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Updated Ja2_Options.INI
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@668 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -160,19 +160,19 @@ REPAIR_RATE_DIVISOR = 2500
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; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
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; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
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; Low = patient, high = working
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; Low = patient, high = working
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LOW_ACTIVITY_LEVEL = 1
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LOW_ACTIVITY_LEVEL = 1
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MEDIUM_ACTIVITY_LEVEL = 4
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MEDIUM_ACTIVITY_LEVEL = 4
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HIGH_ACTIVITY_LEVEL = 12
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HIGH_ACTIVITY_LEVEL = 12
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; Increase to reduce doctoring pts, or vice versa
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; Increase to reduce doctoring pts, or vice versa
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; At 2400, the theoretical maximum is 150 full healing pts/day
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; At 2400, the theoretical maximum is 150 full healing pts/day
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DOCTORING_RATE_DIVISOR = 2400
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DOCTORING_RATE_DIVISOR = 2400
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; How many points of healing each hospital patients gains per hour in the hospital
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; How many points of healing each hospital patients gains per hour in the hospital
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; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
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; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
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HOSPITAL_HEALING_RATE = 5
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HOSPITAL_HEALING_RATE = 5
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; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
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; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
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@@ -224,7 +224,7 @@ SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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CAN_SELL_ALT_LMB = TRUE
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CAN_SELL_ALT_LMB = TRUE
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PRICE_MODIFIER = 10
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PRICE_MODIFIER = 10
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; Time when some global events occur
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; Time when some global events occur
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@@ -415,16 +415,16 @@ INSANE_AP_BONUS = 5
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MAX_MILITIA_PER_SECTOR = 20
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MAX_MILITIA_PER_SECTOR = 20
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MAX_TRAINING_SQUAD_SIZE = 10
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MAX_TRAINING_SQUAD_SIZE = 10
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MILITIA_TRAINING_COST = 750
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MILITIA_TRAINING_COST = 750
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MIN_LOYALTY_TO_TRAIN = 20
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MIN_LOYALTY_TO_TRAIN = 20
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; Price Modifier for training Mobile Militia
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; Price Modifier for training Mobile Militia
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MILITIA_COST_MODIFIER = 3
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MILITIA_COST_MODIFIER = 3
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; Price Modifier for Promoting to Regular
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; Price Modifier for Promoting to Regular
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REGULAR_COST_MODIFIER = 1
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REGULAR_COST_MODIFIER = 1
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; Price Modifier for Promoting to Veteran
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; Price Modifier for Promoting to Veteran
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VETERAN_COST_MODIFIER = 2
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VETERAN_COST_MODIFIER = 2
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -558,8 +558,8 @@ INSANE_MERC_DEATHS = 4
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; COWARD = 9
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; COWARD = 9
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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CUSTOM_PERSONALITY = 0
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CUSTOM_PERSONALITY = 0
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CUSTOM_ATTITUDE = 0
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CUSTOM_ATTITUDE = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; -----------------------------------------------------------------------------------------------------------------------------
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@@ -627,11 +627,11 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
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; Range: 0-1
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; Range: 0-1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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PLAYER_TURN_SPEED_UP_FACTOR = 1
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PLAYER_TURN_SPEED_UP_FACTOR = 1
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ENEMY_TURN_SPEED_UP_FACTOR = 1
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ENEMY_TURN_SPEED_UP_FACTOR = 1
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CREATURE_TURN_SPEED_UP_FACTOR= 1
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CREATURE_TURN_SPEED_UP_FACTOR = 1
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MILITIA_TURN_SPEED_UP_FACTOR = 1
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MILITIA_TURN_SPEED_UP_FACTOR = 1
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@@ -90,34 +90,34 @@ MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
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; Min value required to train a skill
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; Min value required to train a skill
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TRAINING_SKILL_MIN = 1
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TRAINING_SKILL_MIN = 1
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; Max value to which a skill can be trained
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; Max value to which a skill can be trained
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TRAINING_SKILL_MAX = 85
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TRAINING_SKILL_MAX = 85
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; Divisor for rate of self-training; reduce to speed all skill training
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; Divisor for rate of self-training; reduce to speed all skill training
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SELF_TRAINING_DIVISOR = 1000
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SELF_TRAINING_DIVISOR = 1000
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; The divisor for rate of training bonus due to instructors influence
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; The divisor for rate of training bonus due to instructors influence
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; Reduce to speed trainer/student training
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; Reduce to speed trainer/student training
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; This value gets added to the self training divisor when calculating training points
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; This value gets added to the self training divisor when calculating training points
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INSTRUCTED_TRAINING_DIVISOR = 3000
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INSTRUCTED_TRAINING_DIVISOR = 3000
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; The bonus to training in marksmanship in the Alma gun range sector
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; The bonus to training in marksmanship in the Alma gun range sector
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GUN_RANGE_TRAINING_BONUS = 25
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GUN_RANGE_TRAINING_BONUS = 25
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; The minimum skill rating that is need to teach a fellow teammate
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; The minimum skill rating that is need to teach a fellow teammate
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MIN_RATING_TO_TEACH = 25
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MIN_RATING_TO_TEACH = 25
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; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
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; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
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; Also applies to training militia
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; Also applies to training militia
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TEACH_BONUS_TO_TRAIN = 30
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TEACH_BONUS_TO_TRAIN = 30
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -125,15 +125,15 @@ TEACH_BONUS_TO_TRAIN = 30
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; This controls how fast town militia gets trained
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; This controls how fast town militia gets trained
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MILITIA_TRAINING_RATE = 4
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MILITIA_TRAINING_RATE = 4
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; Limits the number of mercs assigned to militia training in a single sector
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; Limits the number of mercs assigned to militia training in a single sector
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MAX_MILITIA_TRAINERS_PER_SECTOR = 2
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MAX_MILITIA_TRAINERS_PER_SECTOR = 2
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; Militia training bonus for RPC (percentage points)
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; Militia training bonus for RPC (percentage points)
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; RPCs (Ira, Miguel, etc) train militia a bit faster
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; RPCs (Ira, Miguel, etc) train militia a bit faster
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RPC_BONUS_TO_TRAIN_MILITIA = 10
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RPC_BONUS_TO_TRAIN_MILITIA = 10
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -143,13 +143,13 @@ RPC_BONUS_TO_TRAIN_MILITIA = 10
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; Number we divide the total pts accumlated per day by for each assignment period
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; Number we divide the total pts accumlated per day by for each assignment period
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; Higher number = slower repair rate
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; Higher number = slower repair rate
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ASSIGNMENT_UNITS_PER_DAY = 24
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ASSIGNMENT_UNITS_PER_DAY = 24
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; Cost to unjam a weapon in repair pts
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; Cost to unjam a weapon in repair pts
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REPAIR_COST_PER_JAM = 2
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REPAIR_COST_PER_JAM = 2
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; Increase to reduce repair pts, or vice versa
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; Increase to reduce repair pts, or vice versa
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REPAIR_RATE_DIVISOR = 2500
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REPAIR_RATE_DIVISOR = 2500
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -160,9 +160,9 @@ REPAIR_RATE_DIVISOR = 2500
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; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
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; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
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; Low = patient, high = working
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; Low = patient, high = working
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LOW_ACTIVITY_LEVEL = 1
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LOW_ACTIVITY_LEVEL = 1
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MEDIUM_ACTIVITY_LEVEL = 4
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MEDIUM_ACTIVITY_LEVEL = 4
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HIGH_ACTIVITY_LEVEL = 12
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HIGH_ACTIVITY_LEVEL = 12
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; Increase to reduce doctoring pts, or vice versa
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; Increase to reduce doctoring pts, or vice versa
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; At 2400, the theoretical maximum is 150 full healing pts/day
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; At 2400, the theoretical maximum is 150 full healing pts/day
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@@ -184,7 +184,7 @@ MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
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; Number of pts needed for each point below OKLIFE
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; Number of pts needed for each point below OKLIFE
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POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
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POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
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; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
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@@ -294,10 +294,10 @@ EXPERT_ELITE_BONUS = 25
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INSANE_ELITE_BONUS = 50
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INSANE_ELITE_BONUS = 50
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; Minimum enemy group size
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; Minimum enemy group size
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NOVICE_MIN_ENEMY_GROUP_SIZE = 3
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NOVICE_MIN_ENEMY_GROUP_SIZE = 3
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EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
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EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
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EXPERT_MIN_ENEMY_GROUP_SIZE = 6
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EXPERT_MIN_ENEMY_GROUP_SIZE = 6
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INSANE_MIN_ENEMY_GROUP_SIZE = 8
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INSANE_MIN_ENEMY_GROUP_SIZE = 8
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
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; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
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@@ -518,10 +518,10 @@ ALL_MERCS_AT_MERC = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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MERCS_DIE_ON_ASSIGNMENT = TRUE
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MERCS_DIE_ON_ASSIGNMENT = TRUE
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EASY_MERC_DEATHS = 1
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EASY_MERC_DEATHS = 1
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EXPERIENCED_MERC_DEATHS = 2
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EXPERIENCED_MERC_DEATHS = 2
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EXPERT_MERC_DEATHS = 3
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EXPERT_MERC_DEATHS = 3
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INSANE_MERC_DEATHS = 4
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INSANE_MERC_DEATHS = 4
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -557,8 +557,8 @@ INSANE_MERC_DEATHS = 4
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; COWARD = 9
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; COWARD = 9
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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CUSTOM_PERSONALITY = 0
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CUSTOM_PERSONALITY = 0
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CUSTOM_ATTITUDE = 0
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CUSTOM_ATTITUDE = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; -----------------------------------------------------------------------------------------------------------------------------
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