Updated Ja2_Options.INI

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@668 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2007-01-29 09:02:16 +00:00
parent 7c0943bc58
commit 3f0385107f
2 changed files with 41 additions and 41 deletions
+15 -15
View File
@@ -160,19 +160,19 @@ REPAIR_RATE_DIVISOR = 2500
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) ; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working ; Low = patient, high = working
LOW_ACTIVITY_LEVEL = 1 LOW_ACTIVITY_LEVEL = 1
MEDIUM_ACTIVITY_LEVEL = 4 MEDIUM_ACTIVITY_LEVEL = 4
HIGH_ACTIVITY_LEVEL = 12 HIGH_ACTIVITY_LEVEL = 12
; Increase to reduce doctoring pts, or vice versa ; Increase to reduce doctoring pts, or vice versa
; At 2400, the theoretical maximum is 150 full healing pts/day ; At 2400, the theoretical maximum is 150 full healing pts/day
DOCTORING_RATE_DIVISOR = 2400 DOCTORING_RATE_DIVISOR = 2400
; How many points of healing each hospital patients gains per hour in the hospital ; 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! ; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
HOSPITAL_HEALING_RATE = 5 HOSPITAL_HEALING_RATE = 5
; Base skill to deal with an emergency (when a patient has less than OKLIFE health left) ; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
@@ -224,7 +224,7 @@ SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
;****************************************************************************************************************************** ;******************************************************************************************************************************
CAN_SELL_ALT_LMB = TRUE CAN_SELL_ALT_LMB = TRUE
PRICE_MODIFIER = 10 PRICE_MODIFIER = 10
;****************************************************************************************************************************** ;******************************************************************************************************************************
; Time when some global events occur ; Time when some global events occur
@@ -415,16 +415,16 @@ INSANE_AP_BONUS = 5
MAX_MILITIA_PER_SECTOR = 20 MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10 MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750 MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20 MIN_LOYALTY_TO_TRAIN = 20
; Price Modifier for training Mobile Militia ; Price Modifier for training Mobile Militia
MILITIA_COST_MODIFIER = 3 MILITIA_COST_MODIFIER = 3
; Price Modifier for Promoting to Regular ; Price Modifier for Promoting to Regular
REGULAR_COST_MODIFIER = 1 REGULAR_COST_MODIFIER = 1
; Price Modifier for Promoting to Veteran ; Price Modifier for Promoting to Veteran
VETERAN_COST_MODIFIER = 2 VETERAN_COST_MODIFIER = 2
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -558,8 +558,8 @@ INSANE_MERC_DEATHS = 4
; COWARD = 9 ; COWARD = 9
;****************************************************************************************************************************** ;******************************************************************************************************************************
CUSTOM_PERSONALITY = 0 CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0 CUSTOM_ATTITUDE = 0
;****************************************************************************************************************************** ;******************************************************************************************************************************
; ----------------------------------------------------------------------------------------------------------------------------- ; -----------------------------------------------------------------------------------------------------------------------------
@@ -627,11 +627,11 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
; Range: 0-1 ; Range: 0-1
;****************************************************************************************************************************** ;******************************************************************************************************************************
PLAYER_TURN_SPEED_UP_FACTOR = 1 PLAYER_TURN_SPEED_UP_FACTOR = 1
ENEMY_TURN_SPEED_UP_FACTOR = 1 ENEMY_TURN_SPEED_UP_FACTOR = 1
CREATURE_TURN_SPEED_UP_FACTOR= 1 CREATURE_TURN_SPEED_UP_FACTOR = 1
MILITIA_TURN_SPEED_UP_FACTOR = 1 MILITIA_TURN_SPEED_UP_FACTOR = 1
+26 -26
View File
@@ -90,34 +90,34 @@ MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
; Min value required to train a skill ; Min value required to train a skill
TRAINING_SKILL_MIN = 1 TRAINING_SKILL_MIN = 1
; Max value to which a skill can be trained ; Max value to which a skill can be trained
TRAINING_SKILL_MAX = 85 TRAINING_SKILL_MAX = 85
; Divisor for rate of self-training; reduce to speed all skill training ; Divisor for rate of self-training; reduce to speed all skill training
SELF_TRAINING_DIVISOR = 1000 SELF_TRAINING_DIVISOR = 1000
; The divisor for rate of training bonus due to instructors influence ; The divisor for rate of training bonus due to instructors influence
; Reduce to speed trainer/student training ; Reduce to speed trainer/student training
; This value gets added to the self training divisor when calculating training points ; This value gets added to the self training divisor when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000 INSTRUCTED_TRAINING_DIVISOR = 3000
; The bonus to training in marksmanship in the Alma gun range sector ; The bonus to training in marksmanship in the Alma gun range sector
GUN_RANGE_TRAINING_BONUS = 25 GUN_RANGE_TRAINING_BONUS = 25
; The minimum skill rating that is need to teach a fellow teammate ; The minimum skill rating that is need to teach a fellow teammate
MIN_RATING_TO_TEACH = 25 MIN_RATING_TO_TEACH = 25
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) ; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
; Also applies to training militia ; Also applies to training militia
TEACH_BONUS_TO_TRAIN = 30 TEACH_BONUS_TO_TRAIN = 30
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -125,15 +125,15 @@ TEACH_BONUS_TO_TRAIN = 30
;****************************************************************************************************************************** ;******************************************************************************************************************************
; This controls how fast town militia gets trained ; This controls how fast town militia gets trained
MILITIA_TRAINING_RATE = 4 MILITIA_TRAINING_RATE = 4
; Limits the number of mercs assigned to militia training in a single sector ; Limits the number of mercs assigned to militia training in a single sector
MAX_MILITIA_TRAINERS_PER_SECTOR = 2 MAX_MILITIA_TRAINERS_PER_SECTOR = 2
; Militia training bonus for RPC (percentage points) ; Militia training bonus for RPC (percentage points)
; RPCs (Ira, Miguel, etc) train militia a bit faster ; RPCs (Ira, Miguel, etc) train militia a bit faster
RPC_BONUS_TO_TRAIN_MILITIA = 10 RPC_BONUS_TO_TRAIN_MILITIA = 10
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -143,13 +143,13 @@ RPC_BONUS_TO_TRAIN_MILITIA = 10
; Number we divide the total pts accumlated per day by for each assignment period ; Number we divide the total pts accumlated per day by for each assignment period
; Higher number = slower repair rate ; Higher number = slower repair rate
ASSIGNMENT_UNITS_PER_DAY = 24 ASSIGNMENT_UNITS_PER_DAY = 24
; Cost to unjam a weapon in repair pts ; Cost to unjam a weapon in repair pts
REPAIR_COST_PER_JAM = 2 REPAIR_COST_PER_JAM = 2
; Increase to reduce repair pts, or vice versa ; Increase to reduce repair pts, or vice versa
REPAIR_RATE_DIVISOR = 2500 REPAIR_RATE_DIVISOR = 2500
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -160,9 +160,9 @@ REPAIR_RATE_DIVISOR = 2500
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) ; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working ; Low = patient, high = working
LOW_ACTIVITY_LEVEL = 1 LOW_ACTIVITY_LEVEL = 1
MEDIUM_ACTIVITY_LEVEL = 4 MEDIUM_ACTIVITY_LEVEL = 4
HIGH_ACTIVITY_LEVEL = 12 HIGH_ACTIVITY_LEVEL = 12
; Increase to reduce doctoring pts, or vice versa ; Increase to reduce doctoring pts, or vice versa
; At 2400, the theoretical maximum is 150 full healing pts/day ; At 2400, the theoretical maximum is 150 full healing pts/day
@@ -184,7 +184,7 @@ MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
; Number of pts needed for each point below OKLIFE ; Number of pts needed for each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
;****************************************************************************************************************************** ;******************************************************************************************************************************
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
@@ -294,10 +294,10 @@ EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50 INSANE_ELITE_BONUS = 50
; Minimum enemy group size ; Minimum enemy group size
NOVICE_MIN_ENEMY_GROUP_SIZE = 3 NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4 EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6 EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8 INSANE_MIN_ENEMY_GROUP_SIZE = 8
;****************************************************************************************************************************** ;******************************************************************************************************************************
; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited ; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
@@ -518,10 +518,10 @@ ALL_MERCS_AT_MERC = FALSE
;****************************************************************************************************************************** ;******************************************************************************************************************************
MERCS_DIE_ON_ASSIGNMENT = TRUE MERCS_DIE_ON_ASSIGNMENT = TRUE
EASY_MERC_DEATHS = 1 EASY_MERC_DEATHS = 1
EXPERIENCED_MERC_DEATHS = 2 EXPERIENCED_MERC_DEATHS = 2
EXPERT_MERC_DEATHS = 3 EXPERT_MERC_DEATHS = 3
INSANE_MERC_DEATHS = 4 INSANE_MERC_DEATHS = 4
;****************************************************************************************************************************** ;******************************************************************************************************************************
@@ -557,8 +557,8 @@ INSANE_MERC_DEATHS = 4
; COWARD = 9 ; COWARD = 9
;****************************************************************************************************************************** ;******************************************************************************************************************************
CUSTOM_PERSONALITY = 0 CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0 CUSTOM_ATTITUDE = 0
;****************************************************************************************************************************** ;******************************************************************************************************************************
; ----------------------------------------------------------------------------------------------------------------------------- ; -----------------------------------------------------------------------------------------------------------------------------