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Allow special explosive attachments (items with tags , and add special explosion effects) +; one of attachments must be rubber band or duct tape +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 100 +; Chance to say annoying phrase. +; 1. when merc see item. +; 2. when battle turns to real time +; 3. when merc see enemy +; 4. approve action +;------------------------------------------------------------------------------------------------------------------------------ + +CHANCE_SAY_ANNOYING_PHRASE = 40 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) +; he turn on RED ALERT alarm. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AI_TACTICAL = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 3 +; Penalty (in %) on tile when you shot in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_PENALTY = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; Modifer of damage when hit in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_DIVISOR = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 0 +; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOOT_UNSEEN_PENALTY = 100 + +; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) +; This saves AP if we decide to immediately continue moving to another location. +NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Difficulty Settings] + +;****************************************************************************************************************************** +; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Bonus APs for Enemy Soldiers: +; Number of extra APs for enemy troops at the various difficulty levels. +; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_AP_BONUS_NOVICE = 0 +ENEMY_AP_BONUS_EXPERIENCED = 0 +ENEMY_AP_BONUS_EXPERT = 0 +ENEMY_AP_BONUS_INSANE = 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 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy CtH bonus +; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. +; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the +; current shot, he has 60% instead). +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual increase +ADMIN_CTH_BONUS_PERCENT = 0 +REGULAR_CTH_BONUS_PERCENT = 0 +ELITE_CTH_BONUS_PERCENT = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy item quality modifiers +; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10 +; Default is 0 +;------------------------------------------------------------------------------------------------------------------------------ +ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0 +ELITE_EQUIPMENT_QUALITY_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy damage resistance bonus +; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and +; punches will be reduced by as many percent as you set here. +; The setting also reduce the breath (aka energy) damage inflicted. +; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual reduction +ADMIN_DAMAGE_RESISTANCE = 0 +REGULAR_DAMAGE_RESISTANCE = 0 +ELITE_DAMAGE_RESISTANCE = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; These options determine if the game skill traits should be also available to enemies or militia +; +; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy +; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). +; The actual chance the enemies/militia will gain a skill trait is based on: +; 1) Type of soldier (admin/regular/elite) +; 2) Current game progress +; 3) Special equipment (for certain traits only) +; 4) ASSIGNED_SKILL_TRAITS_RARITY setting +; 5) Random factor +; +; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they +; will be more efficient with their weapons +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE +ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. +; You can enter values from -100 to 100. +; Negative values represent lesser chance of assigning traits to non-merc soldiers. +; Possitive values represent bigger chance for traits to appear. +; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGNED_SKILL_TRAITS_RARITY = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether militia can drop their equipment when they die, like enemies do. +; +; 0 = JA2 Default. Militia can't drop any equipment. +; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) +; 2 = Militia can drop their equipment regardless of who killed them. +; +; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When +; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly +; (or none at all). +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_DROP_EQUIPMENT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as +; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator. +;------------------------------------------------------------------------------------------------------------------------------ + +CIVILIANS_DROP_ALL = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the +; number of "sub-points" you need to acquire to gain a new level. +; +; JA2 defaults are: +; Skills: 25 Sub-Points to advance +; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. +; Attribs: 50 Sub-Points to advance +; Includes Health, Strength, Wisdom, Dexterity, and Agility. +; ExpLevel: 350 Sub-Points (times the current experience level) to advance. +; +; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. +; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! +; +; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear +; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new +; campaign, or suffer(??) the consequences!! +;------------------------------------------------------------------------------------------------------------------------------ + +; Attributes +HEALTH_SUBPOINTS_TO_IMPROVE = 50 +STRENGTH_SUBPOINTS_TO_IMPROVE = 50 +WISDOM_SUBPOINTS_TO_IMPROVE = 50 +DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 +AGILITY_SUBPOINTS_TO_IMPROVE = 50 +; Skills +MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 +MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 +EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 +MEDICAL_SUBPOINTS_TO_IMPROVE = 25 +LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 +; Experience +LEVEL_SUBPOINTS_TO_IMPROVE = 350 + +;------------------------------------------------------------------------------------------------------------------------------ +; Real Time Sneaking Setting +; +; While observing enemies in real time, the player may enter turn-based at will. +; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, +; inactive if RT sneaking is disabled. +; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. +; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - +; turn-based will continue until the player no longer sees any enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, disables some potentially annoying messages during real-time sneaking mode +QUIET_REAL_TIME_SNEAK = FALSE + +; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. +NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. +; +; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. +; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 1 = Both options on. +; +; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. +; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no +; one else will accidentally step on that mine. +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Civilian/Militia hostility settings. +; +; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the +; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". +;------------------------------------------------------------------------------------------------------------------------------ + +; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. +; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. +CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE + +; 0 = Militia will never become hostile to you, no matter what you do to them. +; 1 = Militia will only become hostile to you if you kill one of them. +; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. +CAN_MILITIA_BECOME_HOSTILE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Mercs strength during autoresolve. +; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more +; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit +; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player +; would be much more capable of surviving and killing. +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15 +MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Ambushes +; This setting allows a chance an enemy group ambush player's squad. +; The chance is based on many factors: +; * Game difficulty. +; * Whether you know if the enemy is there or not. +; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). +; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs +; mean higher chance). +; * Highest level amongst the mercs in your squad. +; * Some other small circumstances. +; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER + +; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. +; If you like to play vanilla JA2 style, set this to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE + +; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) +; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) +ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; With this option, you can make the special NPCs in game tougher. +; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. +; The value gives them following bonuses: +; 1) APs bonus (+ value/4 APs) +; 2) CtH bonus (actual CtH = (CtH * value/100)) +; 3) Damage resistance (+ value/2 %) +; 4) Breath(energy) damage resistance (+ value %) +; 5) They are worth more experiences for mercs if killed +; +; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they +; are special. +; The setting can be from 0 to 200. (+-100 is recommended for good effect.) +;------------------------------------------------------------------------------------------------------------------------------ + +SPECIAL_NPCS_STRONGER = 75 + +; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them +ASSASSINS_DISGUISED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Assassins +; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait +; new trait system is required for this, and new inventory is system is heavily advised +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE: assassins can appear +ENEMY_ASSASSINS = FALSE + +; minimum progress required for assassins to appear +ASSASSIN_MINIMUM_PROGRESS = 20 + +; assassins can only spawn if at least x militia are in sector +ASSASSIN_MINIMUM_MILITIA = 10 + +; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the +; sector, there is a 10% chance of assassins showing up +; 200 means that the chance is 20%, 50 means 5%, and so on +ASSASSIN_PROPABILITY_MODIFIER = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Vision Settings] + +;****************************************************************************************************************************** +; These settings change the sight distance of all characters in the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Base sight range for every person in the game. This value is automatically multiplied by 2! +; JA2 Default is 13. +; Range: 0-255 +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_SIGHT_RANGE = 13 + +;------------------------------------------------------------------------------------------------------------------------------ +;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest +;Important points: +;3: normal day +;8: mid dawn +;12: normal night time +;values are in percent +;Range: 1-100 +;------------------------------------------------------------------------------------------------------------------------------ + +BRIGHTNESS_MOD_0 = 80 +BRIGHTNESS_MOD_1 = 86 +BRIGHTNESS_MOD_2 = 93 +BRIGHTNESS_MOD_3 = 100 +BRIGHTNESS_MOD_4 = 94 +BRIGHTNESS_MOD_5 = 88 +BRIGHTNESS_MOD_6 = 82 +BRIGHTNESS_MOD_7 = 76 +BRIGHTNESS_MOD_8 = 70 +BRIGHTNESS_MOD_9 = 64 +BRIGHTNESS_MOD_10 = 58 +BRIGHTNESS_MOD_11 = 51 +BRIGHTNESS_MOD_12 = 43 +BRIGHTNESS_MOD_13 = 30 +BRIGHTNESS_MOD_14 = 17 +BRIGHTNESS_MOD_15 = 9 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. +; Some scopes and headgear may make vision even narrower. +; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TUNNEL_VISION = TRUE + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Tooltip Settings] + +;****************************************************************************************************************************** +; In this section you can set details about enemy tooltips. +; Tooltips can be enabled/disabled in the Option Screen. +; To display the tooltip move the mouse over the enemy and press ALT. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = 2 + +; 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 + +; Location, Distance +SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE +SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE +SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE +; Behavior, Condition +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_ENERGY = FALSE +SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = TRUE +SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE +SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE +; Armor, Headgear +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 +; Weapons +SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE +SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE +; Inventory +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 +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; ULTRA DYNAMIC TOOLTIPS +;------------------------------------------------------------------------------------------------------------------------------ + +; Override the distance at which tooltips can be seen? +ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE + +; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) +DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 + +; Change the amount of details received in the tooltip, based on your range to that enemy? +ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Gameplay Settings] + +;****************************************************************************************************************************** +; These settings change the rules of the game in TACTICAL mode. +; They affect all characters (friend and foe) equally! +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow walking and sidesteps with raised weapons? +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE + + +;------------------------------------------------------------------------------------------------------------------------------ +; Alternative Weapon Holding settings +;------------------------------------------------------------------------------------------------------------------------------ + +; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and +; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). +; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and +; no use of scopes. +; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and +; here is explanation of each: +; 0 - Turned off entirely. +; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. +; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels +; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed +; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire +; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). +; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to +; the standard holding before the shot. +; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol +; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you +; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this +; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. +; Of course, Scope Modes has to be allowed for this to work (they are as default). +; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish +; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. +; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing +; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. +; +ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3 + +; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on +; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with +; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. +; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) +; +RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 + +; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. +; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like +; semi-raised gun (quarter-raised by now actullay). +; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). +; +RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 + +; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here +; means -10% APs to shoot from hip / one-handed grip. +; +FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 + +; The base (N)CtH penalty when firing from alternative weapon holding. +CTH_PENALTY_FROM_ALTWEAPHOLD = 30 + +; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. +AIMING_PENALY_FROM_ALTWEAPHOLD = 30 + +; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming +; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). +AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; + + +;------------------------------------------------------------------------------------------------------------------------------ +; Weapon resting features +;------------------------------------------------------------------------------------------------------------------------------ + +; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? +; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. +WEAPON_RESTING = TRUE + +; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still +; unfamiliar with the feature) +WEAPON_RESTING_DISPLAY = TRUE + +; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. +; Value Range: 0 - 100. +WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; scope modes +;------------------------------------------------------------------------------------------------------------------------------ + +; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) +USE_SCOPE_MODES = TRUE + +; Allow display of scope modes on weapon +DISPLAY_SCOPE_MODES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Spotter skill +;------------------------------------------------------------------------------------------------------------------------------ + +; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. +; You need an item the usSpotting-tag in your hands. +; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. +; Effectiveness depends on: +; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) +; - lowered by being wounded or fatigues +; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background + +; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. +SPOTTER_PREPARATIONTURNS = 3 + +; This variable intentionally has two meanings. +; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. +; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. +SPOTTER_RANGE = 10 + +; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns +SPOTTER_MAX_CTHBOOST = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; external feeding +;------------------------------------------------------------------------------------------------------------------------------ + +; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself +EXTERNAL_FEEDING = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the grid number for the initial merc arrival location. +; The JA2 default grid number is 4870 (Sector A9 Omerta). +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_MERC_ARRIVAL_LOCATION = 15427 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. +; +; Maximum and minimum values go from 0 to 100. +; The "DIVISOR" only works when the minimum is set to 0. +; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random +; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor +; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. +; +; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. +; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every +; 100. +; With Divisor 2, we get a 1/200 ratio. +; With Divisor 10, we get a 1/1000 ratio. And so on. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_POSSIBLE_CTH = 99 +MINIMUM_POSSIBLE_CTH = 0 +MINIMUM_CTH_DIVISOR = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; The next three settings control realistic tracer fire. +; +; REALISTIC_TRACERS: Toggle Realistic Tracers. +; 0 = off (regular tracers). +; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. +; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction +; +; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. +; 0 = no tracers. +; 1 = every bullet is a tracer. +; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. +; +; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire +; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but +; seriously, keep it around 20, willya? +; +; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. +; +;------------------------------------------------------------------------------------------------------------------------------ + +REALISTIC_TRACERS = 2 +NUM_BULLETS_PER_TRACER = 5 +CTH_BUMP_PER_TRACER = 20 +MIN_RANGE_FOR_TRACER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to +; the target. The further you are away from the target, the lower that cap will be. +; Increase this value to increase the importance of range in this calculation. +; +; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. +;------------------------------------------------------------------------------------------------------------------------------ + +RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) +; +; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. +; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). +;------------------------------------------------------------------------------------------------------------------------------ + +INCREASE_AIMING_COSTS = FALSE + +; Divisor of the gun's "READY" cost that is added to the the first aiming level. +; 0 = No extra cost. +FIRST_AIM_READY_COST_DIVISOR = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value +; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla +; style) +; +; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As +; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result +; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system +; which results in a flat -2CTH against only the first rounds penalty +; +; Valid range: 0 - 10 +;------------------------------------------------------------------------------------------------------------------------------ +AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic setting to allow more than 4 aiming clicks for any gun +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_EXTRA_AIM_LEVELS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. +; +; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, +; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach +; 8 aiming levels. +; +; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). +; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AIMING_LIMITS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to "TRUE", the AIM Levels you can spend depends on the distance. +; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). +; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). +; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: +; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE +; Reasonable values include 10 and BASE_SIGHT_RANGE (13). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_COMPATIBILITY_OPTION = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These values determine to what group a scope belongs to. +; Scopes are separated in groups by the aimbonus they give per click. +; +; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. +; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. +; Anything lower than a medium scope will get a maximum of 5 aimclicks. +; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. +; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. +; You don't need to change this unless you change the aiming bonus that scopes give. +;------------------------------------------------------------------------------------------------------------------------------ + +; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) +VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 + +; From what aiming bonus a scope is considered high power (Battle Scope 7x) +HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 + +; From what aiming bonus a scope is considered medium power (ACOG 4x) +MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 + +;------------------------------------------------------------------------------------------------------------------------------ +; These control the AIs willingness to assign a soldier as a Sniper +; +; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. +; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using +; a sniper rifle. +; +; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". +; +; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +; +; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SNIPER_RESTRICT_TO_ELITE = TRUE +AI_SNIPER_MIN_RANGE = 40 +AI_SNIPER_CHANCE = 30 +AI_SNIPER_CHANCE_WITH_SR = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Firing at moving targets. +; +; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number +; of tiles this target has moved since the beginning of their current turn. +; Use these settings to change the severity of this effect. +;------------------------------------------------------------------------------------------------------------------------------ + +; How much CTH is lost when firing at a target, for each tile the target has moved so far? +CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 + +; How much CTH can be lost in total due to the movement of your target? +MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Add extra effects to critical hits. +; +; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause +; attribute loss. +; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. +;------------------------------------------------------------------------------------------------------------------------------ + +; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness +; is also proportional to damage. +; 0 = Disabled. +; 100 = Always. +CHANCE_BLINDED_BY_HEADSHOT = 25 + +; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. +CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can jump through open windows by pressing Shift + j. +; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and +; there has to be a free tile next to the window (the landing tile). +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_JUMP_THROUGH_WINDOWS = TRUE + +; allows jumping through closed windows, smashing them while jumping +CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_CLIMB_ON_WALLS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show enemy weapon name in tactical +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_WEAPON = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional enemy info in tactical (awareness, gas mask, nvg, armour) +; 0 - nothing +; 1 - show awareness level +; 2 - show gas mask and NVG +; 3 - show armour +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_ADDITIONAL_INFO = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. +; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_RANK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show enemy rank (exp. level) as icon +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_RANK_ICON = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ +INDIVIDUAL_CIVILIAN_NAMES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles. +; In the xml, one can specify name/bodytype/hair/skin/traits +; If selected, the game will select a newly created soldier's data from these profiles randomly +;------------------------------------------------------------------------------------------------------------------------------ +SOLDIER_PROFILES_ENEMY = TRUE +SOLDIER_PROFILES_MILITIA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use +; the rag to completely erase the camo. +; This is important for Camouflaged/Ranger traits. +;------------------------------------------------------------------------------------------------------------------------------ + +CAMO_REMOVING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands +; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored. +; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless. +; Valid values are from 0 to 100. +; default is 5 +;------------------------------------------------------------------------------------------------------------------------------ + +CAMO_KIT_USABLE_AREA = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enhanced Close Combat System +; +; This option generally improves many things around the game's close combat system, like: +; +; * HtH hit to head deal more damage but has lesser chance to hit. +; * HtH hit to legs do half damage but has much better chance to hit. +; * HtH damage on lying enemies increased. +; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. +; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists +; perform their spinning kick then. +; * Attributes used for HtH attacks or stealing slightly tweaked. +; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) +; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now +; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to +; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a +; message occures that you haven't taken all you wanted. +; * Several minor tweaks included. +;------------------------------------------------------------------------------------------------------------------------------ + +ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of +; experience points. This amount is counted as times . Setting this to zero +; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. +; +; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice +; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, +; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort +; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) +;------------------------------------------------------------------------------------------------------------------------------ + +AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings +; True = enabled, they always have all three items +; False = disabled, classic behaviour +;------------------------------------------------------------------------------------------------------------------------------ + +SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Improved Interrupt System (IIS) +; (Enable IIS on gamestart screen.) +; +; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get +; interrupts more frequent) +BASIC_PERCENTAGE_APS_REGISTERED = 60 + +; Percent added to basic percentage per soldier's experience level +; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, +; which is further adjusted by range to target) +PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 + +; A value controlling how often an interrupt can be triggered, lower = more interrupts +; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries +; and such though) +BASIC_REACTION_TIME_LENGTH = 25 + +; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats +; exp level and such +ALLOW_COLLECTIVE_INTERRUPTS = TRUE + +; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) +ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +;Should the Robot be exempt from paying AP-to-Ready? +ROBOT_NO_READYTIME = FALSE + + +;------------------------------------------------------------------------------------------------------------------------------ +; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about +; being spotted, to compensate it a marker and enemy quote is implemented. +; This setting can be 0 or 1 or 2. +; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before +; 1 = enemies will not do that +; 2 = enemies will only TURN towards our direction, and NOT raise their weapon +NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Energy cost on weapon manipulation +; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. +; Weapon weight: +; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, +; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), +; as those are more likely adviced to be fired from hip (LMGs) or on bipod. +; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. +; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_WEIGHT = 100 + +; Weapon recoil kick: +; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). +; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. +; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force +; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when +; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may +; (should) consider firing from hip as a more beneficial stance for it. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100 + +; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such +; NPCs are not required to be in CIV_TEAM anymore. +ALL_NAMED_NPCS_DECIDE_ACTION = FALSE + +; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious +ACCESS_OTHER_MERC_INVENTORIES = TRUE + +; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself +; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4) +; TRUE: weightbased penalty, FALSE: no penalty +BACKPACKWEIGHT_LOWERS_AP = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Cover System Settings] + +;****************************************************************************************************************************** +; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. +;****************************************************************************************************************************** + +; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. +COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 + +; This tell how much a stealth value of 100 will decrese the sight range of an enemy. +; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. +COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 + +; This is similar to STEALTH_EFFECTIVENESS. +; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. +COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 + +; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. +COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 + +; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, +; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. +COVER_SYSTEM_LBE_EFFECTIVENESS = 20 + +; Running around crazy will give you a penalty of up to 50% (default). +COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 + +; The cover system automaticly calculates how dense an object it. +; This will tell you how much percent of vision should be decreased if the object is 100% dense, +; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). +; If you put it to a realistic setting, where solid stuff always blocks enemy views, +; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. +COVER_SYSTEM_TREE_EFFECTIVENESS = 15 + +; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. +; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. +COVER_SYSTEM_UPDATE_DELAY = 500 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Suppression Fire Settings] + +;****************************************************************************************************************************** +; These settings control the behavior of Suppression Fire, its severity, and its side-effects. +; +; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought +; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! +; +; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. +;****************************************************************************************************************************** + +;****************************************************************************************************************************** +; SUPPRESSION BASICS +; +; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. +; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. +; +; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, +; and morale loss. This value is based on the character's Experience and Morale, among other things. +; +; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing +; his Chance-to-Hit considerably. It also makes the character harder to hit himself. +; +; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! +; +; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. +; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression +; fire, it means that the character is useless of a whole turn and can be assaulted safely. +; +; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are +; hiding. +; Note that they will try to do the same thing to you! +;****************************************************************************************************************************** + + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls how powerful suppression fire is. +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS = 75 + +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, +; not instead +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS_PLAYER = 100 +SUPPRESSION_EFFECTIVENESS_AI = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Minimum and Maximum amount of Suppression Tolerance a character can have. +; +; NOTE: You'll cause problems if you set MIN to a value greater then MAX +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_TOLERANCE_MAX = 18 +SUPPRESSION_TOLERANCE_MIN = 1 + +; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. +NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE + +; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. +TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; This controls how much Suppression Shock is taken when under fire. +; +; 100 is the "normal" effect. +; Range is 0 (no suppression shock) to 65535 (65535% effect). +; 200 is a LOT. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_SHOCK_INTENSITY = 100 + +; The maximum number of Shock points a character can have. +MAX_SUPPRESSION_SHOCK = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shocked Target CTH Penalty +; +; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). +; Use these settings to change the CTH penalty for shooting at such targets. +;------------------------------------------------------------------------------------------------------------------------------ + +; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. +CTH_PENALTY_PER_TARGET_SHOCK = 2 + +; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! +MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 + +; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. +CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 +CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 + +; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. +MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shock Effects +; +; A Shocked character becomes less useful, primarily losing CTH on all his attacks. +; Use these settings to enable further effects from being shocked. +;------------------------------------------------------------------------------------------------------------------------------ + +; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. +; 0 = No limit. +MAX_CTH_PENALTY_FROM_SHOCK = 40 + +; Vision loss due to Suppression Shock. +; 0 = No vision loss. +; 2 = Vision range reduced proportionally to shock. +; 3 = Tunnel Vision increased proportionally to shock. +; 1 = Both options enabled. +SHOCK_REDUCES_SIGHTRANGE = 1 + +; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes +; the character considerably less resistance to further suppression fire, until the shock can clear away. +COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon +; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid +; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every +; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SUPPRESS_MIN_MAG_SIZE = 30 +AI_SUPPRESS_MIN_AMMO_REMAINING = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Explosive Suppression +; +; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause +; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range +; of the explosion itself! +; 0 = disabled. +; 100 = "normal" effect. +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90 + +;------------------------------------------------------------------------------------------------------------------------------ +; Other settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". +NOTIFY_WHEN_PINNED_DOWN = TRUE + +; Minimum distance at which friendly characters become suppressed their own forces. +MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weather Settings] + +;****************************************************************************************************************************** +; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy +; positions. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Rain settings +; +; (For slow CPUs, you may want to disable rain entirely. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable rain appearing in the game. +ALLOW_RAIN = TRUE + +; Chance of rain to be triggered once per day. +RAIN_CHANCE_PER_DAY = 40 + +; Minimum/Maximum length of rain. +RAIN_MIN_LENGTH_IN_MINUTES = 60 +RAIN_MAX_LENGTH_IN_MINUTES = 300 + +; For slow CPUs decrease the MAX_RAIN_DROPS. +MAX_RAIN_DROPS = 80 + +; Controls how rain affects visual distance +; Range: 0-100% +; 0% = Rain doesn't decrease sightrange. +; 100% = Can't see anything in the rain. +VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 + +; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. +WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 + +; Reduction of the speed of regaining your breath (stamina) when it is raining. +BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Lightning settings +; +; (ALLOW_RAIN must be set to TRUE for this to work.) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable lightning occuring during rain. +ALLOW_LIGHTNING = TRUE + +; Minimum/Maximum intervals between lightning in real time mode. +MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 +MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 + +; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) +MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 +MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 + +; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. +DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 + +; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). +CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weapon Overheating Settings] + +;****************************************************************************************************************************** +; In this section you can modify global settings for weapon overheating. +;****************************************************************************************************************************** + +; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically. +; Weapons cool down over time. +OVERHEATING = FALSE + +; Should a 'thermometer' for guns and replacable barrels be displayed? +OVERHEATING_DISPLAY_THERMOMETER = TRUE + +; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? +OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE + +; Starting amount of red colour in the temperature bar. Must be in [0, 255] +OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 + +; If a barrel is not in someone's inventory, it cools down a little bit better. +OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Zombie Settings] + +;****************************************************************************************************************************** +; In this section you can specify how the dead will raise from their graves. +;****************************************************************************************************************************** + +; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there +; is still room for more zombies in the sector)? +; 0 - Every corpse spawns a zombie once +; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... +; 2 - It is randomly decided if a corpse can rise +; 3 - A corpse spawns a zombie once, after that it's random +ZOMBIE_RISE_BEHAVIOUR = 0 + +; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should +; every zombie rise individually (FALSE)? +ZOMBIE_SPAWN_WAVES = FALSE + +; How often are waves of zombies created? 0 means never, 100 means whenever possible +ZOMBIE_RISE_WAVE_FREQUENCY = 60 + +; Can zombies climb roofs? +ZOMBIE_CAN_CLIMB = TRUE + +; Can zombies jump through windows? +ZOMBIE_CAN_JUMP_WINDOWS = TRUE + +; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch +; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) +; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. +; This still results in deadlocks! +ZOMBIE_EXPLODING_CIVS = TRUE + +; Damage is reduced by this percentage. Valid values from -50 to 95 +ZOMBIE_DAMAGE_RESISTANCE = 0 + +; Breath damage is reduced by this percentage. Valid values from -50 to 95 +ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0 + +; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though +ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE + +; Zombie difficulty level, determines hitpoints, stats and skills +; 1 - Night of the Living Dead +; 2 - Dawn of the Dead +; 3 - Resident Evil +; 4 - 28 Days later +ZOMBIE_DIFFICULTY_LEVEL = 3 + +; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from +ZOMBIE_RISE_WITH_ARMOUR = FALSE + +; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. +; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this +ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Poison Settings] + +;****************************************************************************************************************************** +; In this section you can specify the new poison system +;****************************************************************************************************************************** + +; The poison system is a new feature that gives a bit of variation to the life and damage system. +; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives +; poison damage, he not only looses life, he also gains a poison point. +; The basic consequences are: +; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional +; poison points +; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he +; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. +; The lost point will be bandaged, so you do not have to immediately bandage it. +; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. +; We require immediate medical assistance, or we will die! +; Yes, it is possible to die this way. +; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new +; action automatically performed by your doctors and the hospital, if the merc is their patient. +; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). +; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. + +; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 +POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 + +; A multiplicator that determines how many heal points are needed to cure one point of poison +POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 + +; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 + +; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). +; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier +; valid values from 1.0 to 10.0, 4.0 is recommended +POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Food Settings] + +;****************************************************************************************************************************** +; In this section you can specify the food system +;****************************************************************************************************************************** + +; Your team needs water food, otherwise they'll starve... +; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food +; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts) +; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks: +; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...) +; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep +; - breath regenerates slower +; - his performance on assignments (training milita, doctoring, repairing...) is worse +; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! +; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) + +; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 +FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 +FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 + +; The digestion value is modfied with the number corresponding to your current activity +FOOD_DIGESTION_SLEEP = 0.6 +FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8 +FOOD_DIGESTION_TRAVEL = 1.5 +FOOD_DIGESTION_ASSIGNMENT = 0.9 +FOOD_DIGESTION_ONDUTY = 1.0 +FOOD_DIGESTION_COMBAT = 2.0 + +; allow decay of food in every sector? +FOOD_DECAY_IN_SECTORS = TRUE +; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 +FOOD_DECAY_MODIFICATOR = 1.0 + +; maximum amount of food poisoning one can get from eating a single piece of food +FOOD_MAX_POISONING = 5 + +; do mercs make sounds when eating/drinking? +FOOD_EATING_SOUNDS = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Fortification Settings] + +;****************************************************************************************************************************** +; In this section you can specify settings for the fortification system +;****************************************************************************************************************************** + +; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector +FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # # ## # # # +; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # # +; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gamestart Settings] + +;****************************************************************************************************************************** +; These settings control the situation at the start of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game starting time and merc arrival delay +; +; 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 3600 (1am) +GAME_STARTING_TIME = 3600 + +; Default value is 21600 (7am) +FIRST_ARRIVAL_DELAY = 21600 + +;------------------------------------------------------------------------------------------------------------------------------ +; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). +; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). +; +; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe +; airspace sector immediately after your initial arrival!! +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_ARRIVAL_SECTOR_X = 7 +DEFAULT_ARRIVAL_SECTOR_Y = 8 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in STRATEGIC mode. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. +; +; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the color of the Stat Progress Bars shown on your character's information panel. +; +; The bars can be turned off completely using the in-game Options Menu. +;------------------------------------------------------------------------------------------------------------------------------ + +STAT_PROGRESS_BARS_RED = 140 +STAT_PROGRESS_BARS_GREEN = 90 +STAT_PROGRESS_BARS_BLUE = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine whether the Daily Expenses window takes into account your mercs' contracts. +; +; 0 = Do not take merc contracts into account. +; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) +; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most +; recent contract signed with them. +;------------------------------------------------------------------------------------------------------------------------------ + +INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1 + +; If disabled, the transition from the strategy screen will be skipped before entering tactical screen +DISABLE_STRATEGIC_TRANSITION = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Progress Settings] + +;****************************************************************************************************************************** +; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. +; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game progress weights +; +; Determine what factors influence your current progress. +; Range: 0-100% +; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults +;------------------------------------------------------------------------------------------------------------------------------ + +; The maximum number of progress points you can get from killing enemies. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 + +; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you +; conquer more sectors. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 + +; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you +; control more mines and get more loyalty in the towns where the mines are. Default 50 +GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 + +; The maximum number of progress points you can get from exploring sectors on the map. Default 0 +GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses +; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. +; +; If set to TRUE, all progress weights are automatically set to 100. +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATE_PROGRESS_CALCULATION = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional factors to Progress Calculation +;------------------------------------------------------------------------------------------------------------------------------ + +; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see +; above) can surpass it. +GAME_PROGRESS_MINIMUM = 0 + +; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% +; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. +GAME_PROGRESS_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Number of kills required to get a single progress point, based on game difficulty. +; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 +NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 +NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 +NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The minimum progress level required to trigger some events. +; Range: 0-100% +;------------------------------------------------------------------------------------------------------------------------------ + +; Default 35 +GAME_PROGRESS_START_MADLAB_QUEST = 35 + +; Default 50 +GAME_PROGRESS_MIKE_AVAILABLE = 50 + +; Default 70 +GAME_PROGRESS_IGGY_AVAILABLE = 70 + +; The queen decides to go on the offensive. WARNING: This will be hard! +; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect +GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 +GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Event Settings] + +;****************************************************************************************************************************** +; Controls various campaign events. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? +; NOTE: This will make the beginning of the game MUCH HARDER if enabled! + +TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE + +; This enables massive counterattacks in all cities, just like in Drassen. +; NOTE: These attacks will be huge. You have been warned. +; 0: no attacks +; 1: counterattacks on all cities possible +; 2: 1 + major offensives depending on game progress +AGGRESSIVE_STRATEGIC_AI = 2 + +; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) +ENABLE_CREPITUS = TRUE + +; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE +CREPITUS_ATTACK_ALL_TOWNS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Mine Shut-down Event +; +; Allows you to control which mine will run out of ore and stop working. + +; Select mine. +; -1 = Game chooses a mine randomly. +; 0 = No mine will shut down! +; 2 = Drassen +; 3 = Alma +; 4 = Cambria +; 5 = Chitzena +; 6 = Grumm +;------------------------------------------------------------------------------------------------------------------------------ + +WHICH_MINE_SHUTS_DOWN = -1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gameplay Settings] + + +;****************************************************************************************************************************** +; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will +; definitely change the way it is played. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Reinforcements +; +; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive +; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. +; +; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is +; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others +; die or run away. +;------------------------------------------------------------------------------------------------------------------------------ + +; Allows enemy/militia reinforcements from adjacent sectors. +ALLOW_REINFORCEMENTS = FALSE + +; Allows reinforcements only between city sectors. Only affects militia, not enemies. +ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. +MIN_DELAY_ENEMY_REINFORCEMENTS = 0 +; Additional random delay added to minimum when reinforcements will arrive after they are called. +RND_DELAY_ENEMY_REINFORCEMENTS = 5 +; Minimum enemy units which will enter after above delay is over. +MIN_ENTER_ENEMY_REINFORCEMENTS = 8 +; Additional random enemy units to appear after passing delay. +RND_ENTER_ENEMY_REINFORCEMENTS = 8 + +; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. +MIN_DELAY_MILITIA_REINFORCEMENTS = 0 +; Additional random delay added to minimum when reinforcements will arrive after they are called. +RND_DELAY_MILITIA_REINFORCEMENTS = 5 +; Minimum militia units which will enter after above delay is over. +MIN_ENTER_MILITIA_REINFORCEMENTS = 6 +; Additional random militia units to appear after passing delay. +RND_ENTER_MILITIA_REINFORCEMENTS = 6 + +; Don't allow permanent items removal for no merc in that sector +NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Vehicle Inventory +;------------------------------------------------------------------------------------------------------------------------------ + +; Do vehicles have their own inventory to carry equipment? +VEHICLE_INVENTORY = TRUE + +; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). +HUMVEE_OFFROAD = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This determines how important luck is in Auto-Resolve combat, compared to actual skills. +; JA2 Default is 2.0 (luck is as important as skills). +; Lower this value to reply more on skills, raise to rely more on luck. +; Minimum is 1.0. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTORESOLVE_LUCK_FACTOR = 2.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map +; (as a big red "?"). +; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. +;------------------------------------------------------------------------------------------------------------------------------ + +NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the frequency and severity of risks triggered by using strategic facilities. +;------------------------------------------------------------------------------------------------------------------------------ + +; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. +FACILITY_EVENT_RARITY = 1000 + +; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more +; noticeable. Increase this for the opposite. Default = 50. +FACILITY_DANGER_RATE = 50 + +;****************************************************************************************************************************** +; Activates the new additional repair mode. +; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing +; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor +; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the +; same sector, then all equipped armor, and so forth, always starting with the item with least durability +; (especially jammed guns). +; +; FALSE = 1.13 repair system +; TRUE = New additional repair system based on priorities +;****************************************************************************************************************************** + +ADDITIONAL_REPAIR_MODE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; advanced repair/dirt system +;------------------------------------------------------------------------------------------------------------------------------ + +; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. +ADVANCED_REPAIR = TRUE + +; the only items we can repair are guns and armour +ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE + +; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can +MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE + +; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming +DIRT_SYSTEM = TRUE + +; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) +FULL_REPAIR_CLEANS_GUN = FALSE + +; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number +SECTOR_DIRT_DIVIDER = 700 + +; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 +DIRT_GLOBAL_MODIFIER = 1.25 + +;****************************************************************************************************************************** +; Set how to handle Skyrider "hot LZ" options +; +; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) +; 1 = Allow Skyrider to drop off mercs to center of map +; 2 = Skyrider drops mercs at map edge from direction he entered the sector. +; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing +;****************************************************************************************************************************** + +ALLOW_SKYRIDER_HOT_LZ = 2 + +;****************************************************************************************************************************** +; Always make all the terrorists to appear in Arulco. +; +;****************************************************************************************************************************** + +ENABLE_ALL_TERRORISTS = TRUE + +;****************************************************************************************************************************** +; Enable all sectors with "secret" weapon caches. +; (These sectors hold usually a few chests with various mediocre to good equipment.) +; +;****************************************************************************************************************************** + +ENABLE_ALL_WEAPON_CACHES = FALSE + +;****************************************************************************************************************************** +; Override each map's percent likelihood of an item appearing. +; Valid range = 0-100, where 0 uses the map values. +; (Mainly for modders, can possibly take the fun out of the game) +;****************************************************************************************************************************** + +MAP_ITEM_CHANCE_OVERRIDE = 0 + +;****************************************************************************************************************************** +; Prisoner system +;****************************************************************************************************************************** + +; can you capture enemy soldiers? +ALLOW_TAKE_PRISONERS = TRUE + +; can you offer enemies a surrender option? +ENEMY_CAN_SURRENDER = TRUE + +; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds. +DISPLAY_SURRENDER_VALUES = TRUE + +; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 +SURRENDER_MULTIPLIER = 5.0 + +; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked +; you to surrender, and you refused +PLAYER_CAN_ASK_TO_SURRENDER = TRUE + +; chance that released soldiers join the army again +PRISONER_RETURN_TO_ARMY_CHANCE = 50 + +; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) +PRISONER_DEFECT_CHANCE = 25 + +; chance that interrogated soldiers can give info on enemy positions +PRISONER_INFO_BASECHANCE = 25 + +; chance that interrogated soldiers can give info on enemy numbers +PRISONER_INFO_NUMBER_CHANCE = 30 + +; chance that interrogated soldiers can give info on enemy movement directions +PRISONER_INFO_DIRECTION_CHANCE = 40 + +; chance that interrogated soldiers pays you ransom money +PRISONER_RANSOM_CHANCE = 25 + +; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners +; Interrogation first removes admin prisoners, then regulars and then elites +; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia +; special prisoners do not exist... yet. +PRISONER_INTERROGATION_POINTS_ADMIN = 80 +PRISONER_INTERROGATION_POINTS_REGULAR = 100 +PRISONER_INTERROGATION_POINTS_ELITE = 140 +PRISONER_INTERROGATION_POINTS_SPECIAL = 250 + +;------------------------------------------------------------------------------------------------------------------------------ +; Helicopter Repair +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector. +WALDO_CAN_REPAIR_HELICOPTER = TRUE + +; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money. +WALDO_OFFERS_REPAIR_IN_STRATEGIC = TRUE + +; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity. +WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = TRUE + +; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense). +SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Helicopter Refuel +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel. +ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = TRUE + +; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded. +HELICOPTER_PASSENGERS_CAN_GET_HIT = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Morale Settings] + +;****************************************************************************************************************************** +; These settings modify certain team morale aspects +;****************************************************************************************************************************** + +; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to +; our prejudices. This alters our morale. The effects depend on the other merc's properties. +; The effect is doubled if we care a lot about something. +; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25]. +; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement, +; and 2x that modifier if we care a lot. None if we don't care. + +; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot. +; Values from 0 to 5, default is 1 +MORALE_MOD_APPEARANCE = 1 + +; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference +; and we care a lot. Values from 0 to 5, default is 2 +MORALE_MOD_REFINEMENT = 2 + +; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation. +; Values from 0 to 5, default is 2. +MORALE_MOD_HATEDNATIONALITY = 3 + +; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2. +MORALE_MOD_RACISM = 3 + +; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly, +; doubled again if we are very sexist. Values from 0 to 5, default is 1. +MORALE_MOD_SEXISM = 1 + +; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5. +MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; Use these settings to make changes to the laptop screen. +;****************************************************************************************************************************** + +; If set to TRUE, you can browse to the briefing room website on the laptop +BRIEFING_ROOM = FALSE + +; If set to TRUE, you can browse to the encyclopedia website on the laptop +ENCYCLOPEDIA = FALSE + +; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), +; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4. +ENCYCLOPEDIA_ITEM_MASK = 1 + +; If disabled, the transition will be skipped when opening/closing the laptop +DISABLE_LAPTOP_TRANSITION = TRUE + +; Fast loading of WWW laptop sites? +FAST_WWW_SITES_LOADING = TRUE + +; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only +LAPTOP_MOUSE_CAPTURED = FALSE + +; if true, campaign history site (Arulco Press Council) is accessible +CAMPAIGN_HISTORY = TRUE + +; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! +CAMPAIGN_HISTORY_MAX_REPORTS = -1 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Bobby Ray Settings] + +;****************************************************************************************************************************** +; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. +;****************************************************************************************************************************** + +; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. +BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE + +; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. +BOBBY_RAY_MAX_PURCHASE_AMOUNT = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Item shipment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Should the stealing from shipments (in Drassen this is Pablo) be disabled? +STEALING_FROM_SHIPMENTS_DISABLED = FALSE + +; Set the chance in percentage of whole shipment lost from Bobby Ray +CHANCE_OF_SHIPMENT_LOSS = 10 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Item Property Settings] + +;****************************************************************************************************************************** +; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change +; all the individual entries in Items.XML or Weapons.XML. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in damage) +; maximum damage (internal) is 255 +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVES_DAMAGE_MODIFIER = 100 +MELEE_DAMAGE_MODIFIER = 100 +GUN_DAMAGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in range) +; 200 means 200% (doubles the range) +; 50 means 50% (halves the range) +;------------------------------------------------------------------------------------------------------------------------------ +GUN_RANGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target +; in an unprotected area. Each armor item has a different coverage value. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_ARMOR_COVERAGE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. +; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AMMO_WEIGHT = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, +; but won't lower B/5AP below 0. +; 0 = No change from normal +; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) +; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. +; At 0.5, characters can comfortably carry twice as much with the same amount of strength. +;------------------------------------------------------------------------------------------------------------------------------ + +STRENGTH_TO_LIFT_HALF_KILO = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. +; Note: This is only used if Old Trait System is played +;------------------------------------------------------------------------------------------------------------------------------ + +MORTAR_CTH_DIVISOR = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. +; It is recommended to play with this set to FALSE when the attachments are assigned properly. +; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. +; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The chance in percentages that an attachment will have to drop with the item if an NPC dies. +; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. +; Inseperable attachments will always drop. Range: 0 - 100% +;------------------------------------------------------------------------------------------------------------------------------ + +ATTACHMENT_DROP_RATE = 10 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The maximum amount of attachments NPC's can get on their gun when they get random equipment. +; They will usually get less attachments than this value because of randomness. Range: 2 - 30 +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ENEMY_ATTACHMENTS = 6 + +; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? +SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Enemy AI Settings] + +;****************************************************************************************************************************** +; These settings change the behavior of the queen's army on the Strategy Map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; New strategic AI +; +; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies +; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens +; to every city, possibly several times during the campaign! +; When set to TRUE, this setting has the potential of making the game considerably harder. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AGGRESSIVE_AI = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy army composition +; +; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. +;------------------------------------------------------------------------------------------------------------------------------ + +; Percentage of troops that are actually placed on the map at the start of the game. +; 100 = All "default" troops are placed. +; 200 = Twice as many troops are placed. +INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 +INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 +INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 +INITIAL_GARRISON_PERCENTAGES_INSANE = 200 + +; Minimum enemy group size. Enemy groups will never be smaller than this! +MIN_ENEMY_GROUP_SIZE_NOVICE = 3 +MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 +MIN_ENEMY_GROUP_SIZE_EXPERT = 6 +MIN_ENEMY_GROUP_SIZE_INSANE = 12 + +; Percent of troops converted to extra elites in enemy groups +PERCENT_EXTRA_ELITES_EXPERIENCED = 0 +PERCENT_EXTRA_ELITES_EXPERT = 25 +PERCENT_EXTRA_ELITES_INSANE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Pool +; +; These settings control how many troops the queen has for using against you, how many new troops she gets every day, +; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. +UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE +UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE + +; Amount of troops avaliable to the queen at game start +QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 +QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 + +; Amount of troops that will be added to queens army when the troops pool is empty +QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 + +;------------------------------------------------------------------------------------------------------------------------------ +; Alert Levels +; +; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes +; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better +; chance of spotting your mercs in the wilderness and chasing them around. +; +; Everytime an enemy or merc group arrives in a new sector, 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. +; +; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. +;------------------------------------------------------------------------------------------------------------------------------ + +; Sets the starting alert chances. +ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 +ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 +ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 +ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 + +; When an enemy spots and chases a player group, the alertness value decrements by this value. +; Ranges from 1-100 (but recommend 20-60). +ENEMY_ALERT_DECAY_NOVICE = 75 +ENEMY_ALERT_DECAY_EXPERIENCED = 50 +ENEMY_ALERT_DECAY_EXPERT = 25 +ENEMY_ALERT_DECAY_INSANE = 10 + +; 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. +NUM_AWARE_BATTLES_NOVICE = 1 +NUM_AWARE_BATTLES_EXPERIENCED = 2 +NUM_AWARE_BATTLES_EXPERT = 3 +NUM_AWARE_BATTLES_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Army AI / Behavior +; +; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive +; she is about it. +;------------------------------------------------------------------------------------------------------------------------------ + +; The base interval between the queen's decisions. She can only make one decision at a time. +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 + +; A random variation to the interval between queen's decisions. +EVALUATION_DELAY_VARIANCE_NOVICE = 240 +EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 +EVALUATION_DELAY_VARIANCE_EXPERT = 120 +EVALUATION_DELAY_VARIANCE_INSANE = 60 + +; This is a delay between the player taking a sector, and the queen being able to decide to attack it. +; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 + +; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. +; A longer grace period causes defeated enemy patrols to reappear less often. +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 + +; Determines whether the queen always prefers attacking your sectors to defending her own. +; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable +; unlimited reinforcements +AGGRESSIVE_QUEEN_AI_NOVICE = FALSE +AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE +AGGRESSIVE_QUEEN_AI_EXPERT = FALSE +AGGRESSIVE_QUEEN_AI_INSANE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Individual Enemy Group Behavior +; +; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what +; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. +; This behavior was deactivated in original game. +; +; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to +; reinforce this sector. +; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. +; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_INVESTIGATE_SECTOR = FALSE +REASSIGN_PENDING_REINFORCEMENTS = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Town Militia. +;****************************************************************************************************************************** + +; Defines the maximum number of Militia that can occupy the same sector +; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the +; duration of the battle. +MAX_MILITIA_PER_SECTOR = 20 + +; The number of Town Militia that are trained in a single "training session". +NUM_MILITIA_TRAINED_PER_SESSION = 10 + +; How much loyalty you need in a town to allow you to train Militia there. +MIN_LOYALTY_TO_TRAIN_MILITIA = 20 + +; This controls how fast town militia gets trained. +MILITIA_TRAINING_RATE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, +; and are almost as well-trained as enemy Blackshirts. +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. +; FALSE = Only Regular (Light-Blue) militia can be trained. +ALLOW_TRAINING_ELITE_MILITIA = FALSE + +; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) +ELITE_MILITIA_TRAINING_DELAY= 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Town Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia training bonus for RPC (as a percentage of the normal training speed) +; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. +RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 + +; Minimum leadership skill required to be able to train Militia at all +MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 20 + +; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). +LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE + +; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. +REQ_LEADERSHIP_FOR_MAX_MILITIA = 60 + +; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test +; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia +; training. +; 100 = no bonus. 150 = 50% bonus. etcetera +; Note: This is only used if Old Trait System is played +TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Mobile Militia. +;****************************************************************************************************************************** + +; Allows training militia that move around on the Strategy Map. +; If FALSE, all other settings in this category are disabled automatically. +ALLOW_MOBILE_MILITIA = FALSE + +; Delay ability to train Mobile Militia till this day +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. +; +; There are two methods: +; One is Manual Training - you pay money to train Mobile Militia whenever you desire. +; The second method is to have them created automatically (for free!) every N hours. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines which method of training is used. +; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all +; "Leadership and Mobile Militia Training settings", below. +MUST_TRAIN_MOBILE_MILITIA = FALSE + +; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile +; Militia group. +; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. +CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Mobile Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Minimum required leadership skill to train Mobile Militia +MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 + +; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the +; value dictated by DIV_OF_ORIGINAL_MILITIA. +; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE + +; Required leadership score to train the maximum number of Mobile Militia allowed. +; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) +REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80 + +; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE + +; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups +; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. +PERCENT_MOBILE_MILITIA_ELITES = 20 +PERCENT_MOBILE_MILITIA_REGULARS = 30 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Movement Settings] + +;****************************************************************************************************************************** +; These settings control how Mobile Militia move around the strategy map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to FALSE, Mobile Militia can move anywhere they want. +; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_ROAMING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; EXPLORATION-based restrictions +; +; Allow Mobile Militia to move through any EXPLORED sectors. +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; CONQUEST-based restrictions +; +; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. +; This utilizes the rules laid down in the file "DynamicRestrictions.XML". +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a +; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they +; have already been liberated once in the past. +; +; In the JA2 campaign, this allows travel through: +; San Mona, Tixa, Orta, Estoni, and Omerta. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. +; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. +; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to 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 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Strength Settings] + +;****************************************************************************************************************************** +; These settings control the strength of town or mobile militia in tactial combat and autoresolve. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine how well the militia will fight during autoresolve and tactical combat. +; +; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia +; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia +; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also +; negative, meaning the militia will be weaker. +GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5 +VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10 + +; Flat bonus to Militiamen Action Points. +GREEN_MILITIA_APS_BONUS = 0 +REGULAR_MILITIA_APS_BONUS = 0 +VETERAN_MILITIA_APS_BONUS = 5 + +; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) +GREEN_MILITIA_CTH_BONUS_PERCENT = 0 +REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 +VETERAN_MILITIA_CTH_BONUS_PERCENT = 10 + +; Normal and energy damage is reduced by this many percents. +GREEN_MILITIA_DAMAGE_RESISTANCE = 0 +REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 +VETERAN_MILITIA_DAMAGE_RESISTANCE = 10 + +; Determines bonus to assigned weapon and gear quality (coolness). +GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1 +VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Equipment Settings] + +;****************************************************************************************************************************** +; These settings control the how militia can equip itslef from sector inventories +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. +; +; This applies to both tactical and strategic combat. +; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector. +; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'. +; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works +; if no mercs are present in that sector. +; If militia reinforces a sector, they will take their gear along. +; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map. +; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in). +;------------------------------------------------------------------------------------------------------------------------------ + +; if set to true, militia will take parts of its equipment from a sector's inventory. +MILITIA_USE_SECTOR_EQUIPMENT = FALSE + +; determines wether militia picks helmets, vests and leg armour from the sector. +MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE + +; determines wether militia takes NVGs, sungoggles and gasmasks from the sector. +MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE + +; determines wether militia takes knifes and punch weapons from the sector +MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE + +; determines wether militia takes guns from the sector +MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE + +; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true. +; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped +; If this is set to TRUE, make sure to occasionally restock ammo for your militia. +MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE + +; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type +MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE + +; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector +MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE + +; the number of bullets deemed sufficient for a gun is +; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size)) +; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10 +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200 +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 + +; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector +; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and +; orange gear cannot be chosen by any militia. +MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Shopkeeper Inventory Settings] + +;****************************************************************************************************************************** +; These settings control the inventory of Arulco's resident shopkeepers. +; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting) +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away +; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. +;------------------------------------------------------------------------------------------------------------------------------ +CHANCE_TONY_AVAILABLE = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn on to get BR shipments faster +;------------------------------------------------------------------------------------------------------------------------------ +FAST_BOBBY_RAY_SHIPMENTS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Assignment Settings] + +;****************************************************************************************************************************** +; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic Settings +; +; Use these to affect all assignments. +;------------------------------------------------------------------------------------------------------------------------------ + +; The amount time a character 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 +; +; These settings control the speed of training, and how useful some characters are at training others. +;------------------------------------------------------------------------------------------------------------------------------ + +; Min skill required for a character to be able to increase that skill at all. +MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0 + +; Max value to which any skill can be trained. +MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 + +; Divisor for rate of self-training (the "PRACTICE" assignment) +TRAINING_RATE_DIVISOR = 1000 + +; The divisor for rate of training bonus due to instructors influence +; Reduce to speed-up trainer/student training +; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points +INSTRUCTED_TRAINING_DIVISOR = 3000 + +; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) +; Also applies to training militia +TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 + +; The minimum skill rating a character must have before he can train fellow teammates in that skill. +MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. +; +; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. +; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. +; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. +; 1 = Both options on. +;------------------------------------------------------------------------------------------------------------------------------ + +SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1 +SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. +; +; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. +; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until at least one student wakes up. +; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until the trainer wakes up. +; 1 = Both options on. +; +; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the +; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). +;------------------------------------------------------------------------------------------------------------------------------ + +REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Doctoring +; +; (for reference: OKLIFE = 15 health) +;------------------------------------------------------------------------------------------------------------------------------ + +; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) +; Low = patient, high = working +NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 +NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 +NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 + +; Increase this value to reduce doctoring pts per hour, 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 medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) +BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 + +; Multiplier for how much medical skill is needed, for each point below OKLIFE +MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 + +; Number of "doctor" points used up to heal each point below OKLIFE +POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Repairing +;------------------------------------------------------------------------------------------------------------------------------ + +; Cost to unjam a weapon in repair pts +REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 + +; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +REPAIR_RATE_DIVISOR = 2500 + +; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points +; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows +; down repair. A lower value speeds it up. +REPAIR_SESSIONS_PER_DAY = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; SquadNames +;------------------------------------------------------------------------------------------------------------------------------ + +; use squadnames from SquadNames.xml +USE_XML_SQUADNAMES = FALSE + +[Clock Settings] + +;****************************************************************************************************************************** +; These settings control the speed behavior of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change in Clock Speed from base clock speed in percent +; Range: 100 - 300 Default: 150 +;------------------------------------------------------------------------------------------------------------------------------ + +CLOCK_SPEED_PERCENT = 150 + +;------------------------------------------------------------------------------------------------------------------------------ +; Timeslice in microseconds. The frequency that the screen is refreshed. +; At normal speed the clock is updated every 16 milliseconds. +; Range: 1000 - 20000 Default: 16000 +;------------------------------------------------------------------------------------------------------------------------------ + +UPDATE_FREQUENCY = 16000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Improved auto fast forwarding. +; AUTO_FAST_FORWARD_ENEMIES: +; 0 - default behaviour +; 1 - auto fast forward only enemies that are not seen by player's team +; 2 - auto fast forward only invisible enemies +; 3 - auto fast forward all enemies +; AUTO_FAST_FORWARD_MILITIA: +; 0 - default behaviour +; 1 - auto fast forward only militia that does not see enemies +; 2 - auto fast forward militia always +; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_FAST_FORWARD_ENEMIES = 0 + +AUTO_FAST_FORWARD_MILITIA = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. +; At normal speed the clock is updated every 10 milliseconds. +; Range: 1-10000 Default: 500 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_PERIOD = 500 + +;------------------------------------------------------------------------------------------------------------------------------ +; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. +; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx +; Note MENU = [ALT], CONTROL = [CTRL] +; Examples (separated by comma): +; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_KEY = SUBTRACT + +[Overhead Map Settings] +;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences! +;Modes: +; 0 Off +; 1 Draw Rectangles +; 2 Draw Rectangles and hatch them with the 'no deployment' pattern +MARKER_MODE = 2 +;Precision governs how small the marked area will be +; 0 Hostiles are in a general area 180 tiles across +; 1 Hostiles are in a general area 120 tiles across +; 2 Hostiles are in a general area 90 tiles across +; 3 Hostiles are in a general area 60 tiles across +; 4 Hostiles are in a general area 45 tiles across +; 5 Hostiles are in a general area 30 tiles across +DAYTIME_PRECISION = 4 +;Same as above, this time for Night +NIGHTTIME_PRECISION = 5 +;Number of remaining Soldiers before their location gets marked +MAX_SOLDIERS_LEFT = 1 diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Chinese.MercProfiles25.xml 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254 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + + + + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + -1 + -1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + + diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Chinese.OldAIMArchive.xml b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Chinese.OldAIMArchive.xml new file mode 100644 index 000000000..380a9bc01 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Chinese.OldAIMArchive.xml @@ -0,0 +1,198 @@ + + + + + 0 + Wink + Wink Dickerson + 作为一名并不出色的运动员,Wink以强壮的手臂和差强人意的投球精度闻名。 Wink Dinkerson最近接到了他等待许久的一笔工作合同(在蒙特利尔世博会会场担任保洁员)。不过由于生活所迫,他最终还是辞掉了自己的保洁工作去锻炼自己的投球技巧,经过长久的锻炼后, 他以140加元每周的薪水与一个农场俱乐部签约,成为了俱乐部第五投手。 + 7 + + + + 1 + Larry + Larry Roachburn + 在第八次尝试戒毒失败后,Larry除了退出戒毒组织外别无选择。据我们所知,Larry的父亲正说服他尝试其它的戒毒方法,戒毒组织也祝愿他在未来的戒毒道路上取得成功。 + 10 + + + + 2 + Ears + Edward "Ears" Stockwell + Ears Stockwell在十八个月前向我们提交了辞呈,自从这件事之后我们再没有收到他的任何消息。不过,我们还是在尽最大的努力尝试联系他。 + 11 + + + + 3 + Bernie + Doctor Bernie Gloveless + Bernie在A.I.M的生涯可以说是最错综复杂的。由于客户的投诉,A.I.M不得不考虑解除他主任医师的职务。他现在在一家国际保险公司任职,你可能会在你们公司组织的下一次的保险体检中看到他。 + 15 + + + + 4 + Reuban + "Unusually Ruthless" Reuban + 逃亡多年后, Reuban最终被警方逮捕并被引渡到了罗马尼亚,他被指控杀害他的妻子和家人共六人。虽然 Reuban再也不能成为一个自由的公民,他还是很快地适应了监狱的生活,他在监狱负责环境美化,他的树木雕塑多次获奖,他因此被评为了“最佳劳改犯”。 + 16 + + + + 5 + Pops + Pops McGillicutty + 在多年尝试说服 Pops McGillicutty退休无果的情况下,A.I.M最终决定强制他退休。他现在从事他所喜爱的墓葬事业,在网站上经营他的墓葬沙龙。 + 17 + + + + 6 + Tex + Tex R. Colburn + 作为我们最多才多艺的佣兵之一,Tex Colburn出演six-shooters这部电影使他如愿以偿地成为了荧幕上的巨星,作为日本影视圈的后起之秀,他在电影 "Much Dust, Many Bullets,"中的优秀表现引起了人们的关注,在电影"Attack of the Clydesdales" and "Have Honda, will Travel."中的表现也被给予了很高评价。 + 19 + + + + 7 + Hurl + Hurl E. Cutter + 作为一个对医生来说有利可图的病人,Hurl已经失踪了九个月了,医院的记录和警方在哈瓦那发现的无名尸体成为了寻找他的仅有线索。Fidel Dahan对他的失踪表示怀疑, 不过警方的搜索始终毫无进展。 + + 20 + + + + 8 + Biff + Biff Apscott + Biff Apscott是我们佣兵队伍中的一个独一无二的纯爷们,他经常怀念他年轻时的热情与活力,并且经常和别人提起他年轻时有多么勇敢。虽然有点令人难以置信,他自己创立了一个雇佣兵组织并且和A.I.M保持竞争关系,不过我们并不为此对我们的生意感到担心。 + 21 + + + + 9 + Raffi + Dr. Raffitto "Raffi" Leevon + Leevon医生的医学学位备受争议,年初他在没有提前通知的情况下脱离了组织。显然,他已换了一个名字开始了他的新的事业生涯。“Raffiman”医生现在正经营着他的美国路易斯安纳州放克乐队。 + 23 + + + + 10 + Mike + Mike + 在我们与他关于加薪事宜的谈判正在进行之时,我们向他透露了许多雇主投诉他的薪金过高的事情,他因此一气之下终止了谈判并且离开了我们。目前他的行踪神秘而且未知,他的最后一封信件寄出的办公室在一个我们都不知名的一个小国家,信件中还警告我们不要再尝试联系他,否则后果自负。 + 24 + + + + 11 + Speck + Speck T. Kline + 尽管Speck并不是一位英勇善战的士兵,但他总是能修复别人看似不可修复的东西,正是这个特长使他备受欢迎。这或许也就是他成立自己的开放竞争的雇佣兵组织的原因,他的这一举动令我们很吃惊,不过A.I.M还是祝他好运,因为我们都很清楚,他需要有自己的事业。 + 27 + + + + 12 + Weasel + Willy "Weasel" Augustin + 外号叫做“黄鼠狼”,“喉舌”的Wee Will主要从事廉价的监听工作。他严重缺乏正义感,最终也是自食其果。他在向他入狱的妻子吹口哨之后,他入狱的妻子保释回家将他赶出了家门。 + + 28 + + + + 13 + Lance + Lance Fisher + 由于与Victoria Waters由来已久的性格冲突,他被要求辞去A.I.M的工作。他现在在西点军校任职,出版了一本关于道德和战术的书籍。“没有硝烟的战争往往可以在军事书店中找到。”他说。 + 30 + + + + 14 + Eli + Doctor Eli Summers + Summers医生在执行任务时是个不折不扣的玩家,他总是带着新人去以非血腥的方式优雅地执行自己的任务,从而大受雇主欢迎。尽管A.I.M对他离开组织而感到遗憾,我们还是很高兴地看到他能够把自己的爱好发展成自己的职业,他最近参加了老年人职业高尔夫巡回赛,并且取得了Pebble Beach第四的优异成绩。 + 32 + + + + 15 + Elroy + Elroy B. Tolken + He's gone. We didn't ask. We don't care. Does anybody? + 33 + + + + 16 + Skitz + Bruce "Skitz" Bonner + Bruce Bonner走了,遗憾地走了。他虽然是一个合格的爆破专家,但他的精神疾病使他没能度过试用期,他最终被A.I.M开除。尽管尝试了强化治疗和二十一个电击疗程,他还是没能结束在圣马克精神病院的治疗。 + 34 + + + + 17 + Wally + Walter "Wally" Yuntz + 曾经有人说,如果Wally连坏运气都没有的话,那么他就没有什么运气了。在他的视力缺陷被确诊之后,他决定进行激光手术,以提升自己的枪法。但由于编程错误,手术失败,导致他完全失明。他现在成为了老年人高尔夫职业巡回赛大师Golf Tour的球童。 + 35 + + + + 18 + Turtle + Herman "Turtle" Regents + 或许, 关于Turtle的离开的原因我们可以从他的辞职信中看出:“我已经无法适应战斗的节奏,它太快了,我必须竭尽全力去战斗,我已疲惫不堪,我发现我除了辞职之外别无选择。”我们听说他现在成为了芝加哥的一名护工。 + 36 + + + + 19 + Rev + Reverend Clyde Potter + 由于本组织中众多成员的投诉,战场牧师的职位被取消了,Clyde Potter也因此被淘汰。后来他去了巴尔的摩市中心的一个基督教会任职,并且否认曾经为A.I.M工作。他拒绝了我们给他的养老金支票,并且不接我们的电话。 + 38 + + + + 20 + It + Carl "It" Goodman + Carl靠强壮的身体取得一席之地,他善于使用撬棍,并且凭借单纯友善的态度备受雇主青睐。离开A.I.M之后,他重回职业摔跤赛场,在那里,他找到了真实的自我,并且取得了不俗的成绩,他的朋友和粉丝经常可以在每周六晚上的蒙面摔跤比赛中找到他。 + 42 + + + + 21 + Hamous + Hamous + Hamous在Metavira进行了他职业生涯的第一场战斗,基于客户们的热烈推荐,它被准许来A.I.M中实习,不过实习期满后并没能转为正式佣兵。贫穷的Hamous曾尝试攒钱买一辆小货车但没能成功,于是他便在巴黎郊区偷了一辆(事实上那只是一辆冰激凌车),最后一次发现他时他正驾驶着那辆车前往伊斯坦布尔。 + 45 + + + + 22 + Dyno + Roger "Dyno" Wittman + Roger总是在不断地努力尝试去成为一个合格的佣兵,不过他似乎没有成为一个合格用兵的能力。大多数队友总是把它当作笑柄,也有一些队友和他有所来往。不过最终他还是意识到他不适合这个行业,我们最后一次听到他的消息的时候,他正在做给河马身上除冰的工作。 + 49 + + \ No newline at end of file diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercAvailable.xml b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercAvailable.xml new file mode 100644 index 000000000..6beb87157 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercAvailable.xml @@ -0,0 +1,1340 @@ + + + + + + 0 + 由AIM服务器转发: 来自于Barry Unger的消息 + 你好. 这是一封来自于Barry Unger的电子邮显信息, 以此回应你之前在我电话应答机的留言. ± ± 我目前已归, 如果你依旧对我的服务感兴趣,你会发现在AIM全世界网域范围内我皆可出勤. ± 谢谢你. ± + + + + 1 + 由AIM服务器转发: 来自于Keith Hanson的信息 + 嘿, 哥们儿, 我是Blood. 收到你的信儿了. 我已经回来了, 如果还想谈一谈就给个信儿. ± ± 你说了算. ± + + + + 2 + 由AIM服务器转发: 来自于Rudy Roberts的信息 + 您好. 我是Rudy Roberts. 近期, 您给我留了条信息, 因此正如承诺的, 我在此写信告知你我有空了. ± ± 然而, 不得不小小的提醒一句. 我时常收到工作通知, 如果方便, 我鼓励您尽早与我取得联系. ± ± 感谢您. ± + + + + 3 + 由AIM服务器转发: 来自于Steve Bornell的信息 + 我是Steve Bornell Grizzly. 你留了条言在窝AIM的那个玩儿上. 窝现在灰来了. 以后请在窝在那的时候连洗窝. 我很反感这类数码破玩意. 退出 退出 发送 送法 帮助 停纸 停止 发送 \\http:停止 //http:停止 发送. 发送 /发送 ?帮助 停止. 发送啊 发送啊. //http.发送啊 发送啊 这尼玛信息怎么尼玛发送啊 ± + + + + 4 + 由AIM服务器转发: 来自于Victoria Waters的信息 + 收到你的信息了, 伙计. 如果你还在市场转, 来AIM, 我们谈谈. ± + + + + 5 + 由AIM服务器转发: 来自于Trevor Colby的信息 + 日安啦. 收到信了. 我和Sheila才回来, 不过我相信你找得是我, 当然除非Sheila介入了一些我不知道的事. ± ± 来AIM看看, 我们就能把这些全弄清楚. ± + + + + 6 + 由AIM服务器转发: 来自于Helmut Grunther的信息 + 您好. 在下是Grunty. 您留了条信息在我留言机上. 我已从任务中回归了, 所以我也留了条给您. ± + + + + 7 + 由AIM服务器转发: 来自于Ivan Dolvich的信息 + 你好. 我回宅了. ± + + + + 8 + 由AIM服务器转发: 来自于Bobby Gontarski的信息 + 这是封Robert Gontarski给你的信息. 我现在告诉你, 我回AIM了, 并能为你服物. 你可以在网站上点我脸来联系我. ± + + + + 9 + 由AIM服务器转发: 来自于Igor Dolvich的信息 + 你好! 我是Igor Dolvich, 传奇佣兵Ivan Dolvich的外甥, 现在正回复你的信息. 我目前有空来谈谈就业可能性了. ± ± 我也在寻找以公司名义做赞助广告的造酒企业, 作为赞助条件, 我会把他们的品牌名称贴在我枪身上. ± + + + + 10 + >由AIM服务器转发: 来自于Shadow的信息 + >>这是一封通过AIM服务器渠道传递的匿名邮件. 我是你要找Shadow. 我可能会在AIM网页上出现一会儿. 不过你可能永远都不会感觉到我出现过. ± + + + + 11 + 由AIM服务器转发: 来自于Ernie Spragg的信息 + 你好我的朋友! 很抱歉我没有接到你的电话, 不过我度过了一段劈里啪啦的时间, 如果你丫知道我说的啥! 总之, 你给了Red一个电话, 你就能在AIM找到我, 这是毫无疑问的. ± + + + + 12 + 由AIM服务器转发: 来自于Carl Simmons的信息 + 你留了条言. 看来我们有些事情可以谈谈. 你知道在那找到我. ± + + + + 13 + 13 + 由AIM服务器转发: 来自于Fidel Dahan的信息 + 万分抱歉我没有尽早与您取得联系. 他们把我的电脑拿走了, 还说找到了一些艳照什么的. 这不是真的, 我可不知道他们怎么搞那样的. 反正现在是个好时刻找个远走高飞的工作. 你来AIM, 我们就谈. ± + + + + 14 + 由AIM服务器转发: 来自于Cynthia Guzzman的信息 + 你好. 你给我留了条陌陌吗? 那就出来谈谈吧, 看看能不能找个地儿坐坐搞些活动什么的. ± + + + + 15 + 由AIM服务器转发: 来自于Sidney Nettleson的信息 + 感谢您的厚爱. 我确信您知道, 我是AIM最著名的专业人士之一. 如果您想看看我的高考成绩通知书, 我有空做进一步的咨询. ± + + + + 16 + 由AIM服务器转发: 来自于Gus Tarballs的信息 + Woody! 以为你丫永远不会来找俺呢! 听到你BEE俺的时候还远在中东打高尔夫呢. ± ± 俺现在不忙了. 也许我们能达成一笔生意. ± + + + + 17 + 由AIM服务器转发: 来自于Monica Sonderguaad的信息 + 你好. 我现在回AIM了. 如果你愿意的话, 我们可以谈谈签约的可能性. (还有, Gumpy, 如果这是你用另一个男性杂志网站免费账户发给我的骚扰邮件的话, 我会把你的宽带猫弄到一个不见天日的地方.) ± + + + + 18 + 由AIM服务器转发: 来自于Ice Williams的信息 + 我是Ice. 听说你在找我, 现在收到你的信息了. 如果你还想聚一聚, 我会安排一些时间. ± + + + + 19 + 由AIM服务器转发: 来自于Dr. Donna Houston的信息 + 感谢您联系我. 我是Dr. Donna Houston. 刚刚轮完我上一个班, 现在可以有一点时间谈谈了. 当然, 我随时处于待命状态, 所以令人遗憾地告诉你, 我无法保证任何事. ± + + + + 20 + 由AIM服务器转发: 来自于Dr. Clifford Highball的信息 + Dr. Clifford Highball现在有空了. ± + + + + 21 + 由AIM服务器转发: 来自于John Peters的信息 + 我回来了. ± ± Bull. ± + + + + 22 + 由AIM服务器转发: 来自于Frank Hennessy的信息 + 嘿, 朋友. 我收到你的信息了. 如果你有活谈谈的话, 我会在这晃一会儿. ± + + + + 23 + 由AIM服务器转发: 来自于Louisa Garneau的信息 + 如果你需要打烂某些东西的话, 与我联系. 否则, 我不会感兴趣的. ± + + + + 24 + 由AIM服务器转发: 来自于Ron Higgens的信息 + 我是Ron Higgens. 收到你的信息了. ± + + + + 25 + 由AIM服务器转发: 来自于Charlene Higgens的信息 + 嗨. 我是Charlene. 应该会在这待一会儿, 除非有其他事情发生了. ± + + + + 26 + 由AIM服务器转发: 来自于Kirk Stevenson的信息 + 你想和我唠一会儿吗? 我现在在啊. ± + + + + 27 + 由AIM服务器转发: 来自于Corp. Len Anderson的信息 + 感谢您联系我. 如果你这次想要谈谈出任务的事的话, 可以在AIM找到我. ± ± 再次感谢! ± ± Corporal Len Anderson. ± + + + + 28 + 由AIM服务器转发: 来自于Dr. Daniel Quinten的信息 + 很高兴收到你的信息. 如果你依旧需要一个可靠的医疗人员, 我有一点时间与你见面. 我会乐意地考虑你所需提出的条件. ± + + + + 29 + 由AIM服务器转发: 来自于Earl Walker的信息 + 我在了. 你想谈吗? 你知道在哪找我. ± + + + + 30 + 由AIM服务器转发: 来自于Stephen Rothman的信息 + 感谢您联系我. 众所周知, 我被认为是AIM最佳新秀之一, 正因如此, 我经常指导和承接一些高难度高风险的任务. ± ± 尽管目前我有时间和你谈谈, 但我猜想这个时间稍纵即逝. ± + + + + 31 + 由AIM服务器转发: 来自于Robert James Sullivan的信息 + 听到你的召唤了, 伙计. 我现在在AIM了, 而且一直在寻找新任务. 顺道来拜访一下, 然后让我们谈谈. 不过从现在开始不要认为一切都会如你所愿, 这个你是永远都不能确定的. ± + + + + 32 + 由AIM服务器转发: 来自于J.P. Viau的信息 + Malice回来办公了. 我准备好战斗了. ± + + + + 33 + 由AIM服务器转发: 来自于Dr. Q. Huaong的信息 + 您的信息收到了. 请问您是否依旧有一些事情想和我私下谈谈, 这次我会非常欢迎的. ± + + + + 34 + 由AIM服务器转发: 来自于Edgar Smorth的信息 + 收到了. 你还谈吗? 来谈吧. ± + + + + 35 + 由AIM服务器转发: 来自于Thor Kaufman的信息 + 你好. 抱歉没接到你的信息. 过去对我来说是一个忙碌的一周. ± ± 不管怎样, 如果你依旧有兴趣谈谈的话, 我目前没有其他约定. ± + + + + 36 + 由AIM服务器转发: 来自于Sheila Sterling的信息 + 您好. 我是Scope Sterling, 而且我也如愿在回复您的信息. 我将待命于AIM, 请问您是否还有事务与我探讨. ± + + + + 37 + 由AIM服务器转发: 来自于Peter Sanderson的信息 + 你打的? 我刚刚在蹲坑. 给我回电话吧. ± + + + + 38 + 由AIM服务器转发: 来自于Dr. Michael Dawson的信息 + 太好了! 我收到你的信息了, 而且我非常期待听听你提供的任何工作. ± ± 非常感谢! ± ± Michael Dawson, M.D. ± + + + + 39 + 由AIM服务器转发: 来自于Norma Jessop的信息 + 在应答机上收到你可怜兮兮的信息了. 如果你想占有我更多的宝贵时间, 你知道我在哪. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + 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Subject : None + Message : None + + + 164 + Subject : None + Message : None + + + 165 + Subject : None + Message : None + + + 166 + Subject : None + Message : None + + + 167 + Subject : None + Message : None + + + 168 + Subject : None + Message : None + + + 169 + Subject : None + Message : None + + + + 170 + 由AIM服务器转发: 来自于Victor Kolesnikov的信息 + 你好. 我是Monk. 信息已收到. 我回来了, 如果你还想见我就联系我. ± ± 等你电话. ± + + + + 171 + 由AIM服务器转发: 来自于Janno Allik的信息 + 我已经准备好选择新的任务了. 一个时间和一个地点就是我所需考虑的. ± ± Janno Allik ± + + + + 172 + 由AIM服务器转发: 来自于Lennart Vilde + Lennart Vilde现处待命中! ± + + + + 173 + 由AIM服务器转发: 来自于Henning von Branitz的信息 + 谢谢, 已经收到你的信息了. 在AIM网站上联系我, 谈谈雇佣的事. ± ± 到时为止! ± ± Henning von Branitz ± + + + + 174 + 由AIM服务器转发: 来自于Luc Fabre的信息 + 谢了, 收到信息了! 我很高兴来考虑你的提议. 你知道在哪找到我. ± ± 期待你的来电 ± + + + + 175 + 由AIM服务器转发: 来自于Dr. Laura Colin的信息 + 您好! 您真是太好了, 留言听上去很有趣. ± ± 请再次访问AIM, 我会很高兴听听更多的东西. ± ± 致敬! ± ± Dr. Laura Colin ± + + + + 176 + 由AIM服务器转发: 来自于Graziella Girelli的信息 + 你之前试着联系上我, 但并没有成功.± ± 我有个家庭聚会. 我相信你会理解的? 我现在已经受够了关于家庭的事, 而且非常高兴如果你会再次在AIM上与我取得联系. ± ± 拜了! ± + + + + 177 + 由AIM服务器转发: 来自于Rudolf Steiger的信息 + 你知道每天我要接到多少电话吗? 每个晕蛋都以为他能请得动我. ± ± 我回来了, 如果你对我还有兴趣的话, 打给我.± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None + Message : None + + + + 186 + 由AIM服务器转发: 来自于Dr. Mitch Shudlem的信息 + 我刚刚从上一个任务中返回, 所以现在我有空和你谈谈工作的事. 给你一个建议 - 如果你在找一个便宜货, 别浪费时间了. ± ± 无视其余的, 直接找最好的! ± Dr. Mitch Shudlem ± + + + + 187 + 由AIM服务器转发: 来自于Howard Melfield的信息 + 你好, 少年! 我刚刚收到你的消息. 如果你还有兴趣的话, 通过网站联系我. ± ± Howard Melfield ± A.I.M. 健康安全部主任 ± A.I.M 圣诞派对委员会会长 ± + + + 188 + Subject : None + Message : None + + + 189 + Subject : None + Message : None + + + 190 + Subject : None + Message : None + + + 191 + Subject : None + Message : None + + + 192 + Subject : None + Message : None + + + 193 + Subject : None + Message : None + + + 194 + Subject : None + Message : None + + + 195 + Subject : None + Message : None + + + 196 + Subject : None + Message : None + + + 197 + Subject : None + Message : None + + + 198 + Subject : None + Message : None + + + 199 + Subject : None + Message : None + + + 200 + Subject : None + Message : None + + + 201 + Subject : None + Message : None + + + 202 + Subject : None + Message : None + + + 203 + Subject : None + Message : None + + + 204 + Subject : None + Message : None + + + 205 + Subject : None + Message : None + + + 206 + Subject : None + Message : None + + + 207 + Subject : None + Message : None + + + 208 + Subject : None + Message : None + + + 209 + Subject : None + Message : None + + + 210 + Subject : None + Message : None + + + 211 + Subject : None + Message : None + + + 212 + Subject : None + Message : None + + + 213 + Subject : None + Message : None + + + 214 + Subject : None + Message : None 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Spike Scallion的信息 + Message : 待命! + + + 234 + Subject : 由AIM服务器转发: 来自于Jimmy Upton的信息 + Message : 待命! + + + 235 + Subject : 由AIM服务器转发: 来自于Timothy Jenkins的信息 + Message : 待命! + + + 236 + Subject : 由AIM服务器转发: 来自于Capt. Bob Adams的信息 + Message : 待命! + + + 237 + Subject : 由AIM服务器转发: 来自于Col. Leo Kelly的信息 + Message : 待命! + + + 238 + Subject : 由AIM服务器转发: 来自于Vincenzo Massimo的信息 + Message : 待命! + + + 239 + Subject : 由AIM服务器转发: 来自于Marty Moffat的信息 + Message : 待命! + + + 240 + Subject : 由AIM服务器转发: 来自于Lt. Bud Hellar的信息 + Message : 待命! + + + 241 + Subject : 由AIM服务器转发: 来自于Russel Hunter的信息 + Message : 待命! + + + 242 + Subject : 由AIM服务器转发: 来自于Dr. Mark Kranhuim的信息 + Message : 待命! + + + 243 + Subject : 由AIM服务器转发: 来自于Patrick Phillips的信息 + Message : 待命! + + + 244 + Subject : None + Message : None + + + 245 + Subject : 由AIM服务器转发: 来自于Anita Backman的信息 + Message : 待命! + + + 246 + Subject : 由AIM服务器转发: 来自于Hector Alvarez的信息 + Message : 待命! + + + 247 + Subject : None + Message : None + + + 248 + Subject : 由AIM服务器转发: 来自于Dr. Margaret Trammel的信息 + Message : 待命! + + + 249 + Subject : None + Message : None + + + 250 + Subject : 由AIM服务器转发: 来自于Murray Ebstern的信息 + Message : 待命! + + + 251 + Subject : 由AIM服务器转发: 来自于Lesley Petersen的信息 + Message : 待命! + + + + 252 + Subject : None + Message : None + + + 253 + Subject : None + Message : None + + + 254 + Subject : None + Message : None + + \ No newline at end of file diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp.xml b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp.xml new file mode 100644 index 000000000..923800bc7 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp.xml @@ -0,0 +1,1334 @@ + + + + + 0 + Subject: None + Message : None + + + 1 + Subject: None + Message : None + + + 2 + Subject: None + Message : None + + + 3 + Subject: None + Message : None + + + 4 + Subject: None + Message : None + + + 5 + Subject: None + Message : None + + + 6 + Subject: None + Message : None + + + 7 + Subject: None + Message : None + + + 8 + Subject: None + Message : None + + + 9 + Subject: None + Message : None + + + 10 + Subject: None + Message : None + + + 11 + Subject: None + Message : None + + + 12 + Subject: None + Message : None + + + 13 + Subject: None + Message : None + + + 14 + Subject: None + Message : None + + + 15 + Subject: None + Message : None + + + 16 + Subject: None + Message : None + + + 17 + Subject: None + Message : None + + + 18 + Subject: None + Message : None + + + 19 + Subject: None + Message : None + + + 20 + Subject: None + Message : None + + + 21 + Subject: None + Message : None + + + 22 + Subject: None + Message : None + + + 23 + Subject: None + Message : None + + + 24 + Subject: None + Message : None + + + 25 + Subject: None + Message : None + + + 26 + Subject: None + Message : None + + + 27 + Subject: None + Message : None + + + 28 + Subject: None + Message : None + + + 29 + Subject: None + Message : None + + + 30 + Subject: None + Message : None + + + 31 + Subject: None + Message : None + + + 32 + Subject: None + Message : None + + + 33 + Subject: None + Message : None + + + 34 + Subject: None + Message : None + + + 35 + Subject: None + Message : None + + + 36 + Subject: None + Message : None + + + 37 + Subject: None + Message : None + + + 38 + Subject: None + Message : None + + + 39 + Subject: None + Message : None + + + + 40 + 关于佣金上调的通知 + 特此通知, 由于Biff最近的表现, 在此宣布他的雇佣金已经有了一个提升. 个人来讲, 我并不感到惊讶. ± ± Speck T. Kline ± + + + + 41 + 关于佣金上调的通知 + 本条通知将告知您, 由于Haywire模范般的表现, 他的佣金已被调整. 他的工资会有一个上调, 而且即刻生效. ± ± Speck T. Kline ± + + + + 42 + 关于佣金上调的通知 + 请注意, 从此刻开始, Gasket雇佣金已被提升以此符合他能力的进步. ± ± Speck T. Kline ± + + + + 43 + 关于佣金上调的通知 + 请注意, Razor的工作经历已试他有资格获得更公正的酬薪. 因此, 他的费用已经被上调, 以此更为精确地体现他的价值. ± ± Speck T. Kline ± + + + + 44 + 关于佣金上调的通知 + 请您注意, Flo在实地的进步为她的薪酬也赢得了改进. ± ± Speck T. Kline ± + + + + 45 + 关于佣金上调的通知 + 请注意.由于Gumpy进步的表现, 他的雇佣金经过了一个提升. ± ± Speck T. Kline ± + + + + 46 + 关于佣金上调的通知 + 请注意, 鉴于Larry的奉献和经历, 他的日薪已被提高. ± ± Speck T. Kline ± + + + + 47 + 关于佣金上调的通知 + 请注意, 鉴于Larry的奉献和经历, 他的日薪已被提高. ± ± Speck T. Kline ± + + + + 48 + 关于佣金上调的通知 + 请您注意, Cougar迄今为止优秀的服务为他的日薪赢得了一个增涨, 即刻生效. ± ± Speck T. Kline ± + + + + 49 + 关于佣金上调的通知 + 请看看本条合法通知. 对于Numb进步的表现, 他雇主户头上的日薪已被增加. ± ± Speck T. Kline ± + + + + 50 + 关于佣金上调的通知 + 本条律师函作如下通告, Bubba的雇佣金已被给予增涨, 以此实际地反映他的能力. ± ± Speck T. Kline ± + + + + 51 + Subject: None + Message : None + + + 52 + Subject: None + Message : None + + + 53 + Subject: None + Message : None + + + 54 + Subject: None + Message : None + + + 55 + Subject: None + Message : None + + + 56 + Subject: None + Message : None + + + 57 + Subject: None + Message : None + + + + 58 + 关于佣金上调的通知 + 特此通知, 由于Gastons近期的表现, 在此宣布他的雇佣金得到了一个提升. 个人来讲, 我并不意外. ± ± Speck T. Kline ± + + + + 59 + 关于佣金上调的通知 + 请注意, 从现在开始, Stogies雇佣金已被提升以此符合他能力的进步. ± ± Speck T. Kline ± + + + + 60 + Subject: None + Message : None + + + 61 + Subject: None + Message : None + + + 62 + Subject: None + Message : None + + + 63 + Subject: None + Message : None + + + 64 + Subject: None + Message : None + + + 65 + Subject: None + Message : None + + + 66 + Subject: None + Message : None + + + 67 + Subject: None + Message : None + + + 68 + Subject: None + Message : None + + + 69 + Subject: None + Message : None + + + 70 + Subject: None + Message : None + + + 71 + Subject: None + Message : None + + + 72 + Subject: None + Message : None + + + 73 + Subject: None + Message : None + + + 74 + Subject: None + Message : None + + + 75 + Subject: None + Message : None + + + 76 + Subject: None + Message : None + + + 77 + Subject: None + Message : None + + + 78 + Subject: None + Message : None + + + 79 + Subject: None + Message : None + + + 80 + Subject: None + Message : None + + + 81 + Subject: None + Message : None + + + 82 + Subject: None + Message : None + + + 83 + Subject: None + Message : None + + + 84 + Subject: None + Message : None + + + 85 + Subject: None + Message : None + + + 86 + Subject: None + Message : None + + + 87 + Subject: None + Message : None + + + 88 + Subject: None + Message : None + + + 89 + Subject: None + Message : None + + + 90 + Subject: None + Message : None + + + 91 + Subject: None + Message : None + + + 92 + Subject: None + Message : None + + + 93 + Subject: None + Message : None + + + 94 + Subject: None + Message : None + + + 95 + Subject: None + Message : None + + + 96 + Subject: None + Message : None + + + 97 + Subject: None + Message : None + + + 98 + Subject: None + Message : None + + + 99 + Subject: None + Message : None + + + 100 + Subject: None + Message : None + + + 101 + Subject: None + Message : None + + + 102 + Subject: None + Message : None + + + 103 + Subject: None + Message : None + + + 104 + Subject: None + Message : None + + + 105 + Subject: None + Message : None + + + 106 + Subject: None + Message : None + + + 107 + Subject: None + Message : None + + + 108 + Subject: None + Message : None + + + 109 + Subject: None + Message : None + + + 110 + Subject: None + Message : None + + + 111 + Subject: None + Message : None + + + 112 + Subject: None + Message : None + + + 113 + Subject: None + Message : None + + + 114 + Subject: None + Message : None + + + 115 + Subject: None + Message : None + + + 116 + Subject: None + Message : None + + + 117 + Subject: None + Message : None + + + 118 + Subject: None + Message : None + + + 119 + Subject: None + Message : None + + + 120 + Subject: None + Message : None + + + 121 + Subject: None + Message : None + + + 122 + Subject: None + Message : None + + + 123 + Subject: None + Message : None + + + 124 + Subject: None + Message : None + + + 125 + Subject: None + Message : None + + + 126 + Subject: None + Message : None + + + 127 + Subject: None + Message : None + + + 128 + Subject: None + Message : None + + + 129 + Subject: None + Message : None + + + 130 + Subject: None + Message : None + + + 131 + Subject: None + Message : None + + + 132 + Subject: None + Message : None + + + 133 + Subject: None + Message : None + + + 134 + Subject: None + Message : None + + + 135 + Subject: None + Message : None + + + 136 + Subject: None + Message : None + + + 137 + Subject: None + Message : None + + + 138 + Subject: None + Message : None + + + 139 + Subject: None + Message : None + + + 140 + Subject: None + Message : None + + + 141 + Subject: None + Message : None + + + 142 + Subject: None + Message : None + + + 143 + Subject: None + Message : None + + + 144 + Subject: None + Message : None + + + 145 + Subject: None + Message : None + + + 146 + Subject: None + Message : None + + + 147 + Subject: None + Message : None + + + 148 + Subject: None + Message : None + + + 149 + Subject: None + Message : None + + + 150 + Subject: None + Message : None + + + 151 + Subject: None + Message : None + + + 152 + Subject: None + Message : None + + + 153 + Subject: None + Message : None + + + 154 + Subject: None + Message : None + + + 155 + Subject: None + Message : None + + + 156 + Subject: None + Message : None + + + 157 + Subject: None + Message : None + + + 158 + Subject: None + Message : None + + + 159 + Subject: None + Message : None + + + 160 + Subject: None + Message : None + + + 161 + Subject: None + Message : None + + + 162 + Subject: None + Message : None + + + 163 + Subject: None + Message : None + + + 164 + Subject: None + Message : None + + + + 165 + 关于佣金上调的通知 + 特此通知, 由于Gastons近期的表现, 在此宣布他的雇佣金得到了一个提升. 个人来讲, 我并不意外. ± ± Speck T. Kline ± + + + + 166 + 关于佣金上调的通知 + 请注意, 从现在开始, Stogies雇佣金已被提升以此符合他能力的进步. ± ± Speck T. Kline ± + + + + 167 + 关于佣金上调的通知 + 请注意, Tex的工作经历已试他有资格获得更公正的酬薪. 因此, 他的费用已经被上调, 以此更为精确地体现他的价值. ± ± Speck T. Kline ± + + + + 168 + 关于佣金上调的通知 + 请注意.由于Biggens进步的表现, 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 169 + Subject: None + Message : None + + + 170 + Subject: None + Message : None + + + 171 + Subject: None + Message : None + + + 172 + Subject: None + Message : None + + + 173 + Subject: None + Message : None + + + 174 + Subject: None + Message : None + + + 175 + Subject: None + Message : None + + + 176 + Subject: None + Message : None + + + 177 + Subject: None + Message : None + + + + 178 + 关于佣金上调的通知 + 请注意.由于Spooky进步的表现, 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 179 + 关于佣金上调的通知 + 请注意. 由于Skitz进步的表现, 他的薪酬已被提升. ± ± Speck T. Kline ± + + + + + 180 + 关于佣金上调的通知 + 请注意.由于Weasel进步的表现, 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 181 + 关于佣金上调的通知 + 请注意. 由于Skitz进步的表现, 他的薪酬已被提升. ± ± Speck T. Kline ± + + + + 182 + 关于佣金上调的通知 + 请注意, Bernie的工作经历为他赢得了更合理的薪酬. 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 183 + 关于佣金上调的通知 + 请注意, Pops的工作经历为他赢得了更合理的薪酬. 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 184 + 关于佣金上调的通知 + 请注意, Wally杰出的战场经历需要更合理的薪酬报价. 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 185 + 关于佣金上调的通知 + 请注意, Eli出色的表现为他赢得了一个薪金增幅. 他的雇佣金获得了一个提升. ± ± Speck T. Kline ± + + + + 186 + Subject: None + Message : None + + + 187 + Subject: None + Message : None + + + + 188 + 关于佣金上调的通知 + 请注意, Lance日渐改善的战场表现应得到一个薪金增幅. ± ± Speck T. Kline ± + + + + 189 + 关于佣金上调的通知 + 请您注意, Dr. Leevon超常的服务为他赢得了一个更为合理的薪金. 他的佣金得到了一个提升. ± ± Speck T. Kline ± + + + + 190 + 关于佣金上调的通知 + 由于Wink出色的表现和大量的战斗经验, 他的雇佣金被重新评估了. ± ± Speck T. Kline ± + + + + 191 + 关于佣金上调的通知 + 由于我杰出的战场表现, 我不得不告知你我的薪金被提升了. ± ± Speck T. Kline ± + + + + 192 + Subject: None + Message : None + + + 193 + Subject: None + Message : None + + + 194 + Subject: None + Message : None + + + + 195 + 关于佣金上调的通知 + 由于John Kulba出色的表现和大量的战斗经验, 他的雇佣金被重新评估了. ± ± Speck T. Kline ± + + + + 196 + 关于佣金上调的通知 + 请注意, Elio日渐改善的战场表现应得到一个薪金增幅. ± ± Speck T. Kline ± + + + + 197 + 关于佣金上调的通知 + 请您注意, Juan超常的服务为他赢得了一个更为合理的薪金. 他的佣金得到了一个提升. ± ± Speck T. Kline ± + + + + 198 + 关于佣金上调的通知 + 请注意. 由于Wahan进步的表现, 他的薪酬已被提升. ± ± Speck T. Kline ± + + + + 199 + Subject: None + Message : None + + + 200 + Subject: None + Message : None + + + 201 + Subject: None + Message : None + + + 202 + Subject: None + Message : None + + + 203 + Subject: None + Message : None + + + 204 + Subject: None + Message : None + + + 205 + Subject: None + Message : None + + + 206 + Subject: None + Message : None + + + 207 + Subject: None + Message : None + + + 208 + Subject: None + Message : None + + + 209 + Subject: None + Message : None + + + 210 + Subject: None + Message : None + + + 211 + Subject: None + Message : None + + + 212 + Subject: None + Message : None + + + 213 + Subject: None + Message : None + + + 214 + Subject: None + Message : None + + + 215 + Subject: None + Message : None + + + 216 + Subject: None + Message : None + + + 217 + Subject: None + Message : None + + + 218 + Subject: None + Message : None + + + 219 + Subject: None + Message : None + + + 220 + 关于佣金上调的通知 + 请注意, 从此刻开始, Postie'雇佣金已被提升以此符合他能力的进步. ± ± Speck T. Kline ± + + + 221 + 关于佣金上调的通知 + 请注意, 由于Reuban进步的表现, 他的雇佣薪酬获得一个重新评估. ± ± Speck T. Kline ± + + + 222 + 关于佣金上调的通知 + 请注意, 由于Leon进步的表现, 他的雇佣薪酬获得一个重新评估. ± ± Speck T. Kline ± + + + 223 + 关于佣金上调的通知 + 请勿回复. 紧随Gary的个人提升, 他的佣金已被重新评估. ± ± Speck T. Kline ± + + + 224 + 关于佣金上调的通知 + 请注意这个告示. 由于Sparky耀眼的进步表现, 她的薪金已被提升. ± ± Speck T. Kline ± + + + 225 + 关于佣金上调的通知 + 请您注意, Beth的进步表现为她赢得了一个薪金重审的机会. ± ± Speck T. Kline ± + + + 226 + 关于佣金上调的通知 + 本条通知将告知您, 由于Sam模范般的表现, 他的佣金已被调整. 他的工资会有一个上调, 即刻生效. ± ± Speck T. Kline ± + + + + 227 + 关于佣金上调的通知 + 本条通知将告知您, 由于Hurl超出预期的效率值, 他的薪金已得到了一次重大的重新评估. ± ± Speck T. Kline ± + + + + 228 + Subject: None + Message : None + + + 229 + Subject: None + Message : None + + + 230 + Subject: None + Message : None + + + 231 + Subject: None + Message : None + + + 232 + Subject: None + Message : None + + + 233 + Subject: None + Message : None + + + 234 + Subject: None + Message : None + + + 235 + Subject: None + Message : None + + + 236 + Subject: None + Message : None + + + 237 + Subject: None + Message : None + + + 238 + Subject: None + Message : None + + + 239 + Subject: None + Message : None + + + 240 + Subject: None + Message : None + + + 241 + Subject: None + Message : None + + + 242 + Subject: None + Message : None + + + 243 + Subject: None + Message : None + + + 244 + 关于佣金上调的通知 + 请注意, Elroy大量的战斗经验为他赢得了适量的薪金提升. ± ± Speck T. Kline ± + + + 245 + Subject: None + Message : None + + + 246 + Subject: None + Message : None + + + 247 + 关于佣金上调的通知 + 请注意, 由于Reverend在能力上的超出预期进步, 他薪金已被提升了. ± ± Speck T. Kline ± + + + 248 + Subject: None + Message : None + + + 249 + 关于佣金上调的通知 + 请注意, 您已被正式告知, 由于Ears的进步表现, 她的报酬已被提升. ± ± Speck T. Kline ± + + + + 250 + Subject: None + Message : None + + + 251 + Subject: None + Message : None + + + + 252 + 关于佣金上调的通知 + 请注意, 您已被告知, 由于Dyno的进步表现, 他的薪金需要一个重审. ± ± Speck T. Kline ± + + + + 253 + 关于佣金上调的通知 + 请注意, 由于Turtle超出预期的表现, 他的薪金已被重新预估. ± ± Speck T. Kline ± + + + + 254 + Subject: None + Message : None + + \ No newline at end of file diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp2.xml b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp2.xml new file mode 100644 index 000000000..c14ccffb4 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-1.13/TableData/Email/Chinese.EmailMercLevelUp2.xml @@ -0,0 +1,1324 @@ + + + + + 0 + Subject: None + Message : None + + + 1 + Subject: None + Message : None + + + 2 + Subject: None + Message : None + + + 3 + Subject: None + Message : None + + + 4 + Subject: None + Message : None + + + 5 + Subject: None + Message : None + + + 6 + Subject: None + Message : None + + + 7 + Subject: None + Message : None + + + 8 + Subject: None + Message : None + + + 9 + Subject: None + Message : None + + + 10 + Subject: None + Message : None + + + 11 + Subject: None + Message : None + + + 12 + Subject: None + Message : None + + + 13 + Subject: None + Message : None + + + 14 + Subject: None + Message : None + + + 15 + Subject: None + Message : None + + + 16 + Subject: None + Message : None + + + 17 + Subject: None + Message : None + + + 18 + Subject: None + Message : None + + + 19 + Subject: None + Message : None + + + 20 + Subject: None + Message : None + + + 21 + Subject: None + Message : None + + + 22 + Subject: None + Message : None + + + 23 + Subject: None + Message : None + + + 24 + Subject: None + Message : None + + + 25 + Subject: None + Message : None + + + 26 + Subject: None + Message : None + + + 27 + Subject: None + Message : None + + + 28 + Subject: None + Message : None + + + 29 + Subject: None + Message : None + + + 30 + Subject: None + Message : None + + + 31 + Subject: None + Message : None + + + 32 + Subject: None + Message : None + + + 33 + Subject: None + Message : None + + + 34 + Subject: None + Message : None + + + 35 + Subject: None + Message : None + + + 36 + Subject: None + Message : None + + + 37 + Subject: None + Message : None + + + 38 + Subject: None + Message : None + + + 39 + Subject: None + Message : None + + + + 40 + 关于加薪 + 鉴于Biff之前的出色表现和个人能力的提升,加薪是不可避免的了。我认为这很正常。 ± ± Speck T. Kline ± + + + + 41 + 关于加薪 + 这个通知是为了告诉你Haywire的能力提高了,所以工资也高了。 ± ± Speck T. Kline ± + + + + 42 + 关于加薪 + 不得不说的是, Gasket的能力提高了,薪金也增加了。 ± ± Speck T. Kline ± + + + + 43 + 关于加薪 + Razor的经验和战场作用都得到了提升,所以我要求增加薪金± ± Speck T. Kline ± + + + + 44 + 关于加薪 + 请关注Flo的进步,和薪水的上涨。 ± ± Speck T. Kline ± + + + + 45 + 关于加薪 + 注意啦,鉴于Gumpy在战场上的更加出色的表现,他的薪金也水涨船高。 ± ± Speck T. Kline ± + + + + 46 + 关于加薪 + 注意,考虑到Larry'的能力提升,加薪已在所难免。 ± ± Speck T. Kline ± + + + + 47 + 关于加薪 + 注意,考虑到Larry'的能力提升,加薪已在所难免。 ± ± Speck T. Kline ± + + + + 48 + 关于加薪 + 请注意,Cougar的个人能力提高了,所以他的佣金必须立刻上涨。 ± ± Speck T. Kline ± + + + + 49 + 关于加薪 + 注意, Numb的薪金上涨了,因为他的能力变强了。± ± Speck T. Kline ± + + + + 50 + 关于加薪 + 你应该注意到我的能力变强了所以涨工资也是理所应当。 ± ± Speck T. Kline ± + + + 51 + Subject: None + Message : None + + + 52 + Subject: None + Message : None + + + 53 + Subject: None + Message : None + + + 54 + Subject: None + Message : None + + + 55 + Subject: None + Message : None + + + 56 + Subject: None + Message : None + + + 57 + Subject: None + Message : None + + + + 58 + 关于加薪 + 鉴于我之前的表现我的工资应该上涨了,这没什么好大惊小怪的。 ± ± Speck T. Kline ± + + + + 59 + 关于加薪 + 提醒你注意一下,我的薪金提高了,因为我的能力也提高了。 ± ± Speck T. 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Kline ± + + + + 166 + 关于加薪 + 请注意,现在我的能力提高了,所以我的工资也应该提高。 ± ± Speck T. Kline ± + + + + 167 + 关于加薪 + 请注意,现在我的能力提高了,所以我的工资也应该提高。 ± ± Speck T. Kline ± + + + + 168 + 关于加薪 + 请注意,因为Biggens的能力提高了,所以要他服务必须要付更多的钱。± ± Speck T. Kline ± + + + 169 + Subject: None + Message : None + + + 170 + Subject: None + Message : None + + + 171 + Subject: None + Message : None + + + 172 + Subject: None + Message : None + + + 173 + Subject: None + Message : None + + + 174 + Subject: None + Message : None + + + 175 + Subject: None + Message : None + + + 176 + Subject: None + Message : None + + + 177 + Subject: None + Message : None + + + + 178 + 关于加薪 + 你应该找张纸记下来,因为我的能力提高了,所以我的薪水应该增长。 ± ± Speck T. Kline ± + + + + 179 + 关于加薪 + 你应该找张纸记下来,因为我的能力提高了,所以我的薪水应该增长。 ± .± Speck T. Kline ± + + + + 180 + 关于加薪 + 你应该找张纸记下来,因为我的能力提高了,所以我的薪水应该增长。 ± ± Speck T. Kline ± + + + + 181 + 关于加薪 + 你应该找张纸记下来,因为我的能力提高了,所以我的薪水应该增长。 ± ± Speck T. Kline ± + + + + 182 + 关于加薪 + 你应该注意到,Bernie的能力和竞争力都提高了,所以我要求涨工资。 ± ± Speck T. 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Unfinished Business +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This file controls special settings for the v1.13 Unfinished Business. +; The general common settings are stored in the ja2_options.ini file. +;------------------------------------------------------------------------------------------------------------------------------ + +[Unfinished Business Settings] + +;****************************************************************************************************************************** +; This section changes general settings of Unfinished Business +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Show/hide the map buttons on the strategy screen. +;------------------------------------------------------------------------------------------------------------------------------ + +BORDER_TOWN = TRUE +BORDER_MINE = TRUE +BORDER_TEAMS = TRUE +BORDER_MILITIA = FALSE +BORDER_AIRSPACE = TRUE +BORDER_ITEM = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Can the initial sector (default H7) be attacked immediatly by enemies? +;------------------------------------------------------------------------------------------------------------------------------ + +EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; After blowing up the fan in the J13, the enemy is alerted, and the underground sectors (J14-1 and K14-1) +; will be added to enemy units. +;------------------------------------------------------------------------------------------------------------------------------ + +HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the option to do a auto resolve battle? +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_RESOLVE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Initial grid numbers and times of the crashed helicopter +; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na FALSE, to gra będzie używać te parametry. +; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. +; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na FALSE, to gra nie korzysta z tych parametrów. +; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_HELICOPTER_GRIDNO_1 = 14947 +INITIAL_HELICOPTER_GRIDNO_2 = 15584 +INITIAL_HELICOPTER_GRIDNO_3 = 15754 +INITIAL_HELICOPTER_GRIDNO_4 = 16232 +INITIAL_HELICOPTER_GRIDNO_5 = 16067 +INITIAL_HELICOPTER_GRIDNO_6 = 16230 +INITIAL_HELICOPTER_GRIDNO_7 = 15272 + +INITIAL_HELICOPTER_RANDOM_TIME_1 = 1300 +INITIAL_HELICOPTER_RANDOM_TIME_2 = 2000 +INITIAL_HELICOPTER_RANDOM_TIME_3 = 2750 +INITIAL_HELICOPTER_RANDOM_TIME_4 = 3400 +INITIAL_HELICOPTER_RANDOM_TIME_5 = 4160 +INITIAL_HELICOPTER_RANDOM_TIME_6 = 4700 +INITIAL_HELICOPTER_RANDOM_TIME_7 = 5630 + +;------------------------------------------------------------------------------------------------------------------------------ +; Sektor do którego najemnicy będą teleportowani po zakończeniu gry. Sektorem ostatecznej walki z generałem jest L15-3. +; Domyślny sektor : K16. +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_END_SECTOR_X = 16 +DEFAULT_END_SECTOR_Y = 11 +DEFAULT_END_SECTOR_Z = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the landing of a helicopter, like it is in default JA2 1.13? +; If this value is set to "TRUE", then "ENABLE_UB_HELICOPTER_CRASH" has to be set to "FALSE" +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_JA2_HELICOPTER_LANDING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the crash site (Unfinished Business). If this parameter is set to "TRUE", then +; "ENABLE_JA2_HELICOPTER_LANDING" has to be set to "FALSE". +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_UB_HELICOPTER_CRASH = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable Jerry Dialogues? +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY_QUOTES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Add Jerry to the sector (sector default H7). +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the tactical grid number from Jerry. +; Jerry will be in a sector which is defined as the start sector. +; See ja2_options.ini: DEFAULT_ARRIVAL_SECTOR_X, DEFAULT_ARRIVAL_SECTOR_Y. +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY_GRIDNO = 15109 + +;------------------------------------------------------------------------------------------------------------------------------ +; The switch in the L15-3. The final sector with General Morris. +;------------------------------------------------------------------------------------------------------------------------------ + +SWITCH_IN_MORRIS_AREA_GRIDNO = 15231 + +;------------------------------------------------------------------------------------------------------------------------------ +; After firing the rockets, our mercenaries will automatically go to the elevator. +;------------------------------------------------------------------------------------------------------------------------------ + +SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1 = 14268 +SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2 = 15708 + +;------------------------------------------------------------------------------------------------------------------------------ +; Po przeczytaniu instrukcji Morrisa, zostaje pokazne miejsce przełącznika na panelu sterowania. +;------------------------------------------------------------------------------------------------------------------------------ + +RADIO_LOCATORS_GRIDNO_1 = 15070 +RADIO_LOCATORS_GRIDNO_2 = 14744 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsca przy wentylatorze (sektor J13), pod którymi podkładam ładunki wybuchowe. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_SECTOR_GRIDNO_1 = 15100 +POWERGEN_SECTOR_GRIDNO_2 = 12220 +POWERGEN_SECTOR_GRIDNO_3 = 14155 +POWERGEN_SECTOR_GRIDNO_4 = 13980 + +;------------------------------------------------------------------------------------------------------------------------------ +; Po wysadzeniu wentylatora, (sektor J13) w tym miejscu pojawi się przejście do sektora J14-1. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_SECTOR_EXITGRID_GRIDNO = 19749 + +;------------------------------------------------------------------------------------------------------------------------------ +; Dodanie dźwięku wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_FAN_SOUND_GRIDNO_1 = 10979 +POWERGEN_FAN_SOUND_GRIDNO_2 = 19749 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsce włączenia wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +START_FANBACKUP_AGAIN_GRIDNO = 10980 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsce zatrzymania wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +STOP_POWERGEN_FAN_GRIDNO = 10980 + +;------------------------------------------------------------------------------------------------------------------------------ +; The tactical grid numbers of the fan tiles (default sector J13) +;------------------------------------------------------------------------------------------------------------------------------ + +FAN_GRIDNO_1 = 10978 +FAN_GRIDNO_2 = 10979 +FAN_GRIDNO_3 = 10980 +FAN_GRIDNO_4 = 10818 +FAN_GRIDNO_5 = 10819 +FAN_GRIDNO_6 = 10820 +FAN_GRIDNO_7 = 10658 +FAN_GRIDNO_8 = 10659 +FAN_GRIDNO_9 = 10660 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Campaign Settings] + +;****************************************************************************************************************************** +; These settings changes some campaign settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Use MovementCosts.xml file? If TRUE, then MAKE_STRATEGIC_MOVEMENT_COSTS must be set to "FALSE". +;------------------------------------------------------------------------------------------------------------------------------ + +STRATEGIC_MOVEMENT_COSTS_XML = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically generate enemies in the sectors. +; Enemy units are not generated in the main sectors: H7, H8, H9, H10,H11, I9, I10, I11, I12, I13, +; J11, J12, J13, K14, K15, K16, L15, I13_B1, J13_B1, J14_B1, K15_B1, K15_B2, L15_B2, L15_B3 +; To set the enemies in these sectors use GameInit.lua file or GarrisonGroups.xml and PatrolGroups.xml +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_RANDOM_ENEMY_TO_SECTOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game automatically creates the directions of travel between sectors? +;------------------------------------------------------------------------------------------------------------------------------ + +MAKE_STRATEGIC_MOVEMENT_COSTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the quest: "Broken internet laptop." +;------------------------------------------------------------------------------------------------------------------------------ + +LAPTOP_QUEST = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the news of the death of mercenaries. This option uses the file email.edt. +;------------------------------------------------------------------------------------------------------------------------------ + +NOTIFY_ON_DEAD_AIM_MERCS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game be initialized with GarrisonGroups.xml and PatrolGroups.xml +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENEMY_ARMY_XMLS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use special UB Strategic Actions for the default UB campaign ? +;------------------------------------------------------------------------------------------------------------------------------ + +JA2UB = TRUE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; These settings changes some laptop settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the I.M.P website be protected with the default JA2 password (XEP624)? +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_PASS_JA2 = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the I.M.P website be protected with the default UB password (GP97SL)? +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_PASS_UB = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should those links be visible on the AIM website? These options take use of "Email.edt" file +;------------------------------------------------------------------------------------------------------------------------------ + +LINK_INSURANCE = FALSE +LINK_FUNERAL = TRUE +LINK_BOBBY = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should Bobby Ray's website be accessable? These option takes use of "Email.edt" file +;------------------------------------------------------------------------------------------------------------------------------ + +BOBBY_SITE_ACCESSED = FALSE + +;----------------------- +; Weapon +;----------------------- + +[Unfinished Business Items] + +TEX_MOVIE_ATTACK_CLYDESDALES = 1356 +TEX_MOVIE_WILD_EAST = 1357 +TEX_MOVIE_HAVE_HONDA = 1358 +LAPTOP_TRANSMITTER = 1355 +CHE_GUEVARA_CANTEEN = 1359 +MERC_WRISTWATCH = 1360 +SAM_GARVER_COMBAT_KNIFE = 1353 +MERC_UMBRELLA_OLD = 1361 +MORRIS_INSTRUCTION_NOTE = 1362 +HAND_CANNON = 1352 +HARTFORD_6_SHOOTER = 66 +MERC_UMBRELLA = 1361 +CLIP_CANNON_BALL = 1354 +BARRETT_UB = 335 +CALICO_960_UB = 69 +PSG1_UB = 334 +L85_UB = 331 +TAR21_UB = 332 +VAL_SILENT_UB = 333 +MICRO_UZI_UB = 330 +CALICO_950_UB = 67 +CALICO_900_UB = 68 + +;----------------------- +; Profiles +;----------------------- + +[Unfinished Business Profiles] + +MANUEL = 60 +BIGENS = 61 +JOHN_K = 62 +TEX = 64 +GASTON = 58 +STOGIE = 59 +JERRY = 76 +PGMALE4 = 57 +BETTY = 73 +RAUL = 74 +MORRIS = 75 +RUDY = 77 + diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/BinaryData/AIMBIOS.EDT b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/BinaryData/AIMBIOS.EDT new file mode 100644 index 0000000000000000000000000000000000000000..6d792499ad41efd676e34c863fa2aaa3a0e01e6f GIT binary patch literal 44800 zcmeHw4RloXnf^>-MG_`_s7q zZju3pNpQ%=Fi!H{CX7h6vd|XgRB8PeC7!>QB490Fwi?KBRk}4Ri-5MUxEM40K69ND zmOnk~+3wmzuAE~sANM1_kN3Xs^FHtMe!`pmF*a6MQg^#8tQH%p4HX8jq2BPJFu=}7 ztlk{9(_>_-SBKRxbu$}pV7sJrYaa`%(;X)}$Jh!(*{oR}3R%6`od;qa(lS1*?)FS@ zDN-(-?MCyBW{Z7^XPb1eOFK%D%Gr8;w{)#=THagxe$9QZmm*stV^;P?Oo`*M4CQV= zFWv3`Fxo6z6&z8=%_U^$f7;wZG@W zYN-3|=!;FJ#67j+#Q}E0^G0P@eQEW6etOw;Hlyody2e@cx(eOCjG%?}CApOXdfF~G z_zlZ0+X;B`GMj7TQ1NufMA;$gYwyYvE*Mm@A^{pbfh>qS>AU#JnpnLL7#13s!Q7L@ z9qckH9}49g!)jV+Z!oO7nx0k)ueP=*(3a5)d~K_Ri;ECU9H;CWcZcvq^*@@I}SA^BI5$tiBIfv8{xkwQkwPnriH8W 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+;****************************************************************************************************************************** + +; This file controls various settings which have been added to the game by the 1.13 mod. +; +; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate +; features unique to 1.13. +; +; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change +; something unless you know what you're doing, or are willing to experiment. +; +; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, +; and contains more detailed descriptions of each setting and its effect. +; +; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning +; when the game is started, but at worst a default value will be used instead of the wrong one. +; If any lines are removed from this file, the game will always use a default value. +; +; Adding new settings requires changing the game's code. +; +; +;------------------------------------------------------------------------------------------------------------------------------ +;------------------------------------------------------------------------------------------------------------------------------ +; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! +;------------------------------------------------------------------------------------------------------------------------------ +;------------------------------------------------------------------------------------------------------------------------------ +; +; General Guidelines: +; +; PRICE_MODIFIER = 1-100 (Lower is better) +; +; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT +; +; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range +; +; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) +; +; MAX_STRATEGIC_TEAM_SIZE >= 20 +; +; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 +; +; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE +; +; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE +; +; _ELITE_BONUS = 1-100 (percentages) +; +;------------------------------------------------------------------------------------------------------------------------------ + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### +; # # ## # # # # # # # # # # # # ## # # # +; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # +; #### #### # # #### # # # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[System Limit Settings] + +;****************************************************************************************************************************** +; These settings control some program limits. +; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the max number of mercs and vehicles you can recruit. +; +; PLEASE NOTE: +; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! +; To load any "broken" savegames, simply revert to your original settings. +;------------------------------------------------------------------------------------------------------------------------------ + +; Player mercs, valid values 16 through 32, default is 24 +MAX_NUMBER_PLAYER_MERCS = 18 +; Player vehicles, valid values 2 through 6, default is 2 +MAX_NUMBER_PLAYER_VEHICLES = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 +MAX_NUMBER_ENEMIES_IN_TACTICAL = 20 +; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 +MAX_NUMBER_CREATURES_IN_TACTICAL = 20 +; Rebels (i.e., militia), valid values 16 through 64, default is 32 +MAX_NUMBER_MILITIA_IN_TACTICAL = 20 +; Civilians, valid values 16 through 40, default is 32 +MAX_NUMBER_CIVS_IN_TACTICAL = 32 + +;------------------------------------------------------------------------------------------------------------------------------ +; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 +; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. +; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together +; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon +; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE +; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than +; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. +; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE +; regardless of attachments. Values 0-32000, default is 9 +; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ITEM_SIZE = 34 +MAX_WEAPON_SIZE = 9 +OLD_INVENTORY_ITEM_NUMBER = 99 + +;------------------------------------------------------------------------------------------------------------------------------ +; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. +; This switch will do nothing if you play with OCTH. +; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) +; The switch and the old code will probably be removed in the future. +;------------------------------------------------------------------------------------------------------------------------------ +USE_NEW_CTH_CALCULATION = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Data File Settings] + +;****************************************************************************************************************************** +; These settings tell the game where it should get the data it needs for a few SPECIFIC features. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Difficulty-based PROF.DAT +; +; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". +; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty +; level of your current game. This allows using different character profiles depending on difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DIFFICULTY_BASED_PROF_DAT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; PROFEX (profile externalization) +; +; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are +; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. +; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. +; If FALSE, reads profile data from PROF.DAT. +READ_PROFILE_DATA_FROM_XML = TRUE + +; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. +; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML +; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. +WRITE_PROFILE_DATA_TO_XML = 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). +; +; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file +; Must be TRUE if NUM_P_ITEMS (below) is > 3 +; If an xml file doesn't exist, setting the value to true will create one. +; Issues have been reported using big maps with this value set to TRUE +; Valid values = TRUE or FALSE, Default = FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +USE_XML_TILESETS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the number of PItem graphics files used by the game +; Requires using modified xml version of ja2set.dat for values > 3 +; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files +; Do not change this unless you are modding the game, or it will probably break everything! +; Issues have been reported using big maps with values > 3 +; Valid value range = 3-20, default = 3 +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_P_ITEMS = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Recruitment Settings] + +;****************************************************************************************************************************** +; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = 4 +IMP_FEMALE_CHARACTER_COUNT = 3 + +IMP_MALE_1 = 51 +IMP_MALE_2 = 52 +IMP_MALE_3 = 53 +;UB-v1.13 +IMP_MALE_4 = 57 + +; 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 I.M.P "personalized" merc generation. +;------------------------------------------------------------------------------------------------------------------------------ + +; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character +; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by +; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. +IMP_INITIAL_POINTS = 500 + +; How low any attribute can go before it drops straight to 0. +IMP_MIN_ATTRIBUTE = 35 + +; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. +IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 + +; How high any attribute can be increased. +IMP_MAX_ATTRIBUTE = 85 + +; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). +IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 + +; You get this many points for selecting a disability for your IMP. +IMP_BONUS_POINTS_FOR_DISABILITY = 0 + +; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. +IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25 + +; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. +; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. +EXPERTS_GET_DIFFERENT_CHOICES = FALSE + +; The financial cost of the created IMP character. +IMP_PROFILE_COST = 3000 + +; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated +; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) +DYNAMIC_IMP_PROFILE_COST = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with M.E.R.C recruitment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. +MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE + +; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. +MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). +; You can set how many mercs can die this way (in total) at each difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +;Mercs can be on assignment? +; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign +; 1 = all mercs available at the start of the game, during the campaign they will go on assignment +; 2 = all mercs at your disposal. nobody goes on any other assignment than yours +MERCS_CAN_BE_ON_ASSIGNMENT = 0 + +;Can AIM/MERC mercs die while away on other assignments? +MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE + +;How many mercs can die at each difficulty level? +MAX_MERC_DEATHS_EASY = 1 +MAX_MERC_DEATHS_EXPERIENCED = 2 +MAX_MERC_DEATHS_EXPERT = 3 +MAX_MERC_DEATHS_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can +; only be recruited for a limited amount of time. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_STAYS_FOREVER = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will +; comment on current situation from battlefield if able to (alive and well). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_SPECK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc +; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA_DELAY = 14 + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JA1_NATIVES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. +; Valid values are from 1 to 3 where: +; 1 = immediately after liberating Omerta +; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" +; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta +; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta +; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel +;------------------------------------------------------------------------------------------------------------------------------ + +EARLY_REBELS_RECRUITMENT = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_SKILLS_IN_HIRING_PAGE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? +; 0 = do not use random stats (JA2 vanilla setting) +; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values +; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" +; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level +; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) +; 4 = full randomization of mercs, including traits, gear kits and all statistics +; +; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 +; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits. +; +; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution +; +; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. +; Valid +/- range (0-50) +; For example MERCS_RANDOM_STAT_RANGE = 10, +; Stat = 80 will random between 70-90 +; Stat = 95 will random between 90-100 due to 100 maximum limit +; Stat = 5 will random between 1-9 due to 1 minimum limit +; Stat = 0/1/100 will not random +; +; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3. +; Valid +/- range (0-4) +; For example MERCS_RANDOM_EXP_RANGE = 2, +; Exp = 4 will random between 2-6 +; Exp = 8 will random between 7-9 due to 9 maximum limit +; Exp = 2 will random between 1-3 due to 1 minimum limit +; Exp = 1/9 will not random +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_RANDOM_STATS = 0 +MERCS_RANDOM_GEAR_KITS = FALSE +MERCS_RANDOM_BELL_DISTRIBUTION = TRUE +MERCS_RANDOM_STAT_RANGE = 10 +MERCS_RANDOM_EXP_RANGE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) +; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_RANDOM_START_SALARY = FALSE +MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Financial Settings] + +;****************************************************************************************************************************** +; Use these settings to change the financial difficulty of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These are the Starting cash values for the various difficulties. +; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) +; You can also set negative values here. +;------------------------------------------------------------------------------------------------------------------------------ + +STARTING_CASH_NOVICE = 45000 +STARTING_CASH_EXPERIENCED = 35000 +STARTING_CASH_EXPERT = 30000 +STARTING_CASH_INSANE = 15000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases or decreases (by percentage) the amount of cash that mines generate every day. +; +; 100% = normal JA2 profits. +; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. +; This value goes all the way up to 65535%, but that's not recommended. +;------------------------------------------------------------------------------------------------------------------------------ + +MINE_INCOME_PERCENTAGE = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases the percentage that the merc salaries rise when they go one experience level up +; (hardcoded salary maximum 30k per day or 500k per one or two weeks) +; 0 = no raise +; 25 = default setting +; 100 = double salary every level up +;------------------------------------------------------------------------------------------------------------------------------ + +MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the ability to sell unneeded equipment to the locals. +; +; 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. +; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. +; Valid ranges for PRICE_MODIFIER are -1-100. +; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a +; larger modifier. +; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later +; in the game. +;------------------------------------------------------------------------------------------------------------------------------ + +SELL_ITEMS_WITH_ALT_LMB = FALSE +SELL_ITEMS_PRICE_MODIFIER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Various costs of training Militia. +;------------------------------------------------------------------------------------------------------------------------------ + +; Basic cost of training Militia (Green / Rookie) +MILITIA_BASE_TRAINING_COST = 750 + +; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). +MILITIA_COST_MULTIPLIER_REGULAR = 1 + +; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). +; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. +MILITIA_COST_MULTIPLIER_ELITE = 2 + +; Multiplier for the price of training Mobile Militia. +MILITIA_COST_MULTIPLIER_MOBILE = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Daily prices for maintaining one militiaman of each type. +; +; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia +; will leave your service. +; +; Only militia who have been in your service for 24 hours are paid! +;------------------------------------------------------------------------------------------------------------------------------ + +DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0 +DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0 +DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0 +DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0 +DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0 +DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the cost of helicopter movement PER SECTOR. +;------------------------------------------------------------------------------------------------------------------------------ + +;Cost for moving through sectors that are free of enemy SAM Site control. +HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 + +;Cost for moving through sectors that are being controlled by an enemy SAM Site. +HELICOPTER_BASE_COST_PER_RED_TILE = 1000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the cost of helicopter hovering in sector. +;------------------------------------------------------------------------------------------------------------------------------ + +;Cost for hovering in sectors that are free of enemy SAM Site control. +HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50 + +;Cost for hovering in sectors that are being controlled by an enemy SAM Site. +HELICOPTER_HOVER_COST_ON_RED_TILE = 500 + +;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money. +HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE + +;If TRUE, Skyrider will demand money only after safely landing in base. +HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Troubleshooting Settings] + +;****************************************************************************************************************************** +; Use these settings to possibly prevent lock-ups and crashes. +; This section also contains some error-reporting settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Time in seconds for DeadLock delay, default 30. +; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). +; Do not set this too low, or it may cause enemies to become useless! +;------------------------------------------------------------------------------------------------------------------------------ + +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 + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically save the game every N GAME-hours. 0 = disable. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_EVERY_N_HOURS = 0 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Graphics Settings] + +;****************************************************************************************************************************** +; Change basic video/graphics settings. +; These settings do not affect gameplay at all, only the visual aspect of the game. +;****************************************************************************************************************************** + +; If disabled the game will run faster. +VERTICAL_SYNC = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls animation speed for faster movements in battle +; 1.0 = normal +; 0 = max speed +; Range: 0-1.0 (fractions are allowed) +;------------------------------------------------------------------------------------------------------------------------------ + +PLAYER_TURN_SPEED_UP_FACTOR = 1.0 +ENEMY_TURN_SPEED_UP_FACTOR = 1.0 +CREATURE_TURN_SPEED_UP_FACTOR = 1.0 +MILITIA_TURN_SPEED_UP_FACTOR = 1.0 +CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show hints on the loadscreen? +; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_LOADSCREENHINTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. +; The delay will only be used if USE_LOADSCREENHINTS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ + +ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +;New Starting Gear Interface +;This will enable the 21 item view in the AIM page and the possibility to select gearkits +;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) +;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_STARTING_GEAR_INTERFACE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the queen's army avoid recruiting Female soldiers? +; If set to TRUE, female enemies will only occur as Elites in the army. +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; New thin progress bar in tactical interface for turns is drawn instead of the default one. +;------------------------------------------------------------------------------------------------------------------------------ +SMALL_SIZE_PB = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Sound Settings] + +;****************************************************************************************************************************** +; Change the volume and behavior of sounds in JA2 1.13. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change to increase volume for weapon sounds +; Range: 0-100% +; 0 = no change +; 100 = max volume +;------------------------------------------------------------------------------------------------------------------------------ + +WEAPON_SOUND_EFFECTS_VOLUME = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play +; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level +; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35. +;------------------------------------------------------------------------------------------------------------------------------ +MAX_PERCENT_NOISE_SILENCED_SOUND = 35 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # ## # # # +; # #### # # # # #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # +; # # # #### # ### #### # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in the TACTICAL screen. +; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of +; combat (when all enemies are dead). +; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. +;------------------------------------------------------------------------------------------------------------------------------ + +REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This section controls the behavior of the "SHIFT + F" hotkey. +; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. +;------------------------------------------------------------------------------------------------------------------------------ + +; Set this to false to keep weapons loaded. +; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. +SHIFT_F_UNLOAD_WEAPONS = FALSE + +; Set this to false to keep item attachments. +; Unseparable attachments will not be removed. +SHIFT_F_REMOVE_ATTACHMENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". +; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses +; he's got during the day. +; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +SMART_GOGGLE_SWAP = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. +; When FALSE, these hotkeys will only swap goggles for the currently selected squad. +;------------------------------------------------------------------------------------------------------------------------------ + +GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. +; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking +; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting +; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. +; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. +;------------------------------------------------------------------------------------------------------------------------------ + +MINES_SPOTTED_NO_TALK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ITEMS_SPOTTED_NO_TALK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. +; This setting does not affect leaving sectors on map edges +;------------------------------------------------------------------------------------------------------------------------------ + +GRID_EXIT_IN_TURNBASED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. +; If set to "FALSE", the mercs will not stand up after the battle. +;------------------------------------------------------------------------------------------------------------------------------ + +STAND_UP_AFTER_BATTLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable the ability to give commands to Militia during TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TACTICAL_MILITIA_COMMAND = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use the Enhanced Description Box instead of the old one? +; 0 = Both Strategic and Tactical +; 1 = Strategic only +; 2 = Tactical only +; Use the in-game Options Menu to turn the E.D.B on and off. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENHANCED_DESCRIPTION_BOX = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Toggles new targeting cursors for Burst and Autofire. +; 0 = No new targeting cursors. +; 1 = New Burst and Autofire targeting cursors +; 2 = New Burst targeting cursor only +; 3 = New Autofire targeting cursor only +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on +; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our +; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained +; character will see the exact results. +;------------------------------------------------------------------------------------------------------------------------------ + +INACCURATE_CTH_READOUT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's +; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets +; left is completely hidden. +; Increasing this value will make it harder to give an accurate bullet count during battle. +; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is +; displayed as normal. +;------------------------------------------------------------------------------------------------------------------------------ + +HIDE_BULLET_COUNT_INTENSITY = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. +; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_MESSAGES_IN_TACTICAL = 6 + +;------------------------------------------------------------------------------------------------------------------------------ +; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). +; 0 = Data\Interface\PORTRAITICONS_A.STI +; 1 = Data\Interface\PORTRAITICONS_B.STI +; 2 = Data\Interface\PORTRAITICONS_C.STI +; 3 = Data\Interface\PORTRAITICONS_D.STI +;------------------------------------------------------------------------------------------------------------------------------ + +TACTICAL_FACE_ICON_STYLE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see camouflaged portraits of your merc if they were any camo. +; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_CAMOUFLAGE_FACES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show health text when hovering the mouse over an enemy / creature. +; 0 - do not show +; 1 - show health as text +; 2 - show health bar +; 3 - show health + ap +; 4 - show health + ap + shock +; 5 - show health + ap + shock + morale +; 6 - show health + ap + shock + morale + bp +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_HEALTH = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc. +; Alt health bar additionally shows suppression shock level and current cover +; 0 - nothing +; 1 - default health bar +; 2 - smaller alt health bar +; 3 - larger alt health bar +; 4 - small health bar + AP counter +; 5 - large health bar + AP counter +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_HEALTHBARSOVERHEAD = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED +; 0 - do not show cover +; 1 - show as small square to the right of the health bar +; 2 - show using color of merc's name +; 3 - same as 1, show only in stealth or when disguised +; 4 - same as 2, show only in stealth or when disguised +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_COVER_INDICATOR = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; How should the game display the enemy/player hit counter? + +; 0 = Show damage inflicted as used to +; 1 = Show "?" as indicator if you scored a hit +; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) +; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100) +; 4 = Show damage as red asterisks +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_HIT_COUNT = 0 + +PLAYER_HIT_COUNT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional suppression information above soldier: +; light gray counter - suppression points from attack (they are calculated and shown after attack) +; yellow - shock points from attack +; blue - AP lost from attack +; green - number of morale hit events from attack +; 0 = do not show +; 1 = show after damage counter +; 2 = show above soldier +; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack) +; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers +; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_SUPPRESSION_COUNT = 0 +SHOW_SHOCK_COUNT = 0 +SHOW_AP_COUNT = 0 +SHOW_MORALE_COUNT = 0 +SHOW_SUPPRESSION_USE_ASTERISK = FALSE +SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE +SHOW_SUPPRESSION_COUNT_ALT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 10000 +; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it +; takes 3-4 hits to take all the breath away. +;------------------------------------------------------------------------------------------------------------------------------ + +STAMINA_HIT = 10000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, +; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes +; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button +; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_EXT_MOUSE_KEYS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow alternate mouse commands +; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons +; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx". +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATE_MOUSE_COMMANDS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Alternative aiming-levels for targets. +;------------------------------------------------------------------------------------------------------------------------------ + +ALT_AIMING_ENABLED = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; The merc can now perform aimed burst fire and aimed auto fire. +; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply +; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel. +; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. +; +; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_AIMED_BURST = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. +; 2 is an optimal recommended value. +;------------------------------------------------------------------------------------------------------------------------------ + +AIMING_BURST_PENALTY = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Disable visibility of enemy, if they see militia but don't see our mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to +; make it lower for silencer and to make it higher for suppressor. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WEAR_SUPPRESSOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Unnamed civils don't make much actions when you fire. For faster civils turns. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_LAZY_CIVILIANS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Neutral civilians can detect and avoid mines planted by player +;------------------------------------------------------------------------------------------------------------------------------ + +CIVILIANS_AVOID_PLAYER_MINES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_SMOKE_AFTER_EXPLOSION = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and +; one of attachments is rubber band or duct tape +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Allow special explosive attachments (items with tags , and add special explosion effects) +; one of attachments must be rubber band or duct tape +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 100 +; Chance to say annoying phrase. +; 1. when merc see item. +; 2. when battle turns to real time +; 3. when merc see enemy +; 4. approve action +;------------------------------------------------------------------------------------------------------------------------------ + +CHANCE_SAY_ANNOYING_PHRASE = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) +; he turn on RED ALERT alarm. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AI_TACTICAL = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 3 +; Penalty (in %) on tile when you shot in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_PENALTY = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; Modifer of damage when hit in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_DIVISOR = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 0 +; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOOT_UNSEEN_PENALTY = 100 + +; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) +; This saves AP if we decide to immediately continue moving to another location. +NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Difficulty Settings] + +;****************************************************************************************************************************** +; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Bonus APs for Enemy Soldiers: +; Number of extra APs for enemy troops at the various difficulty levels. +; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_AP_BONUS_NOVICE = 0 +ENEMY_AP_BONUS_EXPERIENCED = 0 +ENEMY_AP_BONUS_EXPERT = 0 +ENEMY_AP_BONUS_INSANE = 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 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy CtH bonus +; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. +; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the +; current shot, he has 60% instead). +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual increase +ADMIN_CTH_BONUS_PERCENT = 0 +REGULAR_CTH_BONUS_PERCENT = 0 +ELITE_CTH_BONUS_PERCENT = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy item quality modifiers +; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10 +; Default is 0 +;------------------------------------------------------------------------------------------------------------------------------ +ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0 +ELITE_EQUIPMENT_QUALITY_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy damage resistance bonus +; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and +; punches will be reduced by as many percent as you set here. +; The setting also reduce the breath (aka energy) damage inflicted. +; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual reduction +ADMIN_DAMAGE_RESISTANCE = 0 +REGULAR_DAMAGE_RESISTANCE = 0 +ELITE_DAMAGE_RESISTANCE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These options determine if the game skill traits should be also available to enemies or militia +; +; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy +; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). +; The actual chance the enemies/militia will gain a skill trait is based on: +; 1) Type of soldier (admin/regular/elite) +; 2) Current game progress +; 3) Special equipment (for certain traits only) +; 4) ASSIGNED_SKILL_TRAITS_RARITY setting +; 5) Random factor +; +; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they +; will be more efficient with their weapons +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE +ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. +; You can enter values from -100 to 100. +; Negative values represent lesser chance of assigning traits to non-merc soldiers. +; Possitive values represent bigger chance for traits to appear. +; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGNED_SKILL_TRAITS_RARITY = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether militia can drop their equipment when they die, like enemies do. +; +; 0 = JA2 Default. Militia can't drop any equipment. +; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) +; 2 = Militia can drop their equipment regardless of who killed them. +; +; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When +; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly +; (or none at all). +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_DROP_EQUIPMENT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as +; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator. +;------------------------------------------------------------------------------------------------------------------------------ + +CIVILIANS_DROP_ALL = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the +; number of "sub-points" you need to acquire to gain a new level. +; +; JA2 defaults are: +; Skills: 25 Sub-Points to advance +; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. +; Attribs: 50 Sub-Points to advance +; Includes Health, Strength, Wisdom, Dexterity, and Agility. +; ExpLevel: 350 Sub-Points (times the current experience level) to advance. +; +; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. +; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! +; +; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear +; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new +; campaign, or suffer(??) the consequences!! +;------------------------------------------------------------------------------------------------------------------------------ + +; Attributes +HEALTH_SUBPOINTS_TO_IMPROVE = 50 +STRENGTH_SUBPOINTS_TO_IMPROVE = 50 +WISDOM_SUBPOINTS_TO_IMPROVE = 50 +DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 +AGILITY_SUBPOINTS_TO_IMPROVE = 50 +; Skills +MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 +MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 +EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 +MEDICAL_SUBPOINTS_TO_IMPROVE = 25 +LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 +; Experience +LEVEL_SUBPOINTS_TO_IMPROVE = 350 + +;------------------------------------------------------------------------------------------------------------------------------ +; Real Time Sneaking Setting +; +; While observing enemies in real time, the player may enter turn-based at will. +; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, +; inactive if RT sneaking is disabled. +; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. +; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - +; turn-based will continue until the player no longer sees any enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, disables some potentially annoying messages during real-time sneaking mode +QUIET_REAL_TIME_SNEAK = FALSE + +; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. +NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. +; +; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. +; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 1 = Both options on. +; +; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. +; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no +; one else will accidentally step on that mine. +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Civilian/Militia hostility settings. +; +; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the +; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". +;------------------------------------------------------------------------------------------------------------------------------ + +; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. +; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. +CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE + +; 0 = Militia will never become hostile to you, no matter what you do to them. +; 1 = Militia will only become hostile to you if you kill one of them. +; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. +CAN_MILITIA_BECOME_HOSTILE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Mercs strength during autoresolve. +; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more +; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit +; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player +; would be much more capable of surviving and killing. +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 +MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Ambushes +; This setting allows a chance an enemy group ambush player's squad. +; The chance is based on many factors: +; * Game difficulty. +; * Whether you know if the enemy is there or not. +; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). +; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs +; mean higher chance). +; * Highest level amongst the mercs in your squad. +; * Some other small circumstances. +; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER + +; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. +; If you like to play vanilla JA2 style, set this to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE + +; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) +; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) +ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; With this option, you can make the special NPCs in game tougher. +; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. +; The value gives them following bonuses: +; 1) APs bonus (+ value/4 APs) +; 2) CtH bonus (actual CtH = (CtH * value/100)) +; 3) Damage resistance (+ value/2 %) +; 4) Breath(energy) damage resistance (+ value %) +; 5) They are worth more experiences for mercs if killed +; +; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they +; are special. +; The setting can be from 0 to 200. (+-100 is recommended for good effect.) +;------------------------------------------------------------------------------------------------------------------------------ + +SPECIAL_NPCS_STRONGER = 0 + +; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them +ASSASSINS_DISGUISED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Assassins +; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait +; new trait system is required for this, and new inventory is system is heavily advised +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE: assassins can appear +ENEMY_ASSASSINS = FALSE + +; minimum progress required for assassins to appear +ASSASSIN_MINIMUM_PROGRESS = 20 + +; assassins can only spawn if at least x militia are in sector +ASSASSIN_MINIMUM_MILITIA = 10 + +; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the +; sector, there is a 10% chance of assassins showing up +; 200 means that the chance is 20%, 50 means 5%, and so on +ASSASSIN_PROPABILITY_MODIFIER = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Vision Settings] + +;****************************************************************************************************************************** +; These settings change the sight distance of all characters in the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Base sight range for every person in the game. This value is automatically multiplied by 2! +; JA2 Default is 13. +; Range: 0-255 +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_SIGHT_RANGE = 13 + +;------------------------------------------------------------------------------------------------------------------------------ +;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest +;Important points: +;3: normal day +;8: mid dawn +;12: normal night time +;values are in percent +;Range: 1-100 +;------------------------------------------------------------------------------------------------------------------------------ + +BRIGHTNESS_MOD_0 = 80 +BRIGHTNESS_MOD_1 = 86 +BRIGHTNESS_MOD_2 = 93 +BRIGHTNESS_MOD_3 = 100 +BRIGHTNESS_MOD_4 = 94 +BRIGHTNESS_MOD_5 = 88 +BRIGHTNESS_MOD_6 = 82 +BRIGHTNESS_MOD_7 = 76 +BRIGHTNESS_MOD_8 = 70 +BRIGHTNESS_MOD_9 = 64 +BRIGHTNESS_MOD_10 = 58 +BRIGHTNESS_MOD_11 = 51 +BRIGHTNESS_MOD_12 = 43 +BRIGHTNESS_MOD_13 = 30 +BRIGHTNESS_MOD_14 = 17 +BRIGHTNESS_MOD_15 = 9 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. +; Some scopes and headgear may make vision even narrower. +; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TUNNEL_VISION = FALSE + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Tooltip Settings] + +;****************************************************************************************************************************** +; In this section you can set details about enemy tooltips. +; Tooltips can be enabled/disabled in the Option Screen. +; To display the tooltip move the mouse over the enemy and press ALT. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = 0 + +; 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 = FALSE + +; 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 + +; Location, Distance +SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE +SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE +SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE +; Behavior, Condition +SOLDIER_TOOLTIP_DISPLAY_ID = FALSE +SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE +SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE +SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE +SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE +SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE +SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = FALSE +SOLDIER_TOOLTIP_DISPLAY_SHOCK = FALSE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE +SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE +; Armor, Headgear +SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE +SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE +SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE +; Weapons +SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE +SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE +; Inventory +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; ULTRA DYNAMIC TOOLTIPS +;------------------------------------------------------------------------------------------------------------------------------ + +; Override the distance at which tooltips can be seen? +ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE + +; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) +DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 + +; Change the amount of details received in the tooltip, based on your range to that enemy? +ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Gameplay Settings] + +;****************************************************************************************************************************** +; These settings change the rules of the game in TACTICAL mode. +; They affect all characters (friend and foe) equally! +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow walking and sidesteps with raised weapons? +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE + + +;------------------------------------------------------------------------------------------------------------------------------ +; Alternative Weapon Holding settings +;------------------------------------------------------------------------------------------------------------------------------ + +; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and +; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). +; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and +; no use of scopes. +; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and +; here is explanation of each: +; 0 - Turned off entirely. +; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. +; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels +; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed +; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire +; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). +; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to +; the standard holding before the shot. +; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol +; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you +; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this +; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. +; Of course, Scope Modes has to be allowed for this to work (they are as default). +; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish +; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. +; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing +; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. +; +ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0 + +; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on +; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with +; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. +; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) +; +RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 + +; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. +; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like +; semi-raised gun (quarter-raised by now actullay). +; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). +; +RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 + +; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here +; means -10% APs to shoot from hip / one-handed grip. +; +FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 + +; The base (N)CtH penalty when firing from alternative weapon holding. +CTH_PENALTY_FROM_ALTWEAPHOLD = 30 + +; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. +AIMING_PENALY_FROM_ALTWEAPHOLD = 30 + +; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming +; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). +AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; + + +;------------------------------------------------------------------------------------------------------------------------------ +; Weapon resting features +;------------------------------------------------------------------------------------------------------------------------------ + +; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? +; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. +WEAPON_RESTING = FALSE + +; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still +; unfamiliar with the feature) +WEAPON_RESTING_DISPLAY = FALSE + +; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. +; Value Range: 0 - 100. +WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; Scope modes +;------------------------------------------------------------------------------------------------------------------------------ + +; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) +USE_SCOPE_MODES = FALSE + +; Allow display of scope modes on weapon +DISPLAY_SCOPE_MODES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; external feeding +;------------------------------------------------------------------------------------------------------------------------------ + +; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself +EXTERNAL_FEEDING = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the grid number for the initial merc arrival location. +; The JA2 default grid number is 4870 (Sector A9 Omerta). +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_MERC_ARRIVAL_LOCATION = 15427 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. +; +; Maximum and minimum values go from 0 to 100. +; The "DIVISOR" only works when the minimum is set to 0. +; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random +; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor +; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. +; +; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. +; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every +; 100. +; With Divisor 2, we get a 1/200 ratio. +; With Divisor 10, we get a 1/1000 ratio. And so on. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_POSSIBLE_CTH = 99 +MINIMUM_POSSIBLE_CTH = 1 +MINIMUM_CTH_DIVISOR = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; The next three settings control realistic tracer fire. +; +; REALISTIC_TRACERS: Toggle Realistic Tracers. +; 0 = off (regular tracers). +; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. +; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction +; +; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. +; 0 = no tracers. +; 1 = every bullet is a tracer. +; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. +; +; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire +; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but +; seriously, keep it around 20, willya? +; +; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. +; +;------------------------------------------------------------------------------------------------------------------------------ + +REALISTIC_TRACERS = 0 +NUM_BULLETS_PER_TRACER = 1 +CTH_BUMP_PER_TRACER = 0 +MIN_RANGE_FOR_TRACER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to +; the target. The further you are away from the target, the lower that cap will be. +; Increase this value to increase the importance of range in this calculation. +; +; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. +;------------------------------------------------------------------------------------------------------------------------------ + +RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) +; +; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. +; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). +;------------------------------------------------------------------------------------------------------------------------------ + +INCREASE_AIMING_COSTS = FALSE + +; Divisor of the gun's "READY" cost that is added to the the first aiming level. +; 0 = No extra cost. +FIRST_AIM_READY_COST_DIVISOR = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value +; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla +; style) +; +; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As +; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result +; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system +; which results in a flat -2CTH against only the first rounds penalty +; +; Valid range: 0 - 10 +;------------------------------------------------------------------------------------------------------------------------------ +AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic setting to allow more than 4 aiming clicks for any gun +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_EXTRA_AIM_LEVELS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. +; +; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, +; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach +; 8 aiming levels. +; +; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). +; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AIMING_LIMITS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to "TRUE", the AIM Levels you can spend depends on the distance. +; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). +; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). +; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: +; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE +; Reasonable values include 10 and BASE_SIGHT_RANGE (13). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_COMPATIBILITY_OPTION = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These values determine to what group a scope belongs to. +; Scopes are separated in groups by the aimbonus they give per click. +; +; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. +; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. +; Anything lower than a medium scope will get a maximum of 5 aimclicks. +; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. +; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. +; You don't need to change this unless you change the aiming bonus that scopes give. +;------------------------------------------------------------------------------------------------------------------------------ + +; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) +VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 + +; From what aiming bonus a scope is considered high power (Battle Scope 7x) +HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 + +; From what aiming bonus a scope is considered medium power (ACOG 4x) +MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 + +;------------------------------------------------------------------------------------------------------------------------------ +; These control the AIs willingness to assign a soldier as a Sniper +; +; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. +; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using +; a sniper rifle. +; +; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". +; +; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +; +; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SNIPER_RESTRICT_TO_ELITE = TRUE +AI_SNIPER_MIN_RANGE = 40 +AI_SNIPER_CHANCE = 30 +AI_SNIPER_CHANCE_WITH_SR = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Firing at moving targets. +; +; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number +; of tiles this target has moved since the beginning of their current turn. +; Use these settings to change the severity of this effect. +;------------------------------------------------------------------------------------------------------------------------------ + +; How much CTH is lost when firing at a target, for each tile the target has moved so far? +CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 + +; How much CTH can be lost in total due to the movement of your target? +MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Add extra effects to critical hits. +; +; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause +; attribute loss. +; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. +;------------------------------------------------------------------------------------------------------------------------------ + +; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness +; is also proportional to damage. +; 0 = Disabled. +; 100 = Always. +CHANCE_BLINDED_BY_HEADSHOT = 0 + +; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. +CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can jump through open windows by pressing Shift + j. +; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and +; there has to be a free tile next to the window (the landing tile). +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_JUMP_THROUGH_WINDOWS = FALSE + +; allows jumping through closed windows, smashing them while jumping +CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_CLIMB_ON_WALLS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show enemy weapon name in tactical +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_WEAPON = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional enemy info in tactical (awareness, gas mask, nvg, armour) +; 0 - nothing +; 1 - show awareness level +; 2 - show gas mask and NVG +; 3 - show armour +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_ADDITIONAL_INFO = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. +; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_RANK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show enemy rank (exp. level) as icon +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_ENEMY_RANK_ICON = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ +INDIVIDUAL_CIVILIAN_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles. +; In the xml, one can specify name/bodytype/hair/skin/traits +; If selected, the game will select a newly created soldier's data from these profiles randomly +;------------------------------------------------------------------------------------------------------------------------------ +SOLDIER_PROFILES_ENEMY = FALSE +SOLDIER_PROFILES_MILITIA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use +; the rag to completely erase the camo. +; This is important for Camouflaged/Ranger traits. +;------------------------------------------------------------------------------------------------------------------------------ + +CAMO_REMOVING = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands +; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored. +; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless. +; Valid values are from 0 to 100. +; default is 5 +;------------------------------------------------------------------------------------------------------------------------------ + +CAMO_KIT_USABLE_AREA = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enhanced Close Combat System +; +; This option generally improves many things around the game's close combat system, like: +; +; * HtH hit to head deal more damage but has lesser chance to hit. +; * HtH hit to legs do half damage but has much better chance to hit. +; * HtH damage on lying enemies increased. +; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. +; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists +; perform their spinning kick then. +; * Attributes used for HtH attacks or stealing slightly tweaked. +; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) +; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now +; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to +; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a +; message occures that you haven't taken all you wanted. +; * Several minor tweaks included. +;------------------------------------------------------------------------------------------------------------------------------ + +ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of +; experience points. This amount is counted as times . Setting this to zero +; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. +; +; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice +; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, +; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort +; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) +;------------------------------------------------------------------------------------------------------------------------------ + +AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings +; True = enabled, they always have all three items +; False = disabled, classic behaviour +;------------------------------------------------------------------------------------------------------------------------------ + +SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Improved Interrupt System (IIS) +; (Enable IIS on gamestart screen.) +; +; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get +; interrupts more frequent) +BASIC_PERCENTAGE_APS_REGISTERED = 60 + +; Percent added to basic percentage per soldier's experience level +; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, +; which is further adjusted by range to target) +PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 + +; A value controlling how often an interrupt can be triggered, lower = more interrupts +; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries +; and such though) +BASIC_REACTION_TIME_LENGTH = 25 + +; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats +; exp level and such +ALLOW_COLLECTIVE_INTERRUPTS = TRUE + +; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) +ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +;Should the Robot be exempt from paying AP-to-Ready? +ROBOT_NO_READYTIME = FALSE + + +;------------------------------------------------------------------------------------------------------------------------------ +; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about +; being spotted, to compensate it a marker and enemy quote is implemented. +; This setting can be 0 or 1 or 2. +; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before +; 1 = enemies will not do that +; 2 = enemies will only TURN towards our direction, and NOT raise their weapon +NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Energy cost on weapon manipulation +; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. +; Weapon weight: +; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, +; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), +; as those are more likely adviced to be fired from hip (LMGs) or on bipod. +; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. +; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_WEIGHT = 0 + +; Weapon recoil kick: +; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). +; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. +; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force +; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when +; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may +; (should) consider firing from hip as a more beneficial stance for it. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0 + +; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such +; NPCs are not required to be in CIV_TEAM anymore. +ALL_NAMED_NPCS_DECIDE_ACTION = FALSE + +; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious +ACCESS_OTHER_MERC_INVENTORIES = FALSE + +; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself +; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4) +; TRUE: weightbased penalty, FALSE: no penalty +BACKPACKWEIGHT_LOWERS_AP = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Cover System Settings] + +;****************************************************************************************************************************** +; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. +;****************************************************************************************************************************** + +; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. +COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 + +; This tell how much a stealth value of 100 will decrese the sight range of an enemy. +; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. +COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 + +; This is similar to STEALTH_EFFECTIVENESS. +; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. +COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 + +; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. +COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 + +; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, +; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. +COVER_SYSTEM_LBE_EFFECTIVENESS = 20 + +; Running around crazy will give you a penalty of up to 50% (default). +COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 + +; The cover system automaticly calculates how dense an object it. +; This will tell you how much percent of vision should be decreased if the object is 100% dense, +; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). +; If you put it to a realistic setting, where solid stuff always blocks enemy views, +; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. +COVER_SYSTEM_TREE_EFFECTIVENESS = 15 + +; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. +; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. +COVER_SYSTEM_UPDATE_DELAY = 500 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Suppression Fire Settings] + +;****************************************************************************************************************************** +; These settings control the behavior of Suppression Fire, its severity, and its side-effects. +; +; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought +; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! +; +; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. +;****************************************************************************************************************************** + +;****************************************************************************************************************************** +; SUPPRESSION BASICS +; +; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. +; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. +; +; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, +; and morale loss. This value is based on the character's Experience and Morale, among other things. +; +; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing +; his Chance-to-Hit considerably. It also makes the character harder to hit himself. +; +; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! +; +; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. +; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression +; fire, it means that the character is useless of a whole turn and can be assaulted safely. +; +; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are +; hiding. +; Note that they will try to do the same thing to you! +;****************************************************************************************************************************** + + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls how powerful suppression fire is. +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, +; not instead +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS_PLAYER = 0 +SUPPRESSION_EFFECTIVENESS_AI = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Minimum and Maximum amount of Suppression Tolerance a character can have. +; +; NOTE: You'll cause problems if you set MIN to a value greater then MAX +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_TOLERANCE_MAX = 24 +SUPPRESSION_TOLERANCE_MIN = 1 + +; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. +NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE + +; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. +TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; This controls how much Suppression Shock is taken when under fire. +; +; 100 is the "normal" effect. +; Range is 0 (no suppression shock) to 65535 (65535% effect). +; 200 is a LOT. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_SHOCK_INTENSITY = 0 + +; The maximum number of Shock points a character can have. +MAX_SUPPRESSION_SHOCK = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shocked Target CTH Penalty +; +; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). +; Use these settings to change the CTH penalty for shooting at such targets. +;------------------------------------------------------------------------------------------------------------------------------ + +; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. +CTH_PENALTY_PER_TARGET_SHOCK = 0 + +; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! +MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0 + +; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. +CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 +CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 + +; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. +MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shock Effects +; +; A Shocked character becomes less useful, primarily losing CTH on all his attacks. +; Use these settings to enable further effects from being shocked. +;------------------------------------------------------------------------------------------------------------------------------ + +; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. +; 0 = No limit. +MAX_CTH_PENALTY_FROM_SHOCK = 0 + +; Vision loss due to Suppression Shock. +; 0 = No vision loss. +; 2 = Vision range reduced proportionally to shock. +; 3 = Tunnel Vision increased proportionally to shock. +; 1 = Both options enabled. +SHOCK_REDUCES_SIGHTRANGE = 0 + +; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes +; the character considerably less resistance to further suppression fire, until the shock can clear away. +COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon +; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid +; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every +; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SUPPRESS_MIN_MAG_SIZE = 30 +AI_SUPPRESS_MIN_AMMO_REMAINING = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Explosive Suppression +; +; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause +; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range +; of the explosion itself! +; 0 = disabled. +; 100 = "normal" effect. +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Other settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". +NOTIFY_WHEN_PINNED_DOWN = FALSE + +; Minimum distance at which friendly characters become suppressed their own forces. +MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weather Settings] + +;****************************************************************************************************************************** +; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy +; positions. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Rain settings +; +; (For slow CPUs, you may want to disable rain entirely. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable rain appearing in the game. +ALLOW_RAIN = FALSE + +; Chance of rain to be triggered once per day. +RAIN_CHANCE_PER_DAY = 0 + +; Minimum/Maximum length of rain. +RAIN_MIN_LENGTH_IN_MINUTES = 60 +RAIN_MAX_LENGTH_IN_MINUTES = 300 + +; For slow CPUs decrease the MAX_RAIN_DROPS. +MAX_RAIN_DROPS = 80 + +; Controls how rain affects visual distance +; Range: 0-100% +; 0% = Rain doesn't decrease sightrange. +; 100% = Can't see anything in the rain. +VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 + +; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. +WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 + +; Reduction of the speed of regaining your breath (stamina) when it is raining. +BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Lightning settings +; +; (ALLOW_RAIN must be set to TRUE for this to work.) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable lightning occuring during rain. +ALLOW_LIGHTNING = FALSE + +; Minimum/Maximum intervals between lightning in real time mode. +MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 +MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 + +; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) +MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 +MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 + +; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. +DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 + +; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). +CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weapon Overheating Settings] + +;****************************************************************************************************************************** +; In this section you can modify global settings for weapon overheating. +;****************************************************************************************************************************** + +; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically. +; Weapons cool down over time. +OVERHEATING = FALSE + +; Should a 'thermometer' for guns and replacable barrels be displayed? +OVERHEATING_DISPLAY_THERMOMETER = FALSE + +; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? +OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE + +; Starting amount of red colour in the temperature bar. Must be in [0, 255] +OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 + +; If a barrel is not in someone's inventory, it cools down a little bit better. +OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Zombie Settings] + +;****************************************************************************************************************************** +; In this section you can specify how the dead will raise from their graves. +;****************************************************************************************************************************** + +; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there +; is still room for more zombies in the sector)? +; 0 - Every corpse spawns a zombie once +; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... +; 2 - It is randomly decided if a corpse can rise +; 3 - A corpse spawns a zombie once, after that it's random +ZOMBIE_RISE_BEHAVIOUR = 0 + +; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should +; every zombie rise individually (FALSE)? +ZOMBIE_SPAWN_WAVES = FALSE + +; How often are waves of zombies created? 0 means never, 100 means whenever possible +ZOMBIE_RISE_WAVE_FREQUENCY = 60 + +; Can zombies climb roofs? +ZOMBIE_CAN_CLIMB = TRUE + +; Can zombies jump through windows? +ZOMBIE_CAN_JUMP_WINDOWS = FALSE + +; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch +; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) +; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. +; This still results in deadlocks! +ZOMBIE_EXPLODING_CIVS = TRUE + +; Damage is reduced by this percentage. Valid values from -50 to 95 +ZOMBIE_DAMAGE_RESISTANCE = 0 + +; Breath damage is reduced by this percentage. Valid values from -50 to 95 +ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0 + +; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though +ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE + +; Zombie difficulty level, determines hitpoints, stats and skills +; 1 - Night of the Living Dead +; 2 - Dawn of the Dead +; 3 - Resident Evil +; 4 - 28 Days later +ZOMBIE_DIFFICULTY_LEVEL = 3 + +; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from +ZOMBIE_RISE_WITH_ARMOUR = FALSE + +; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. +; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this +ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Poison Settings] + +;****************************************************************************************************************************** +; In this section you can specify the new poison system +;****************************************************************************************************************************** + +; The poison system is a new feature that gives a bit of variation to the life and damage system. +; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives +; poison damage, he not only looses life, he also gains a poison point. +; The basic consequences are: +; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional +; poison points +; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he +; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. +; The lost point will be bandaged, so you do not have to immediately bandage it. +; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. +; We require immediate medical assistance, or we will die! +; Yes, it is possible to die this way. +; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new +; action automatically performed by your doctors and the hospital, if the merc is their patient. +; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). +; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. + +; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 +POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 + +; A multiplicator that determines how many heal points are needed to cure one point of poison +POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 + +; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 + +; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). +; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier +; valid values from 1.0 to 10.0, 4.0 is recommended +POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Food Settings] + +;****************************************************************************************************************************** +; In this section you can specify the food system +;****************************************************************************************************************************** + +; Your team needs water food, otherwise they'll starve... +; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food +; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts) +; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks: +; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...) +; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep +; - breath regenerates slower +; - his performance on assignments (training milita, doctoring, repairing...) is worse +; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! +; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) + +; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 +FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 +FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 + +; The digestion value is modfied with the number corresponding to your current activity +FOOD_DIGESTION_SLEEP = 0.6 +FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8 +FOOD_DIGESTION_TRAVEL = 1.5 +FOOD_DIGESTION_ASSIGNMENT = 0.9 +FOOD_DIGESTION_ONDUTY = 1.0 +FOOD_DIGESTION_COMBAT = 2.0 + +; allow decay of food in every sector? +FOOD_DECAY_IN_SECTORS = TRUE +; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 +FOOD_DECAY_MODIFICATOR = 1.0 + +; maximum amount of food poisoning one can get from eating a single piece of food +FOOD_MAX_POISONING = 5 + +; do mercs make sounds when eating/drinking? +FOOD_EATING_SOUNDS = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Fortification Settings] + +;****************************************************************************************************************************** +; In this section you can specify settings for the fortification system +;****************************************************************************************************************************** + +; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector +FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # # ## # # # +; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # # +; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gamestart Settings] + +;****************************************************************************************************************************** +; These settings control the situation at the start of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game starting time and merc arrival delay +; +; 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 3600 (1am) +GAME_STARTING_TIME = 3600 + +; Default value is 21600 (7am) +FIRST_ARRIVAL_DELAY = 21600 + +;------------------------------------------------------------------------------------------------------------------------------ +; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). +; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). +; +; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe +; airspace sector immediately after your initial arrival!! +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_ARRIVAL_SECTOR_X = 7 +DEFAULT_ARRIVAL_SECTOR_Y = 8 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in STRATEGIC mode. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. +; +; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the color of the Stat Progress Bars shown on your character's information panel. +; +; The bars can be turned off completely using the in-game Options Menu. +;------------------------------------------------------------------------------------------------------------------------------ + +STAT_PROGRESS_BARS_RED = 140 +STAT_PROGRESS_BARS_GREEN = 90 +STAT_PROGRESS_BARS_BLUE = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine whether the Daily Expenses window takes into account your mercs' contracts. +; +; 0 = Do not take merc contracts into account. +; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) +; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most +; recent contract signed with them. +;------------------------------------------------------------------------------------------------------------------------------ + +INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0 + +; If disabled, the transition from the strategy screen will be skipped before entering tactical screen +DISABLE_STRATEGIC_TRANSITION = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Progress Settings] + +;****************************************************************************************************************************** +; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. +; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game progress weights +; +; Determine what factors influence your current progress. +; Range: 0-100% +; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults +;------------------------------------------------------------------------------------------------------------------------------ + +; The maximum number of progress points you can get from killing enemies. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 + +; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you +; conquer more sectors. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 + +; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you +; control more mines and get more loyalty in the towns where the mines are. Default 50 +GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 + +; The maximum number of progress points you can get from exploring sectors on the map. Default 0 +GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses +; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. +; +; If set to TRUE, all progress weights are automatically set to 100. +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATE_PROGRESS_CALCULATION = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional factors to Progress Calculation +;------------------------------------------------------------------------------------------------------------------------------ + +; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see +; above) can surpass it. +GAME_PROGRESS_MINIMUM = 0 + +; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% +; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. +GAME_PROGRESS_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Number of kills required to get a single progress point, based on game difficulty. +; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 +NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 +NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 +NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The minimum progress level required to trigger some events. +; Range: 0-100% +;------------------------------------------------------------------------------------------------------------------------------ + +; Default 35 +GAME_PROGRESS_START_MADLAB_QUEST = 35 + +; Default 50 +GAME_PROGRESS_MIKE_AVAILABLE = 50 + +; Default 70 +GAME_PROGRESS_IGGY_AVAILABLE = 70 + +; The queen decides to go on the offensive. WARNING: This will be hard! +; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect +GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 +GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Event Settings] + +;****************************************************************************************************************************** +; Controls various campaign events. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? +; NOTE: This will make the beginning of the game MUCH HARDER if enabled! + +TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE + +; This enables massive counterattacks in all cities, just like in Drassen. +; NOTE: These attacks will be huge. You have been warned. +; 0: no attacks +; 1: counterattacks on all cities possible +; 2: 1 + major offensives depending on game progress +AGGRESSIVE_STRATEGIC_AI = 0 + +; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) +ENABLE_CREPITUS = TRUE + +; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE +CREPITUS_ATTACK_ALL_TOWNS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Mine Shut-down Event +; +; Allows you to control which mine will run out of ore and stop working. + +; Select mine. +; -1 = Game chooses a mine randomly. +; 0 = No mine will shut down! +; 2 = Drassen +; 3 = Alma +; 4 = Cambria +; 5 = Chitzena +; 6 = Grumm +;------------------------------------------------------------------------------------------------------------------------------ + +WHICH_MINE_SHUTS_DOWN = -1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gameplay Settings] + + +;****************************************************************************************************************************** +; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will +; definitely change the way it is played. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Reinforcements +; +; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive +; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. +; +; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is +; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others +; die or run away. +;------------------------------------------------------------------------------------------------------------------------------ + +; Allows enemy/militia reinforcements from adjacent sectors. +ALLOW_REINFORCEMENTS = FALSE + +; Allows reinforcements only between city sectors. Only affects militia, not enemies. +ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. +MIN_DELAY_ENEMY_REINFORCEMENTS = 0 +; Additional random delay added to minimum when reinforcements will arrive after they are called. +RND_DELAY_ENEMY_REINFORCEMENTS = 5 +; Minimum enemy units which will enter after above delay is over. +MIN_ENTER_ENEMY_REINFORCEMENTS = 8 +; Additional random enemy units to appear after passing delay. +RND_ENTER_ENEMY_REINFORCEMENTS = 8 + +; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. +MIN_DELAY_MILITIA_REINFORCEMENTS = 0 +; Additional random delay added to minimum when reinforcements will arrive after they are called. +RND_DELAY_MILITIA_REINFORCEMENTS = 5 +; Minimum militia units which will enter after above delay is over. +MIN_ENTER_MILITIA_REINFORCEMENTS = 6 +; Additional random militia units to appear after passing delay. +RND_ENTER_MILITIA_REINFORCEMENTS = 6 + +; Don't allow permanent items removal for no merc in that sector +NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Vehicle Inventory +;------------------------------------------------------------------------------------------------------------------------------ + +; Do vehicles have their own inventory to carry equipment? +VEHICLE_INVENTORY = FALSE + +; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). +HUMVEE_OFFROAD = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This determines how important luck is in Auto-Resolve combat, compared to actual skills. +; JA2 Default is 2.0 (luck is as important as skills). +; Lower this value to reply more on skills, raise to rely more on luck. +; Minimum is 1.0. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTORESOLVE_LUCK_FACTOR = 2.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map +; (as a big red "?"). +; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. +;------------------------------------------------------------------------------------------------------------------------------ + +NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the frequency and severity of risks triggered by using strategic facilities. +;------------------------------------------------------------------------------------------------------------------------------ + +; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. +FACILITY_EVENT_RARITY = 1000 + +; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more +; noticeable. Increase this for the opposite. Default = 50. +FACILITY_DANGER_RATE = 50 + +;****************************************************************************************************************************** +; Activates the new additional repair mode. +; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing +; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor +; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the +; same sector, then all equipped armor, and so forth, always starting with the item with least durability +; (especially jammed guns). +; +; FALSE = 1.13 repair system +; TRUE = New additional repair system based on priorities +;****************************************************************************************************************************** + +ADDITIONAL_REPAIR_MODE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; advanced repair/dirt system +;------------------------------------------------------------------------------------------------------------------------------ + +; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. +ADVANCED_REPAIR = FALSE + +; the only items we can repair are guns and armour +ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE + +; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can +MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE + +; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming +DIRT_SYSTEM = FALSE + +; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) +FULL_REPAIR_CLEANS_GUN = FALSE + +; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number +SECTOR_DIRT_DIVIDER = 1000 + +; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 +DIRT_GLOBAL_MODIFIER = 1.25 + +;****************************************************************************************************************************** +; Set how to handle Skyrider "hot LZ" options +; +; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) +; 1 = Allow Skyrider to drop off mercs to center of map +; 2 = Skyrider drops mercs at map edge from direction he entered the sector. +; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing +;****************************************************************************************************************************** + +ALLOW_SKYRIDER_HOT_LZ = 2 + +;****************************************************************************************************************************** +; Always make all the terrorists to appear in Arulco. +; +;****************************************************************************************************************************** + +ENABLE_ALL_TERRORISTS = FALSE + +;****************************************************************************************************************************** +; Enable all sectors with "secret" weapon caches. +; (These sectors hold usually a few chests with various mediocre to good equipment.) +; +;****************************************************************************************************************************** + +ENABLE_ALL_WEAPON_CACHES = FALSE + +;****************************************************************************************************************************** +; Override each map's percent likelihood of an item appearing. +; Valid range = 0-100, where 0 uses the map values. +; (Mainly for modders, can possibly take the fun out of the game) +;****************************************************************************************************************************** + +MAP_ITEM_CHANCE_OVERRIDE = 0 + +;****************************************************************************************************************************** +; Prisoner system +;****************************************************************************************************************************** + +; can you capture enemy soldiers? +ALLOW_TAKE_PRISONERS = FALSE + +; can you offer enemies a surrender option? +ENEMY_CAN_SURRENDER = FALSE + +; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds. +DISPLAY_SURRENDER_VALUES = FALSE + +; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 +SURRENDER_MULTIPLIER = 5.0 + +; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked +; you to surrender, and you refused +PLAYER_CAN_ASK_TO_SURRENDER = TRUE + +; chance that released soldiers join the army again +PRISONER_RETURN_TO_ARMY_CHANCE = 50 + +; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) +PRISONER_DEFECT_CHANCE = 25 + +; chance that interrogated soldiers can give info on enemy positions +PRISONER_INFO_BASECHANCE = 25 + +; chance that interrogated soldiers can give info on enemy numbers +PRISONER_INFO_NUMBER_CHANCE = 30 + +; chance that interrogated soldiers can give info on enemy movement directions +PRISONER_INFO_DIRECTION_CHANCE = 40 + +; chance that interrogated soldiers get you ransom money +PRISONER_RANSOM_CHANCE = 25 + +; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners +; Interrogation first removes admin prisoners, then regulars and then elites +; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia +; special prisoners do not exist... yet. +PRISONER_INTERROGATION_POINTS_ADMIN = 80 +PRISONER_INTERROGATION_POINTS_REGULAR = 100 +PRISONER_INTERROGATION_POINTS_ELITE = 140 +PRISONER_INTERROGATION_POINTS_SPECIAL = 250 +;------------------------------------------------------------------------------------------------------------------------------ +; Helicopter Repair +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector. +WALDO_CAN_REPAIR_HELICOPTER = FALSE + +; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money. +WALDO_OFFERS_REPAIR_IN_STRATEGIC = FALSE + +; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity. +WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = FALSE + +; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense). +SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Helicopter Refuel +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel. +ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE + +; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded. +HELICOPTER_PASSENGERS_CAN_GET_HIT = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Morale Settings] + +;****************************************************************************************************************************** +; These settings modify certain team morale aspects +;****************************************************************************************************************************** + +; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to +; our prejudices. This alters our morale. The effects depend on the other merc's properties. +; The effect is doubled if we care a lot about something. +; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25]. +; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement, +; and 2x that modifier if we care a lot. None if we don't care. + +; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot. +; Values from 0 to 5, default is 1 +MORALE_MOD_APPEARANCE = 1 + +; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference +; and we care a lot. Values from 0 to 5, default is 2 +MORALE_MOD_REFINEMENT = 2 + +; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation. +; Values from 0 to 5, default is 2. +MORALE_MOD_HATEDNATIONALITY = 3 + +; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2. +MORALE_MOD_RACISM = 3 + +; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly, +; doubled again if we are very sexist. Values from 0 to 5, default is 1. +MORALE_MOD_SEXISM = 1 + +; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5. +MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; Use these settings to make changes to the laptop screen. +;****************************************************************************************************************************** + +; If set to TRUE, you can browse to the briefing room website on the laptop +BRIEFING_ROOM = FALSE + +; If set to TRUE, you can browse to the encyclopedia website on the laptop +ENCYCLOPEDIA = FALSE + +; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), +; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4. +ENCYCLOPEDIA_ITEM_MASK = 1 + +; If disabled, the transition will be skipped when opening/closing the laptop +DISABLE_LAPTOP_TRANSITION = FALSE + +; Fast loading of WWW laptop sites? +FAST_WWW_SITES_LOADING = FALSE + +; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only +LAPTOP_MOUSE_CAPTURED = FALSE + +; if true, campaign history site (Arulco Press Council) is accessible +CAMPAIGN_HISTORY = FALSE + +; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! +CAMPAIGN_HISTORY_MAX_REPORTS = -1 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Bobby Ray Settings] + +;****************************************************************************************************************************** +; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. +;****************************************************************************************************************************** + +; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. +BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE + +; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. +BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Item shipment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Should the stealing from shipments (in Drassen this is Pablo) be disabled? +STEALING_FROM_SHIPMENTS_DISABLED = FALSE + +; Set the chance in percentage of whole shipment lost from Bobby Ray +CHANCE_OF_SHIPMENT_LOSS = 10 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Item Property Settings] + +;****************************************************************************************************************************** +; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change +; all the individual entries in Items.XML or Weapons.XML. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in damage) +; maximum damage (internal) is 255 +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVES_DAMAGE_MODIFIER = 100 +MELEE_DAMAGE_MODIFIER = 100 +GUN_DAMAGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in range) +; 200 means 200% (doubles the range) +; 50 means 50% (halves the range) +;------------------------------------------------------------------------------------------------------------------------------ +GUN_RANGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target +; in an unprotected area. Each armor item has a different coverage value. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_ARMOR_COVERAGE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. +; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AMMO_WEIGHT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, +; but won't lower B/5AP below 0. +; 0 = No change from normal +; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) +; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. +; At 0.5, characters can comfortably carry twice as much with the same amount of strength. +;------------------------------------------------------------------------------------------------------------------------------ + +STRENGTH_TO_LIFT_HALF_KILO = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. +; Note: This is only used if Old Trait System is played +;------------------------------------------------------------------------------------------------------------------------------ + +MORTAR_CTH_DIVISOR = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. +; It is recommended to play with this set to FALSE when the attachments are assigned properly. +; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. +; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The chance in percentages that an attachment will have to drop with the item if an NPC dies. +; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. +; Inseperable attachments will always drop. Range: 0 - 100% +;------------------------------------------------------------------------------------------------------------------------------ + +ATTACHMENT_DROP_RATE = 100 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The maximum amount of attachments NPC's can get on their gun when they get random equipment. +; They will usually get less attachments than this value because of randomness. Range: 2 - 30 +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ENEMY_ATTACHMENTS = 3 + +; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? +SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Enemy AI Settings] + +;****************************************************************************************************************************** +; These settings change the behavior of the queen's army on the Strategy Map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; New strategic AI +; +; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies +; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens +; to every city, possibly several times during the campaign! +; When set to TRUE, this setting has the potential of making the game considerably harder. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AGGRESSIVE_AI = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy army composition +; +; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. +;------------------------------------------------------------------------------------------------------------------------------ + +; Percentage of troops that are actually placed on the map at the start of the game. +; 100 = All "default" troops are placed. +; 200 = Twice as many troops are placed. +INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 +INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 +INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 +INITIAL_GARRISON_PERCENTAGES_INSANE = 200 + +; Minimum enemy group size. Enemy groups will never be smaller than this! +MIN_ENEMY_GROUP_SIZE_NOVICE = 3 +MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 +MIN_ENEMY_GROUP_SIZE_EXPERT = 6 +MIN_ENEMY_GROUP_SIZE_INSANE = 12 + +; Percent of troops converted to extra elites in enemy groups +PERCENT_EXTRA_ELITES_EXPERIENCED = 0 +PERCENT_EXTRA_ELITES_EXPERT = 25 +PERCENT_EXTRA_ELITES_INSANE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Pool +; +; These settings control how many troops the queen has for using against you, how many new troops she gets every day, +; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. +UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE +UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE + +; Amount of troops avaliable to the queen at game start +QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 +QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 + +; Amount of troops that will be added to queens army when the troops pool is empty +QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 + +;------------------------------------------------------------------------------------------------------------------------------ +; Alert Levels +; +; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes +; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better +; chance of spotting your mercs in the wilderness and chasing them around. +; +; Everytime an enemy or merc group arrives in a new sector, 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. +; +; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. +;------------------------------------------------------------------------------------------------------------------------------ + +; Sets the starting alert chances. +ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 +ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 +ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 +ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 + +; When an enemy spots and chases a player group, the alertness value decrements by this value. +; Ranges from 1-100 (but recommend 20-60). +ENEMY_ALERT_DECAY_NOVICE = 75 +ENEMY_ALERT_DECAY_EXPERIENCED = 50 +ENEMY_ALERT_DECAY_EXPERT = 25 +ENEMY_ALERT_DECAY_INSANE = 10 + +; 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. +NUM_AWARE_BATTLES_NOVICE = 1 +NUM_AWARE_BATTLES_EXPERIENCED = 2 +NUM_AWARE_BATTLES_EXPERT = 3 +NUM_AWARE_BATTLES_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Army AI / Behavior +; +; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive +; she is about it. +;------------------------------------------------------------------------------------------------------------------------------ + +; The base interval between the queen's decisions. She can only make one decision at a time. +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 + +; A random variation to the interval between queen's decisions. +EVALUATION_DELAY_VARIANCE_NOVICE = 240 +EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 +EVALUATION_DELAY_VARIANCE_EXPERT = 120 +EVALUATION_DELAY_VARIANCE_INSANE = 60 + +; This is a delay between the player taking a sector, and the queen being able to decide to attack it. +; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 + +; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. +; A longer grace period causes defeated enemy patrols to reappear less often. +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 + +; Determines whether the queen always prefers attacking your sectors to defending her own. +; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable +; unlimited reinforcements +AGGRESSIVE_QUEEN_AI_NOVICE = FALSE +AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE +AGGRESSIVE_QUEEN_AI_EXPERT = FALSE +AGGRESSIVE_QUEEN_AI_INSANE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Individual Enemy Group Behavior +; +; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what +; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. +; This behavior was deactivated in original game. +; +; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to +; reinforce this sector. +; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. +; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_INVESTIGATE_SECTOR = FALSE +REASSIGN_PENDING_REINFORCEMENTS = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Town Militia. +;****************************************************************************************************************************** + +; Defines the maximum number of Militia that can occupy the same sector +; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the +; duration of the battle. +MAX_MILITIA_PER_SECTOR = 20 + +; The number of Town Militia that are trained in a single "training session". +NUM_MILITIA_TRAINED_PER_SESSION = 10 + +; How much loyalty you need in a town to allow you to train Militia there. +MIN_LOYALTY_TO_TRAIN_MILITIA = 20 + +; This controls how fast town militia gets trained. +MILITIA_TRAINING_RATE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, +; and are almost as well-trained as enemy Blackshirts. +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. +; FALSE = Only Regular (Light-Blue) militia can be trained. +ALLOW_TRAINING_ELITE_MILITIA = FALSE + +; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) +ELITE_MILITIA_TRAINING_DELAY= 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Town Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia training bonus for RPC (as a percentage of the normal training speed) +; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. +RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 + +; Minimum leadership skill required to be able to train Militia at all +MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0 + +; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). +LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE + +; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. +REQ_LEADERSHIP_FOR_MAX_MILITIA = 1 + +; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test +; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia +; training. +; 100 = no bonus. 150 = 50% bonus. etcetera +; Note: This is only used if Old Trait System is played +TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Mobile Militia. +;****************************************************************************************************************************** + +; Allows training militia that move around on the Strategy Map. +; If FALSE, all other settings in this category are disabled automatically. +ALLOW_MOBILE_MILITIA = FALSE + +; Delay ability to train Mobile Militia till this day +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. +; +; There are two methods: +; One is Manual Training - you pay money to train Mobile Militia whenever you desire. +; The second method is to have them created automatically (for free!) every N hours. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines which method of training is used. +; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all +; "Leadership and Mobile Militia Training settings", below. +MUST_TRAIN_MOBILE_MILITIA = TRUE + +; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile +; Militia group. +; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. +CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Mobile Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Minimum required leadership skill to train Mobile Militia +MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 + +; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the +; value dictated by DIV_OF_ORIGINAL_MILITIA. +; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE + +; Required leadership score to train the maximum number of Mobile Militia allowed. +; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) +REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90 + +; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE + +; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups +; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. +PERCENT_MOBILE_MILITIA_ELITES = 20 +PERCENT_MOBILE_MILITIA_REGULARS = 30 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Movement Settings] + +;****************************************************************************************************************************** +; These settings control how Mobile Militia move around the strategy map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to FALSE, Mobile Militia can move anywhere they want. +; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_ROAMING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; EXPLORATION-based restrictions +; +; Allow Mobile Militia to move through any EXPLORED sectors. +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; CONQUEST-based restrictions +; +; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. +; This utilizes the rules laid down in the file "DynamicRestrictions.XML". +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a +; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they +; have already been liberated once in the past. +; +; In the JA2 campaign, this allows travel through: +; San Mona, Tixa, Orta, Estoni, and Omerta. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. +; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. +; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE +ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; 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 = FALSE +ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Strength Settings] + +;****************************************************************************************************************************** +; These settings control the strength of town or mobile militia in tactial combat and autoresolve. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine how well the militia will fight during autoresolve and tactical combat. +; +; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia +; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia +; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also +; negative, meaning the militia will be weaker. +GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 + +; Flat bonus to Militiamen Action Points. +GREEN_MILITIA_APS_BONUS = 0 +REGULAR_MILITIA_APS_BONUS = 0 +VETERAN_MILITIA_APS_BONUS = 0 + +; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) +GREEN_MILITIA_CTH_BONUS_PERCENT = 0 +REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 +VETERAN_MILITIA_CTH_BONUS_PERCENT = 0 + +; Normal and energy damage is reduced by this many percents. +GREEN_MILITIA_DAMAGE_RESISTANCE = 0 +REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 +VETERAN_MILITIA_DAMAGE_RESISTANCE = 0 + +; Determines bonus to assigned weapon and gear quality (coolness). +GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Equipment Settings] + +;****************************************************************************************************************************** +; These settings control the how militia can equip itslef from sector inventories +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. +; +; This applies to both tactical and strategic combat. +; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector. +; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'. +; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works +; if no mercs are present in that sector. +; If militia reinforces a sector, they will take their gear along. +; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map. +; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in). +;------------------------------------------------------------------------------------------------------------------------------ + +; if set to true, militia will take parts of its equipment from a sector's inventory. +MILITIA_USE_SECTOR_EQUIPMENT = FALSE + +; determines wether militia picks helmets, vests and leg armour from the sector. +MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE + +; determines wether militia takes NVGs, sungoggles and gasmasks from the sector. +MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE + +; determines wether militia takes knifes and punch weapons from the sector +MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE + +; determines wether militia takes guns from the sector +MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE + +; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true. +; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped +; If this is set to TRUE, make sure to occasionally restock ammo for your militia. +MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE + +; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type +MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE + +; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector +MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE + +; the number of bullets deemed sufficient for a gun is +; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size)) +; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10 +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200 +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 + +; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector +; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and +; orange gear cannot be chosen by any militia. +MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Shopkeeper Inventory Settings] + +;****************************************************************************************************************************** +; These settings control the inventory of Arulco's resident shopkeepers. +; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting) +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away +; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. +;------------------------------------------------------------------------------------------------------------------------------ +CHANCE_TONY_AVAILABLE = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn on to get BR shipments faster +;------------------------------------------------------------------------------------------------------------------------------ +FAST_BOBBY_RAY_SHIPMENTS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Assignment Settings] + +;****************************************************************************************************************************** +; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic Settings +; +; Use these to affect all assignments. +;------------------------------------------------------------------------------------------------------------------------------ + +; The amount time a character 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 +; +; These settings control the speed of training, and how useful some characters are at training others. +;------------------------------------------------------------------------------------------------------------------------------ + +; Min skill required for a character to be able to increase that skill at all. +MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1 + +; Max value to which any skill can be trained. +MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 + +; Divisor for rate of self-training (the "PRACTICE" assignment) +TRAINING_RATE_DIVISOR = 1000 + +; The divisor for rate of training bonus due to instructors influence +; Reduce to speed-up trainer/student training +; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points +INSTRUCTED_TRAINING_DIVISOR = 3000 + +; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) +; Also applies to training militia +TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 + +; The minimum skill rating a character must have before he can train fellow teammates in that skill. +MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. +; +; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. +; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. +; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. +; 1 = Both options on. +;------------------------------------------------------------------------------------------------------------------------------ + +SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0 +SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. +; +; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. +; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until at least one student wakes up. +; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until the trainer wakes up. +; 1 = Both options on. +; +; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the +; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). +;------------------------------------------------------------------------------------------------------------------------------ + +REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Doctoring +; +; (for reference: OKLIFE = 15 health) +;------------------------------------------------------------------------------------------------------------------------------ + +; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) +; Low = patient, high = working +NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 +NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 +NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 + +; Increase this value to reduce doctoring pts per hour, 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 medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) +BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 + +; Multiplier for how much medical skill is needed, for each point below OKLIFE +MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 + +; Number of "doctor" points used up to heal each point below OKLIFE +POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Repairing +;------------------------------------------------------------------------------------------------------------------------------ + +; Cost to unjam a weapon in repair pts +REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 + +; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +REPAIR_RATE_DIVISOR = 2500 + +; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points +; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows +; down repair. A lower value speeds it up. +REPAIR_SESSIONS_PER_DAY = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; SquadNames +;------------------------------------------------------------------------------------------------------------------------------ + +; use squadnames from SquadNames.xml +USE_XML_SQUADNAMES = FALSE + +[Clock Settings] + +;****************************************************************************************************************************** +; These settings control the speed behavior of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change in Clock Speed from base clock speed in percent +; Range: 100 - 300 Default: 150 +;------------------------------------------------------------------------------------------------------------------------------ + +CLOCK_SPEED_PERCENT = 150 + +;------------------------------------------------------------------------------------------------------------------------------ +; Timeslice in microseconds. The frequency that the screen is refreshed. +; At normal speed the clock is updated every 16 milliseconds. +; Range: 1000 - 20000 Default: 16000 +;------------------------------------------------------------------------------------------------------------------------------ + +UPDATE_FREQUENCY = 16000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Improved auto fast forwarding. +; AUTO_FAST_FORWARD_ENEMIES: +; 0 - default behaviour +; 1 - auto fast forward only enemies that are not seen by player's team +; 2 - auto fast forward only invisible enemies +; 3 - auto fast forward all enemies +; AUTO_FAST_FORWARD_MILITIA: +; 0 - default behaviour +; 1 - auto fast forward only militia that does not see enemies +; 2 - auto fast forward militia always +; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_FAST_FORWARD_ENEMIES = 0 + +AUTO_FAST_FORWARD_MILITIA = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. +; At normal speed the clock is updated every 10 milliseconds. +; Range: 1-10000 Default: 500 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_PERIOD = 500 + +;------------------------------------------------------------------------------------------------------------------------------ +; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. +; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx +; Note MENU = [ALT], CONTROL = [CTRL] +; Examples (separated by comma): +; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_KEY = SUBTRACT + +[Overhead Map Settings] +;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences! +;Modes: +; 0 Off +; 1 Draw Rectangles +; 2 Draw Rectangles and hatch them with the 'no deployment' pattern +MARKER_MODE = 2 +;Precision governs how small the marked area will be +; 0 Hostiles are in a general area 180 tiles across +; 1 Hostiles are in a general area 120 tiles across +; 2 Hostiles are in a general area 90 tiles across +; 3 Hostiles are in a general area 60 tiles across +; 4 Hostiles are in a general area 45 tiles across +; 5 Hostiles are in a general area 30 tiles across +DAYTIME_PRECISION = 4 +;Same as above, this time for Night +NIGHTTIME_PRECISION = 5 +;Number of remaining Soldiers before their location gets marked +MAX_SOLDIERS_LEFT = 1 diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Chinese.MercProfiles25.xml 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在度过十余年战果卓著的职业生涯后,Needle没能通过当年体检,因此不得不提前告老还乡。很遗憾,Mark Kranhuim医生右眼的持续病变使他拖了小队的后腿。目前,他在纽约法医办公室兼任夜班验尸官。 + + + + 1 + Gary + Gary Roachburn + Gary Roachburn因其显赫的家族与满嘴跑火车的个性闻名,他是Roachburn家第二个加入我们的佣兵。在其父Leon Roachburn上校死于横祸后,Gary结束了他前途远大的军旅生涯,成为了童子军的外聘教官。此时他正在Takaddata集训营任教。 + + + + 2 + Sam + Samuel "Sam" Garver + 风光无限的佣兵Sam业已买断离职,回到了佛罗里达群岛。他对坐拥“Sam短吻鳄皮制品与礼品商店”的店主生活极其满意。这座商店毗邻71号高速公路,交通便利,且因其独家售卖的鳄鱼皮战斗刀及配套皮靴蜚声远近。 + + + + 3 + Boss + Glen "Boss" Hatchet + Boss Hatchet总说要活到金盆洗手的那天,他也确实做到了。在Victoria Waters提供给他汽车修理行的职位后,Glen便刀枪入库,带着工具箱退了休。人们大概会因为他在离职前夕的AIM圣诞晚会痛打Bernie Gloveless医生的行为而缅怀他。 + + + + 4 + Smoke + Smoke Peterson + 断断续续地为AIM工作的多年间,Smoke Peterson的名字总是与埋设爆炸物时引信过短这一让人哭笑不得的行为一起被提及。不过对于大部分成员来说,现在他们终于可以放声大笑了;由于战靴里的一块硌脚石子分散了他的注意力,Peterson在一声巨响和一阵青烟后,留下了一堆难辨其形的腌臜物,永远告别了这个世界。 + + + + 5 + Jimmy + Jimmy Upton + 很不幸,江山易改,本性难移,有人发现Jimmy Upton在非营业时间出现于底特律西南方的银行里。尽管竭力表示自己对随身携带的盗窃工具的使用方法一无所知,Upton还是被州法院判了五年监禁。在刑满之后,他还要为自己交待的上一起爆窃案去俄亥俄继续蹲上七年大牢。 + + + + 6 + Doc + Doc Koolhan + Doc Koolhan从AIM退休后,将精力投入到医疗事业中。作为副业,他在的黎波里经营一家免费诊所已有数年。然而,在全职工作六个月后,他关闭了诊所,投奔了无国界医生联合组织。目前,据确认,他正以该组织成员的身份活动于突尼斯共和国。 + + + + 7 + Wink + Wink Dickerson + 因强健善掷、准度欠佳的手臂出名的Wink Dinkerson终于等来了一生都在守候的召唤。由于资金大幅削减,蒙特利尔博览会队正在各地搜寻天分上佳(或不佳)的候补投手。签订周薪140加元的合同以后,Wink终于成为了预备队内第五投手。 + + + + 8 + Beth + Mary Beth Wilkens + 这是我们所要报告的最令人唏嘘的悲惨变故。Mary Beth于去年八月在公寓门口被一名枪手射杀。这名狂热的爱慕者先是对她进行了为时数月的骚扰,进而升级成暗中尾随。Mary在双手提着从商店买回的杂货回家时,遭到了枪手的突然袭击。Mary Beth的果断干练与进取精神将会长存我们心中。 + + + + 9 + Bud + Lt. Bud Hellar + Bud Hellar中尉在离开AIM后接手了一系列工作,从担任Rush Limbaugh的私人保镖到停车场管理员。好聚好散,我们将会永远铭记他对组织的尽心与忠诚。最近的报告称,他成为了某烟草商的安全顾问,不过这条消息尚未得到证实。 + + + + 10 + Larry + Larry Roachburn + 八次戒毒均告无果后,AIM别无选择,只能剥夺Larry Roachburn的成员身份。据我们推断,Larry父亲的死促使他又一次尝试规束自身的暴力倾向并终止长达十数年的吸毒史。我们谨希望他一帆风顺,有所实绩。 + + + + 11 + Ears + Edward "Ears" Stockwell + Ears Stockwell几乎在十八个月前就递交了辞呈。从那以后,我们就没有收得有关他的任何联络,因此也没有值得公布的信息。而事实上,我们也懒得去联系他。 + + + + 12 + Moses + Murray "Moses" Ebstern + 在AIM向五十岁以上成员提供了全套退休方案后,Moses下定决心,要借此机会转入新的事业。Ebstern用退休金开了一家餐馆,短短的两年间,他就在New Delhi以风味熏肉创立了口碑。 + + + + 13 + Screw + Patrick "Screw" Phillips + Patrick Phillips脱离AIM的事实令我们十分遗憾。 由于在诸多方面——大部分与Screw的社交能力缺陷有关——存在尚未解决的争端,Patrick认为他最好作为独立佣兵继续自己的职业生涯。最后我们有一言相告,他正在为中东的某些新成立的国家效力。 + + + + 14 + Rusty + Russell "Rusty" Hunter + 作为AIM顶尖爆破专家之一,Rusty因广博的专业知识以及,嗯,足够的理性,获得了不朽声誉。Russell Hunter最近延长了离职期,充当一家电影制作公司的特效指导。对AIM而言幸运的是,在过去的这些年,爆破领域还有其他的人才出现。 + + + + 15 + Bernie + Doctor Bernie Gloveless + Bernie与AIM的渊源可以概括为一波未平,一波又起。在拒绝让出组织专属内科医师并与队员发生诸多龃龉之后,AIM决定将Bernie Gloveless医生强行解职。他目前受雇于一家国际保险公司,下次公司让你去做身体年度检查的时候,你可能会想起他的名字。 + + + + 16 + Reuban + "Unusually Ruthless" Reuban + 潜逃数年的Reuban终于落入法网,并被押解回罗马尼亚。他因谋杀妻儿同时背上了六条人命。尽管可能要在牢里过完他的下半辈子,Reuban似乎对新环境适应良好。他劳教的内容主要是打扫庭院,而且他修剪的树木造型为所在监狱赢得了好几次“新风貌”奖。 + + + + 17 + Pops + Pops McGillicutty + AIM努力劝说Pops McGillicutty退休达数年之久,未能成功,终于不得不推出一条措施,让年满85岁的佣兵强制离职。Pops为了还马革裹尸的佣兵一个安身愿,开设了主要立足网络的殡葬沙龙,专门负责给去世的佣兵举办有排场的葬礼。 + + + + 18 + Kelly + Col. Leo Kelly + 常被称作佣兵中的佣兵的Leo Kelly上校,在克罗地亚战争爆发后不久就再也不见踪影。几名成员称曾经见到过他带领一支突击队穿越Napir的雨林,他也确实在Steven Segal最新指导的影片中以战争技术参谋的身份挂了个名。然而,关于他目前的状况,我们还没有收到任何正式的汇报。 + + + + 19 + Tex + Tex R. Colburn + 我们多才多艺的成员之一,Tex Colburn,上交了自己的两把左轮,走上了实现演艺之梦的道路。作为在欧美冉冉升起的日裔明星,他领衔主演了《让弹尘飘》 这部电影,并让人们对其早年在经典影片《大骏马的突击》和《开着本田去旅行》所饰演的角色产生了热切关注。 + + + + 20 + Hurl + Hurl E. Cutter + Hurl不论到哪儿都是个供医生榨取医疗费的病秧子,而他已经杳无信讯达九个月。在搜寻医院的医疗记录及前往Havana认尸未果以后,他最后的行踪也没能提供任何有效线索。Fidel Dahana屡次质询他的情况,不过警方并没有继续对此的调查。 + + + + 21 + Biff + Biff Apscott + Biff Apscott在佣兵中也是个出挑的人。我们将会怀念这名年轻人的旺盛精力,以及他让成员们铭记自身勇气的方式。尽管难以置信,我们还是要声明,Biff不明智地开设了一家佣兵介绍所与AIM竞争。至于我们对此感到多么惋惜,自然不需赘言。 + + + + 22 + Spike + Major Spike Scallion + Spike Scallion的离去是AIM极大的损失。他的雄伟气度与一贯坚韧不拔的作风总是能让队员们同仇敌忾,安心作战。Scallion少校获得了一份回报丰厚的长期合约,在朝鲜走马上任。我们竭尽所能也没有挽留住他。 + + + + 23 + Raffi + Dr. Raffitto "Raffi" Leevon + 在医学学位问题上引起无数争论的Leevon医生,在并未通知我们的情况下于年初离开。显然他隐姓埋名,开始新生,并伙同他的乐队成员Rotis和Haggis一头扎进了舞动汤勺敲击饭碗的打击乐世界。 + + + + 24 + Mike + Mike + 新一轮个人薪资增长事宜还在洽谈中时,听说雇主评价他为外强中干的Mike突然退出了讨论。他目前行踪成谜,其他情况也是如此。办事处收到他的最后联络源于某个小国,而此地当局的胁迫让我们宁愿忘记这个国家的名字。 + + + + 25 + Hector + Hector Alvarez + 在Zaire严重受伤后,Hector Alvarez落下了终身残疾。他利用伤害保险金,在委内瑞拉的家乡玛格丽塔开店度日。他的“豪华蛋类全席早餐套装”起价49.99美元,深受德国游客好评。 + + + + 26 + Snake + Johnny "Snake" Edwards + 人们都叫他“罩得住先生”,而来无影去无踪则是他的拿手好戏。可惜的是,他在Maupaa的墓碑上却只刻了“战争遇难者”的字样。Snake丧命于一次毫无必要的武装冲突——正是把Alan "Spam" Webster送上军事法庭的那次。在Webster让对方缴械投降时,Snake两眼正中吃了一颗子弹。 + + + + 27 + Speck + Speck T. Kline + While Speck从来就没能融入到佣兵的生活中去,我们普遍认为他对修理的爱好根本无法修理,这让他成了鲜人问津的成员。或许,我们正是因此才对他开设另一家佣兵介绍所的行为感到吃惊。AIM祝他好运,因为我们清楚,他太需要运气了。 + + + + 28 + Weasel + Willy "Weasel" Augustin + Wee Willy又称“黄鼠狼”或者“大喇叭”,基本上都被雇主当成监视队友的便宜添头。结果,他的“大义灭亲”情结把自己引上了人们预料中的末路。在密告妻子涉嫌福利欺诈之后,她经由保释回到了家里,一枪崩了Augustin。 + + + + 29 + Leech + Timothy "Leech" Jenkins + 摆脱Leech可不是件容易的事。他固执的脾气和刚愎的性格让我们别无选择,只能将他放上冷板凳。在给予其五次留任察看处分后,我们规劝他放弃这一行;当然,又被他一口回绝。Leech在合约中止后提出起诉,索要违约金,直到最近我们才用一笔目前不能透露数额的钱款搞定了他。到今天为止,他还在不停地向我们的办事处投递求职申请。 + + + + 30 + Lance + Lance Fisher + 由于与Victoria Waters持续发生口角,我们劝说Lance离开AIM,为此我们提供给他西点军校的一个职务。他接受了,目前是伦理与战术撤退方面的讲师,还在这个领域出了一本书。《淡定地夺路而生》目前在多数军事学院的书店有售。 + + + + 31 + Stella + Dr. Margaret "Stella" Trammel + Margaret是加入AIM行列的第一名女性,将会受到我们的诚挚怀念。除了在战场上的恶斗,Trammel医生也会因为她与AIM团结互助兄弟会的不懈抗争、为女性争取同等福利的事迹长存我们心头。她最近在维尔京群岛开办了家政医疗所。 + + + + 32 + Eli + Doctor Eli Summers + Summers医生在雇主间的口碑良好,因为他既接受与新人同行的任务,处理个人事务也保持低调。尽管AIM对他离去的决定表示惋惜,不过我们很高心地获悉,这位善良的医师正把他的爱好转为职业:参加老年高尔夫巡回赛,并在Pebble Beach光荣地赢得了第四名。 + + + + 33 + Elroy + Elroy B. Tolken + 他走了,我们不在乎,也不关心。有人在乎吗? + + + + 34 + Skitz + Bruce "Skitz" Bonner + Bruce Bonner走了,再也回不来了!多名爆破专家的加入让我们轻松地做出了这个早该做出的决定。在连续停职察看八期后,Skitz终于被我们除名。尽管受到了特别照顾、接受了二十一次电击治疗,被监禁在Saint Michael医院的Skitz依然处于高犯罪倾向的精神错乱之中。 + + + + 35 + Wally + Walter "Wally" Yuntz + 有人说过,要是Wally不走霉运,他就压根没运可走。在确证了视力存在问题后,Wally预定要接受视力矫正手术。这一手术本应永久提高他的瞄准能力,可激光仪的控制程序却运作失常。现在,彻底失明的Wally只好拄着导盲杖,给正在打老年高尔夫巡回赛的Eli Summers医生背球杆。 + + + + 36 + Turtle + Herman "Turtle" Regents + 或许Turtle的去职可以用他辞呈中的一段文字贴切地说明:“你们派我参战,还不让我停歇。我实在扛不住了,无路可走,只能把这解约书交上来。” 后来我们听说他在芝加哥担任实习警员。 + + + + 37 + Kaboom + Marty "Kaboom" Moffat + 在针对我们组织发起的诉讼中,Marty Moffat的不当致死一例最为特别。据信,Kaboom因为在拆除炸弹受伤而导致脑死亡,他的器官按照其签署的合法捐献卡被捐献。不过,他的家人一口咬定Marty当时还活着,只不过是在睡回笼觉。我们的司法部建议,不要再陪他们纠缠细节。 + + + + 38 + Rev + Reverend Clyde Potter + 由于组织内部无信仰成员的抱怨日渐升级,AIM撤销了本堂神父这一职位。因此,好传道的Potter作为我们最底层的佣兵,也被开除出队。离开AIM后,Reverend Clyde Potter 在巴尔的摩的Innercity 基督教会找了个差事。他现在彻底否认和AIM有任何关系,并退还了养老金,也不再接我们的电话。 + + + + 39 + Sparky + Megan "Sparky" Roachburn + 辉煌一时的战士家族Roachburn 随着Megan的退休走到了尽头。她是家族中惟一的女性,也是最后一个退出AIM的成员。Sparky后来从事了她梦寐以求的事业——K-mart的一名诚信监督员。尽管她总说,故意把钱落在柜台、测试收银员是否藏匿不报是个无聊活,不过比起硝烟漫天的战场,她还是会选择在超市里工作。 + + + + 40 + Mitch + Dr. Mitch Shudlem + 从来就受不了血肉横飞场面的Shudlem医生,在广泛寻职后回到了妇产科继续他血与肉的考验。他目前是单亲圣玛丽医院的一把刀。他说回到产科是他最棒的经历,真不知道当初为什么会想要离开。 + + + + 41 + Carp + Howard "Carp" Melfield + 虽然身无所长,但Carp在组织内部却人缘颇佳。他在AIM内主要从事文案工作。Howard Melfield效率极高,主管成员的健康、安全、退休和牙齿保健事务。他也十分好说话地接下了圣诞晚会的总负责人这一差使。 + + + + 42 + It + Carl "It" Goodman + 主要因为一身蛮力被看重的Carl看家法宝就是手里的撬棍,他凭简单粗暴的行动方针长年受到雇主偏爱。离开AIM之后,Goodman回归了职业摔跤运动,他说这个行当要步步为营,风险无处不在。他的朋友和粉丝常能在星期六晚上看到“蒙面佣兵”在付费频道的比赛。 + + + + 43 + Vinny + Vincenzo "Vinny" Massimo + 虽说Vinny在AIM中的履历干净得像张白纸,他的私生活也找不到一点瑕疵,不过这个聪明反被聪明误的哥们自从涉嫌诈骗和逃税被联邦法院传召以后,AIM就摘了他的牌。在垄断老虎机销售、给赛马注射杜冷丁和为奥运水球队拉皮条等多起恶行被检举出之后,我们再也不会见到他了。 + + + + 44 + Bob + Captain Bob Adams + 尽管身为一名肉搏专家,但原飞行员Bob Adams从未磨灭他对飞行的热忱。因此,当Adams上尉在约一年前辞职时加入美国一家航空公司时,我们并未感到吃惊。可悲的是,今年七月,在一条区域短单程航线上,他在强气流中失去了对飞机的控制,最终在凤凰城郊外坠机身亡。 + + + + 45 + Hamous + Hamous + Hamous在Metavira进行了他的处子战。根据一名主顾Jack Richards不遗余力的推荐, 我们给了他试用机会,而眼下试用期将满。遗憾的是,可怜的Hamous还是没能攒够钱去买下那辆他钟爱的小货车。因此他做了力所能及的事——在巴黎城外偷了一辆。实际上,那不过是一辆出售冰激凌的卡车,而他也开着车消失在前往伊斯坦布尔的路上。 + + + + 46 + Mouse + Anita "Mouse" Backman + Anita仅在组织默默无名地干了不长时间。凭着自己行踪无痕的独特手段,Mouse和Margaret "Stella" Trammel医生在同一时间递交了辞呈。我们认为,她们一起去了维尔京群岛,Backman就在Trammel新开设的诊所担任护士和接待员。 + + + + 47 + Postie + Jack "Postie" Durham + Postie有幸享有AIM最后悔拉进队伍的佣兵这一殊荣。我们这么说,是因为有群众对联邦邮递部门敢怒不敢言的态度替我们作证:自从Postie带着他的全额欠薪被我们退回邮局以后,他就负责客服;也就是从那时起,敢于投诉的人大大减少了。 + + + + 48 + Leon + Col. Leon Roachburn + Leon Roachburn上校,一个在当今绝没机会成家的人,却是一名负责的士兵和导师。去年圣诞夜,他葬身于连房车一起吞没的大火之中。值得一提的是,他留下了一处价值超过百万美元的房产。不那么值得一提的是,他的孩子一个子儿都没分到;相反,Pamela Sue Anderson是遗产的唯一受益人。 + + + + 49 + Dyno + Roger "Dyno" Wittman + Roger尽过力,连吃奶的劲都用上了,但是他似乎就是缺少天分。可以理解,维护枪械时,总有些人愿意带着他,拿他取乐。不过最终,他意识到自己不适合这一行。我们最后听说他成为了绿河马剧团Animals on Ice剧目的一名候补演员。 + + + + 50 + Spam + Alan "Spam" Webster + Alan Webster在组织内逗留的时间很短,而且乏善可陈。他多年的维和工作似乎泯灭了他的攻击本能,因此也危及到其所在小队的安全。在Maupaa那起导致Johnny "Snake" Edwards丧生的事件过后,AIM再也不能忽视他的不作为。Spam被送上了军事法庭,于1998年3月极不光彩地被开除出我们的行列。 + + \ No newline at end of file diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailMercAvailable.xml b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailMercAvailable.xml new file mode 100644 index 000000000..e721f3042 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailMercAvailable.xml @@ -0,0 +1,1327 @@ + + + + + + 0 + AIM服务器转发:来自Barry Unger的消息 + Hello!这是来自Barry Unger的信息以响应你在我们的电话应答系统上的留言。我已经返回,如果你还对我提供的服务感兴趣,现在可以通过AIM的网站联系到我。 ± ± 谢谢。 ± + + + + 1 + AIM服务器转发:来自Keith Hanson的消息 + 嘿,我是Blood。你的消息已收到。我已经回来了,如果你还想联系的话,打电话。 ± + + + + 2 + AIM服务器转发:来自Rudy Roberts的消息 + 你好。我是Rudy Roberts。不久前,你留了口信给我,我写信给你是为了通知你现在我可以为你服务了。另外,提醒你一下,我经常接到工作,你最好尽快联系我。 ± ± 谢谢。 ± + + + + 3 + AIM服务器转发:来自Steve Bornell的消息 + 我是Steve Bornell Grizzly。你在AIM上给我留了口信。我回来了。请联系我。我恨他妈的高科技。EXIT.. Send.. Stop.. HTTP..什么乱七八糟的破玩意儿! ± + + + + 4 + AIM服务器转发:来自Victoria Waters的消息 + G收到你的消息,如果你还在找人,到AIM和我谈谈。 + + + + 5 + AIM服务器转发:来自Trevor Colby的消息 + 收到你的消息。Sheila和我都回来了,我假定你要找的是我,除非Sheila做了些我不知道的事情。通过AIM找我,我们会搞清楚的。 ± + + + + 6 + AIM服务器转发:来自Helmut Grunther的消息 + Hello,我是Grunty。你在我的机器上留了口信。现在我给你留一个。我已完成任务并回来了。 ± + + + + 7 + AIM服务器转发:来自Ivan Dolvich的消息 + Hello 我在家了。 ± + + + + 8 + AIM服务器转发:来自Bobby Gontarski的消息 + 这是Robert Gontarski给你留的口信。我在AIM可以为你服务,你可以在网站上看到我。 ± + + + + 9 + AIM服务器转发:来自Igor Dolvich的消息 + Hello 我是Igor Dolvich,是传奇人物Ivan Dolvich的侄子,在回复你的信息。现在可以和我讨论工作的事情。我在寻找一个酒厂的合作赞助,他们可以把商标贴在我的枪上,作为交换给我一些他们的产品就可以了。 ± + + + + 10 + AIM服务器转发:НАИdАМ ПИЖИЙСИ + >>这是通过AIM服务器转发的匿名邮件。你在找Shadow。我可能在AIM的站点上停留片刻。你永远都不要讲出去。 ± + + + + 11 + AIM服务器转发:来自Ernie Spragg的消息 + 你好朋友!非常抱歉你打电话时我不在,但是当时是我的一个爆炸时间,如果你明白我的意思的话!你给Red打电话,你可以在AIM上找到我。 ± + + + + 12 + AIM服务器转发:来自Carl Simmons的消息 + 你留了口信。看来我们有些事情要谈。你知道在哪里可以找到我。 ± + + + + 13 + AIM服务器转发:来自Fidel Dahan的消息 + 抱歉我没能及时联系你。他们拿走了Fidel的电脑,他们说他们发现了坏图片的文件,这不是真的,我不知道他们怎么找到的。现在是工作的好时间,你到AIM,我们谈谈。 ± + + + + 14 + AIM服务器转发:来自Cynthia Guzzman的消息 + Hello 你给我留了口信?让我们谈谈看能否一起做点什么。 ± + + + + 15 + AIM服务器转发:来自Sidney Nettleson的消息 + 谢谢你对我感兴趣。我想你一定知道,我是AIM中最著名的专家。如果你想更深入地了解我,我现在就可以和你交流。 ± + + + + 16 + AIM服务器转发:来自Gus Tarballs的消息 + 傻瓜!真希望你从未打过电话!当我在中东打高尔夫时听到了你的嗡嗡声。我现在不忙了,也许我们可以做单大生意。 ± + + + + 17 + AIM服务器转发:来自Monica Sonderguaad的消息 + Hello,我已回到AIM。如果你愿意,我可以讨论合作的可能性。(此外,如果你雇佣了Gumpy,这个你从杂志中扯下来的免费帐户中的一员,那就不必再费口舌了) ± + + + + 18 + AIM服务器转发:来自Ice Williams的消息 + 我是ICE。听说你在找我,并收到了你的口信。如果你想合作,我会挤时间和你谈的。 ± + + + + 19 + AIM服务器转发:来自Dr. Donna Houston的消息 + 谢谢你联系我,我是Dr. Donna Houston。完成了上一个任务,现在可以和你谈几分钟了。当然,我在随时待命,所以很遗憾,我不能保证任何事情。 ± + + + + 20 + AIM服务器转发:来自Dr. Clifford Highball的消息 + Dr. Clifford Highball现在有空了。 ± + + + + 21 + AIM服务器转发:来自John Peters的消息 + 我回来了。 ± ± Bull ± + + + + 22 + AIM服务器转发:来自Frank Hennessy的消息 + 我收到了你的口信。我很快就要离开,欲谈从速。 ± + + + + 23 + AIM服务器转发:来自Louisa Garneau的消息 + 如果你想击毙什么东西,给我电话,其它事情我不感兴趣。 ± + + + + 24 + AIM服务器转发:来自Ron Higgens的消息 + 我是Ron Higgens。收到你的口信。 ± + + + + 25 + AIM服务器转发:来自Charlene Higgens的消息 + Hi,我是Charlene,我会在这里呆一段时间,除非有什么事情冒出来。 ± + + + + 26 + AIM服务器转发:来自Kirk Stevenson的消息 + 你想找我?我在了。 ± + + + + 27 + AIM服务器转发:来自Corp. Len Anderson的消息 + 谢谢你联系我,如果你想现在讨论你的任务,你可以通过AIM找我。谢谢! ± ± Corp. Len Anderson ± + + + + 28 + AIM服务器转发:来自Dr. Daniel Quinten的消息 + 很高兴收到你的口信。如果你还在找够格的医务人员,我现在有点时间可以见你。我会很高兴地考虑你说的每件事情。 ± + + + + 29 + AIM服务器转发:来自Earl Walker的消息 + 我在了。你想谈话?你知道怎么找我。 + + + + 30 + AIM服务器转发:来自Stephen Rothman的消息 + 多谢你联系我。如你所知,我正在致力于成为AIM的新的顶尖人物,所以我经常接一些高水平、高难度的任务。现在我有时间和你谈话,但我猜想时间非常有限。 ± + + + + 31 + AIM服务器转发:来自Robert James Sullivan的消息 + 收到口信,我现在在AIM,正在等待新任务。我们谈谈。我不认为机会会反复出现,但是你从不知道。 ± + + + + 32 + AIM服务器转发:来自J.P. Viau的消息 + Malice在办公室,我准备好了。 ± + + + + 33 + AIM服务器转发:来自Dr. Q. Huaong的消息 + 收到你的口信。你应该还有生意要和我谈,我现在可以和你会谈。 ± + + + + 34 + AIM服务器转发:来自Edgar Smorth的消息 + 收到。你想?来吧。 ± + + + + 35 + AIM服务器转发:来自Thor Kaufman的消息 + Hello,抱歉没能和你通话。这是我繁忙的一周。无论如何,如果你还有兴趣谈的话,我并不是所有事情都定死了。 ± + + + + 36 + AIM服务器转发:来自Sheila Sterling的消息 + 你好,我是Scope Sterling,在回复你的口信。你应该有事情和我谈,我在AIM。 ± + + + + 37 + AIM服务器转发:来自Peter Sanderson的消息 + 你给我打了电话?当时我在洗手间,给我回电。 ± + + + + 38 + AIM服务器转发:来自Dr. Michael Dawson的消息 + 太好了!我收到你的口信,我正在找一些可以做的工作。谢谢! ± Michael Dawson, M.D. ± + + + + 39 + AIM服务器转发:来自Norma Jessop的消息 + 收到你留在我机器上的悲惨消息。你想占用我的宝贵时间,你知道我在哪儿。 ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + 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Subject : None + Message : None + + + 166 + Subject : None + Message : None + + + 167 + Subject : None + Message : None + + + 168 + Subject : None + Message : None + + + 169 + Subject : None + Message : None + + + + 170 + 转发自AIM服务器:Victor Kolesnikov的信件 + 你好,这是Monk,留言已收到。我已经回来了,你可以联系我了。 ± ± 等你的电话。 ± + + + + 171 + 转发自AIM服务器:Janno Allik的信件 + 我已经准备好接受任务了。我有空干任何事情 ± ± Janno Allik ± + + + + 172 + 转发自AIM服务器:Lennart Vilde的信件 + Lennart Vilde已经准备好了! ± + + + + 173 + 转发自AIM服务器:Henning von Branitz的信件 + 你的留言我已收到,谢谢。请到AIM主页联系我,然后讨论招募事宜。 ± ± 那时见! ± ± Henning von Branitz ± + + + + 174 + 转发自AIM服务器:Luc Fabre的信件 + 收到留言,Merci(谢谢)! 你能考虑我我非常高兴。你知道在哪里能找到我。 ± ± 希望能收到你的电话。 ± + + + + 175 + 转发自AIM服务器:Dr. Laura Colin的信件 + 你好!非常高兴你能给我留言,我很感兴趣。 ± ± 请再上AIM,我愿意听听详细事宜 ± ± 此致敬礼! ± ± Dr. Laura Colin ± + + + + 176 + 转发自AIM服务器:Graziella Girelli的信件 + 你上次想联系我但是没有成功。± ± 你懂得?家庭聚会啦。我现在已经厌倦了我的家庭,你能再上AIM联系我的话我会非常高兴 ± ± Ciao(再见)! ± + + + + 177 + 转发自AIM服务器:Rudolf Steiger的信件 + 你知道我每天有多少个电话要接吗?每个蠢货都认为他可以Call我。 ± ± 反正我回来了,前提是你真的有有趣的工作给我的话。 ± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None + Message : None + + + 186 + Subject : None + Message : None + + + 187 + Subject : None + Message : None + + + 188 + Subject : None + Message : None + + + 189 + Subject : None + Message : None + + + 190 + Subject : None + Message : None + + + 191 + Subject : None + Message : None + + + 192 + Subject : None + Message : None + + + 193 + Subject : None + Message : None + + + 194 + Subject : None + Message : None + + + 195 + Subject : None + Message : None + + + 196 + Subject : None + Message : None + + + 197 + Subject : None + Message : None + + + 198 + Subject : None + Message : None + + + 199 + Subject : None + Message : None + + + 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Kline ± + + + + 41 + 费用增加通知 + 由于Haywire堪称典范的表现,他的服务费用已经做了调整。他的薪金上调,立即生效,特此通知。 ± ± Speck T. Kline ± + + + + 42 + 费用增加通知 + 请注意,由于各项能力的提高,Gasket的服务费用已经提高。 ± ± Speck T. Kline ± + + + + 43 + 费用增加通知 + 请注意,Razor的经验使他有资格获得更公平的待遇。他的费用已经增加以便更准确地反应他的价值。 ± ± Speck T. Kline ± + + + + 44 + 费用增加通知 + 请注意,Flo的专长得到提高,所以她的待遇也一并提高。 ± ± Speck T. Kline ± + + + + 45 + 费用增加通知 + 请注意,Gumpy的能力有所提升,他的费用也一并提升。 ± ± Speck T. Kline ± + + + + 46 + 费用增加通知 + 请注意,考虑到Larry的贡献和经验,他的日常费用增加了。 ± ± Speck T. Kline ± + + + + 47 + 费用增加通知 + 请注意,考虑到Larry的贡献和经验,他的日常费用增加了。 ± ± Speck T. Kline ± + + + + 48 + 费用增加通知 + 请注意,Cougar的优异表现使他有资格获得更高的报酬,立即生效。 ± ± Speck T. Kline ± + + + + 49 + 费用增加通知 + 请注意,Numb的费用由于他的优异表现而提高。 ± ± Speck T. Kline ± + + + + 50 + 费用增加通知 + 谨此通告,Bubba的服务费用已增加以正确反应他的能力。 ± ± Speck T. Kline ± + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + + 58 + 费用增加通知 + 谨此通告,由于Gastons过去的表现,他有资格获得更高的报酬。就个人而言,我并不感到惊讶。 ± ± Speck T. Kline ± + + + + 59 + 费用增加通知 + 请注意, 增加Stogies的报酬以配合他的能力上升。 ± ± Speck T. 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b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/Chinese.EmailSenderNameList.xml @@ -0,0 +1,264 @@ + + + + + + + + 0 + Enrico + + + + 1 + Psych Pro Inc + + + + 2 + Help Desk + + + + 3 + Psych Pro Inc + + + + 4 + Speck + + + + 5 + R.I.S. + + + 6 + None + + + 7 + None + + + 8 + None + + + 9 + None + + + 10 + None + + + 11 + None + + + 12 + None + + + 13 + None + + + 14 + None + + + 15 + None + + + 16 + None + + + 17 + None + + + 18 + None + + + 19 + None + + + 20 + None + + + 21 + None + + + 22 + None + + + 23 + None + + + 24 + None + + + 25 + None + + + 26 + None + + + 27 + None + + + 28 + None + + + 29 + None + + + 30 + None + + + 31 + None + + + 32 + None + + + 33 + None + + + 34 + None + + + 35 + None + + + 36 + None + + + 37 + None + + + 38 + None + + + + 39 + None + + + 40 + None + + + 41 + None + + + 42 + None + + + 43 + None + + + 44 + None + + + 45 + None + + + + 46 + M.I.S. Insurance + + + + 47 + Bobby Rays + + + + 48 + Kingpin + + + + 49 + John Kulba + + + + 50 + A.I.M. + + + 51 + Miguel + + + 52 + None + + + 53 + None + + + 54 + None + + + 55 + None + + + 56 + None + + + 57 + None + + + 58 + None + + \ No newline at end of file diff --git a/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI new file mode 100644 index 000000000..b4f1ca9ab --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI @@ -0,0 +1,319 @@ +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13: Unfinished Business +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This file controls special settings for the v1.13 Unfinished Business. +; The general common settings are stored in the ja2_options.ini file. +;------------------------------------------------------------------------------------------------------------------------------ + +[Unfinished Business Settings] + +;****************************************************************************************************************************** +; This section changes general settings of Unfinished Business +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Show/hide the map buttons on the strategy screen. +;------------------------------------------------------------------------------------------------------------------------------ + +BORDER_TOWN = TRUE +BORDER_MINE = TRUE +BORDER_TEAMS = TRUE +BORDER_MILITIA = FALSE +BORDER_AIRSPACE = TRUE +BORDER_ITEM = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Can the initial sector (default H7) be attacked immediatly by enemies? +;------------------------------------------------------------------------------------------------------------------------------ + +EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; After blowing up the fan in the J13, the enemy is alerted, and the underground sectors (J14-1 and K14-1) +; will be added to enemy units. +;------------------------------------------------------------------------------------------------------------------------------ + +HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the option to do a auto resolve battle? +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_RESOLVE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Initial grid numbers and times of the crashed helicopter +; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na FALSE, to gra będzie używać te parametry. +; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. +; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na FALSE, to gra nie korzysta z tych parametrów. +; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_HELICOPTER_GRIDNO_1 = 14947 +INITIAL_HELICOPTER_GRIDNO_2 = 15584 +INITIAL_HELICOPTER_GRIDNO_3 = 15754 +INITIAL_HELICOPTER_GRIDNO_4 = 16232 +INITIAL_HELICOPTER_GRIDNO_5 = 16067 +INITIAL_HELICOPTER_GRIDNO_6 = 16230 +INITIAL_HELICOPTER_GRIDNO_7 = 15272 + +INITIAL_HELICOPTER_RANDOM_TIME_1 = 1300 +INITIAL_HELICOPTER_RANDOM_TIME_2 = 2000 +INITIAL_HELICOPTER_RANDOM_TIME_3 = 2750 +INITIAL_HELICOPTER_RANDOM_TIME_4 = 3400 +INITIAL_HELICOPTER_RANDOM_TIME_5 = 4160 +INITIAL_HELICOPTER_RANDOM_TIME_6 = 4700 +INITIAL_HELICOPTER_RANDOM_TIME_7 = 5630 + +;------------------------------------------------------------------------------------------------------------------------------ +; Sektor do którego najemnicy będą teleportowani po zakończeniu gry. Sektorem ostatecznej walki z generałem jest L15-3. +; Domyślny sektor : K16. +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_END_SECTOR_X = 16 +DEFAULT_END_SECTOR_Y = 11 +DEFAULT_END_SECTOR_Z = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the landing of a helicopter, like it is in default JA2 1.13? +; If this value is set to "TRUE", then "ENABLE_UB_HELICOPTER_CRASH" has to be set to "FALSE" +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_JA2_HELICOPTER_LANDING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the crash site (Unfinished Business). If this parameter is set to "TRUE", then +; "ENABLE_JA2_HELICOPTER_LANDING" has to be set to "FALSE". +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_UB_HELICOPTER_CRASH = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable Jerry Dialogues? +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY_QUOTES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Add Jerry to the sector (sector default H7). +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the tactical grid number from Jerry. +; Jerry will be in a sector which is defined as the start sector. +; See ja2_options.ini: DEFAULT_ARRIVAL_SECTOR_X, DEFAULT_ARRIVAL_SECTOR_Y. +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY_GRIDNO = 15109 + +;------------------------------------------------------------------------------------------------------------------------------ +; The switch in the L15-3. The final sector with General Morris. +;------------------------------------------------------------------------------------------------------------------------------ + +SWITCH_IN_MORRIS_AREA_GRIDNO = 15231 + +;------------------------------------------------------------------------------------------------------------------------------ +; After firing the rockets, our mercenaries will automatically go to the elevator. +;------------------------------------------------------------------------------------------------------------------------------ + +SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1 = 14268 +SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2 = 15708 + +;------------------------------------------------------------------------------------------------------------------------------ +; Po przeczytaniu instrukcji Morrisa, zostaje pokazne miejsce przełącznika na panelu sterowania. +;------------------------------------------------------------------------------------------------------------------------------ + +RADIO_LOCATORS_GRIDNO_1 = 15070 +RADIO_LOCATORS_GRIDNO_2 = 14744 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsca przy wentylatorze (sektor J13), pod którymi podkładam ładunki wybuchowe. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_SECTOR_GRIDNO_1 = 15100 +POWERGEN_SECTOR_GRIDNO_2 = 12220 +POWERGEN_SECTOR_GRIDNO_3 = 14155 +POWERGEN_SECTOR_GRIDNO_4 = 13980 + +;------------------------------------------------------------------------------------------------------------------------------ +; Po wysadzeniu wentylatora, (sektor J13) w tym miejscu pojawi się przejście do sektora J14-1. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_SECTOR_EXITGRID_GRIDNO = 19749 + +;------------------------------------------------------------------------------------------------------------------------------ +; Dodanie dźwięku wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_FAN_SOUND_GRIDNO_1 = 10979 +POWERGEN_FAN_SOUND_GRIDNO_2 = 19749 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsce włączenia wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +START_FANBACKUP_AGAIN_GRIDNO = 10980 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsce zatrzymania wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +STOP_POWERGEN_FAN_GRIDNO = 10980 + +;------------------------------------------------------------------------------------------------------------------------------ +; The tactical grid numbers of the fan tiles (default sector J13) +;------------------------------------------------------------------------------------------------------------------------------ + +FAN_GRIDNO_1 = 10978 +FAN_GRIDNO_2 = 10979 +FAN_GRIDNO_3 = 10980 +FAN_GRIDNO_4 = 10818 +FAN_GRIDNO_5 = 10819 +FAN_GRIDNO_6 = 10820 +FAN_GRIDNO_7 = 10658 +FAN_GRIDNO_8 = 10659 +FAN_GRIDNO_9 = 10660 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Campaign Settings] + +;****************************************************************************************************************************** +; These settings changes some campaign settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Use MovementCosts.xml file? If TRUE, then MAKE_STRATEGIC_MOVEMENT_COSTS must be set to "FALSE". +;------------------------------------------------------------------------------------------------------------------------------ + +STRATEGIC_MOVEMENT_COSTS_XML = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically generate enemies in the sectors. +; Enemy units are not generated in the main sectors: H7, H8, H9, H10,H11, I9, I10, I11, I12, I13, +; J11, J12, J13, K14, K15, K16, L15, I13_B1, J13_B1, J14_B1, K15_B1, K15_B2, L15_B2, L15_B3 +; To set the enemies in these sectors use GameInit.lua file or GarrisonGroups.xml and PatrolGroups.xml +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_RANDOM_ENEMY_TO_SECTOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game automatically creates the directions of travel between sectors? +;------------------------------------------------------------------------------------------------------------------------------ + +MAKE_STRATEGIC_MOVEMENT_COSTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the quest: "Broken internet laptop." +;------------------------------------------------------------------------------------------------------------------------------ + +LAPTOP_QUEST = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the news of the death of mercenaries. This option uses the file email.edt. +;------------------------------------------------------------------------------------------------------------------------------ + +NOTIFY_ON_DEAD_AIM_MERCS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game be initialized with GarrisonGroups.xml and PatrolGroups.xml +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENEMY_ARMY_XMLS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use special UB Strategic Actions for the default UB campaign ? +;------------------------------------------------------------------------------------------------------------------------------ + +JA2UB = TRUE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; These settings changes some laptop settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the I.M.P website be protected with the default JA2 password (XEP624)? +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_PASS_JA2 = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the I.M.P website be protected with the default UB password (GP97SL)? +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_PASS_UB = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should those links be visible on the AIM website? These options take use of "Email.edt" file +;------------------------------------------------------------------------------------------------------------------------------ + +LINK_INSURANCE = FALSE +LINK_FUNERAL = TRUE +LINK_BOBBY = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should Bobby Ray's website be accessable? These option takes use of "Email.edt" file +;------------------------------------------------------------------------------------------------------------------------------ + +BOBBY_SITE_ACCESSED = FALSE + +;----------------------- +; Weapon +;----------------------- + +[Unfinished Business Items] + +TEX_MOVIE_ATTACK_CLYDESDALES = 340 +TEX_MOVIE_WILD_EAST = 341 +TEX_MOVIE_HAVE_HONDA = 342 +LAPTOP_TRANSMITTER = 339 +CHE_GUEVARA_CANTEEN = 343 +MERC_WRISTWATCH = 344 +SAM_GARVER_COMBAT_KNIFE = 337 +MERC_UMBRELLA_OLD = 345 +MORRIS_INSTRUCTION_NOTE = 346 +HAND_CANNON = 336 +HARTFORD_6_SHOOTER = 66 +MERC_UMBRELLA = 345 +CLIP_CANNON_BALL = 338 +BARRETT_UB = 335 +CALICO_960_UB = 69 +PSG1_UB = 334 +L85_UB = 331 +TAR21_UB = 332 +VAL_SILENT_UB = 333 +MICRO_UZI_UB = 330 +CALICO_950_UB = 67 +CALICO_900_UB = 68 + +;----------------------- +; Profiles +;----------------------- + +[Unfinished Business Profiles] + +MANUEL = 60 +BIGENS = 61 +JOHN_K = 62 +TEX = 64 +GASTON = 58 +STOGIE = 59 +JERRY = 76 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Also make sure to not + save BOM in any other script unless it explicitly allows that. + +]] + +sectornames = { + + ["I13-1"] = "unknown", + + ["J13-1"] = "Abandoned Mine", + + ["J14-1"] = "unknown", + + ["K14-1"] = "Tunnel", + + ["K15-1"] = "Complex", + + ["K15-2"] = "Complex", + + ["L15-2"] = "Complex", + + ["L15-3"] = "Complex", + + creatureLair = "Creature Lair", +} diff --git a/gamedir-languages/Chinese_Version/Data-UB/TableData/Chinese.CivGroupNames.xml b/gamedir-languages/Chinese_Version/Data-UB/TableData/Chinese.CivGroupNames.xml new file mode 100644 index 000000000..d30db3505 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/TableData/Chinese.CivGroupNames.xml @@ -0,0 +1,1790 @@ + + + + 0 + 0 + None + 0 + 0 + + + 1 + 1 + Rebel + 1 + 1 + + + 2 + 1 + KingPin + 1 + 0 + + + 3 + 1 + Sanmona Arms + 0 + 0 + + + 4 + 0 + Angels + 0 + 1 + + + 5 + 0 + Beggars + 0 + 1 + + + 6 + 0 + Tourists + 0 + 1 + + + 7 + 1 + Alma Militia + 0 + 0 + + + 8 + 0 + Doctors + 0 + 1 + + + 9 + 0 + 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Slot251 + 0 + 0 + + + 252 + 0 + Empty Slot252 + 0 + 0 + + + 253 + 0 + Empty Slot253 + 0 + 0 + + + 254 + 0 + Empty Slot254 + 0 + 0 + + \ No newline at end of file diff --git a/gamedir-languages/Chinese_Version/Data-UB/TableData/Map/Chinese.FacilityTypes.xml b/gamedir-languages/Chinese_Version/Data-UB/TableData/Map/Chinese.FacilityTypes.xml new file mode 100644 index 000000000..73e8ac357 --- /dev/null +++ b/gamedir-languages/Chinese_Version/Data-UB/TableData/Map/Chinese.FacilityTypes.xml @@ -0,0 +1,406 @@ + + + 1 + 医院 + 医院 + 2 + + DOCTOR + 可以给你的伤员提供治疗,这里有先进的医疗设施,和技术精湛的医师。 + 2 + 150 + 40 + + 60 + 75 + + + + + + 2 + 小酒吧 + 酒吧 + 4 + + REST + 在这里的酒吧喝上几杯吧!和镇子里的人联络联络感情,这里的酒品物美价廉。 + 4 + 150 + 15 + + + + 700 + 0 + 15 + + + 40 + 1 + 0 + + + 500 + 1 + 0 + + + + + + 3 + 监狱 + 监狱 + 0 + + + + 4 + 小型机场 + 机场 + 4 + + PRACTICE_STRENGTH + 去做些搬运工作吧, 这是一个锻炼力量的好机会。 + 4 + 130 + + + + + 5 + 军工厂 + 工厂 + 2 + + REPAIR_ITEMS + 这里的机器可以修理各种物品,你可以在这里锻炼你的修理技术,前提是你得会使用这些机器。 + 2 + 200 + 30 + + 60 + 70 + + + + + + 6 + 军营 + 营房 + 10 + + REST + 这里有好多好多的床,虽然有点简陋,不过也比在野外休息强得多。 + 10 + 110 + 105 + + + + + 7 + 军事基地 + 军事基地 + 1 + + STAFF + 这里有各种数码仪器,都是为了应对国家的各种突发情况而准备的。 这些仪器可以帮助你制定作战计划, 了解敌军的动向。 + 1 + 1 + + 80 + 60 + + + + + + 8 + 靶场 + 靶场 + 5 + + PRACTICE_MARKSMANSHIP + 为什么不花点时间联系你的枪法呢? 枪靶正在那里等着你用子弹把他们给打下来呢。 这肯定比你在野外联系要有效得多。 + 5 + 130 + + + + + 9 + 派出所 + 派出所 + 1 + + STAFF + 当地人可能愿意为你打探附近地区的情况。 你可以在这里收集信息以便更好地掌握敌军的动向。 + 1 + 1 + 2 + + 75 + 30 + 60 + + + + + + 10 + SAM导弹基地 + SAM导弹基地 + 2 + + + + 11 + 矿井 + 矿井 + 4 + + PRACTICE_EXPLOSIVES + 煤矿正缺乏爆破能手呢, 你可以来这里练习爆破。 + 4 + 150 + + 40 + 70 + + + + + + 12 + 小教堂 + 教堂 + 1 + + REST + 在一个安静的小教堂里奉献自我能够提升一个人的精神高度。 当地人也会对你产生好感,因为你尊重他们的生活方式。 + 1 + 110 + + + + 200 + 10 + 10 + + + 50 + 1 + 0 + + + + + + 13 + 拳击俱乐部 + 拳击俱乐部 + 2 + + PRACTICE_HEALTH + 这里有很多健身器械, 就等着你去用了。这是一个不错的方法去保持健美, 对生命值得锻炼也大有帮助。 + 2 + 200 + + 60 + 40 + 40 + + + + + + 14 + 国家艺术馆 + 艺术馆 + 0 + + + + 15 + 实验室 + 实验室 + 0 + + + + 16 + 垃圾场 + 垃圾场 + 6 + + REPAIR_ITEMS + 这个地方摆满了各种零件, 这些零件有助于修理工作。 + 6 + 120 + 120 + 60 + + + REPAIR_VEHICLE + 这个地方摆满了各种零件, 这些零件有助于修理工作。 + 2 + 110 + 120 + 75 + + + REPAIR_ROBOT + 这个地方摆满了各种零件, 这些零件有助于修理工作。 + 1 + 175 + 120 + 90 + + + + + 17 + 海滩度假村 + 海滩 + 32 + + REST + 享受阳光,沙滩,冲浪。 这肯定比睡在战壕里要强得多。 + 32 + 15 + 200 + 160 + + 500 + 10 + 15 + + + + + + 18 + 老旧的士兵训练设施。 + 训练场 + 2 + 2 + + + + 19 + 军营 + 营房 + 10 + + REST + 这里有好多好多的床,虽然有点简陋,不过也比在野外休息强得多。 + 10 + 110 + 105 + + + + + 20 + 商店 + 商店 + 0 + + + + 21 + 隐藏的武器店 + 武器店 + 0 + + + + 22 + 体育馆 + 体育馆 + 2 + + PRACTICE_HEALTH + 这里有很多健身器械, 就等着你去用了。这是一个不错的方法去保持健美, 对生命值得锻炼也大有帮助。 + 2 + 200 + + 60 + 40 + 40 + + + + + + 23 + 发电厂 + 发电厂 + 0 + + + + 24 + 车间 + 车间 + 6 + + REPAIR_ITEMS + 这个地方摆满了各种零件, 这些零件有助于修理工作。 + 6 + 120 + 120 + 60 + + + REPAIR_VEHICLE + 这个地方摆满了各种零件, 这些零件有助于修理工作。 + 2 + 110 + 120 + 75 + + + REPAIR_ROBOT + 这个地方摆满了各种零件, 这些零件有助于修理工作。 + 1 + 175 + 120 + 90 + + + + + 25 + 隐藏的酒吧 + 酒吧 + 4 + + REST + 在这里的酒吧喝上几杯吧!和镇子里的人联络联络感情,这里的酒品物美价廉。 + 4 + 150 + 15 + + + + 700 + 0 + 15 + + + 40 + 1 + 0 + + + 500 + 1 + 0 + + + + \ No newline at end of file diff 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