Fix: - DifficultySettings.xml had incorrect data for reinforcements and extra defenses around Meduna

- added/corrected some comments
- removed ALLOW_REINFORCEMENTS from Ja2_Options.ini because this is obsolete. It is set in DifficultySettings.xml.
- some updates to Data\Ja2_Options.INI

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2277 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
silversurfer
2016-01-09 16:22:16 +00:00
parent d0ddb16008
commit 3f942b7f77
4 changed files with 150 additions and 99 deletions
+3 -4
View File
@@ -3027,7 +3027,7 @@ WHICH_MINE_SHUTS_DOWN = -1
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Reinforcements
; Reinforcement Settings
;
; 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.
@@ -3035,11 +3035,10 @@ WHICH_MINE_SHUTS_DOWN = -1
; 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.
;
; Reinforcements are enabled in TableData\DifficultySettings.xml.
;------------------------------------------------------------------------------------------------------------------------------
; Allows enemy/militia reinforcements from adjacent sectors.
ALLOW_REINFORCEMENTS = TRUE
; Allows reinforcements only between city sectors. Only affects militia, not enemies.
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
@@ -69,8 +69,8 @@
ChanceOfEnemyAmbushes : 0- false 1 - true
AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
PopulationLevel2 : ?
PopulationLevel3 : ?
PopulationLevel2 : Additional troops 2 sectors away from Meduna? 0 - false, 1 - true
PopulationLevel3 : Additional troops 3 sectors away from Meduna? 0 - false, 1 - true
{Weapon Cache Troops}
@@ -86,14 +86,15 @@
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
QueenAttackLosingControlOfSector : Usually queen will stop attacking town sector that has been retaken by player x number of times.
x = 4 (Novice), 8 (Experienced), 12 (Expert) and 16 (Insane). Set this parameter to 1 to allow unlimited attacks of the queens troops.
BloodcatAmbushSectors : ? : 0 - false, 1 - true
AirRaidLookForDive : ? : 0 - false, 1 - true
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
RadioSightings : Do the enemy all individuals call in the help through the radio ?
RadioSightings2 : The enemy individuals call in the help through the radio. The individual of the type the administrator do they not call in the help through the radio ?
RadioSightings : Alerted soldier calls in help through the radio.
RadioSightings2 : All enemy individuals call in help through the radio.
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
{CTHConstants Settings}
@@ -210,9 +211,9 @@
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>1</WeaponCacheTroops1>
<WeaponCacheTroops2>1</WeaponCacheTroops2>
@@ -276,8 +277,8 @@
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>2</WeaponCacheTroops1>
<WeaponCacheTroops2>2</WeaponCacheTroops2>
@@ -291,8 +292,8 @@
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
@@ -340,9 +341,9 @@
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>3</WeaponCacheTroops1>
<WeaponCacheTroops2>3</WeaponCacheTroops2>
@@ -406,8 +407,8 @@
<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>4</WeaponCacheTroops1>
<WeaponCacheTroops2>4</WeaponCacheTroops2>
+111 -61
View File
@@ -1059,6 +1059,15 @@ CHANCE_SAY_ANNOYING_PHRASE = 100
NEW_AI_TACTICAL = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; AI tweaks and improvements
;------------------------------------------------------------------------------------------------------------------------------
AI_EXTRA_SUPPRESSION = FALSE
AI_NEW_MORALE = FALSE
AI_BETTER_COVER = FALSE
AI_EXTRA_FLANKING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 3
; Penalty (in %) on tile when you shot in head (for enemy and mercs).
@@ -1328,6 +1337,23 @@ ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE
; (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
; If set to TRUE and mercs are ambushed, they won't start clustered in one location and looking in one direction.
; Instead they will be spread around the map central entry point, no more than AMBUSH_MERCS_SPREAD_RADIUS tiles away, and all looking outwards.
; If one of your team has high enough leadership and Squadleader trait, you will be able to deploy your mercs in that zone prior to entering the sector.
AMBUSH_MERCS_SPREAD = TRUE
AMBUSH_MERCS_SPREAD_RADIUS = 10
; If set to 1 and mercs are ambushed, enemies nearer than AMBUSH_MERCS_SPREAD_RADIUS to the map central entry point will instead be distributed more outward:
; They will be placed around that point, not closer than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 and not further away than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 tiles.
; These radii will be modified by your team's experience, scout trait and backgroun values.
; They will face the center entry point (and thus the mercs).
; If set to 2, all enemies will be placed that way, not just those nearer than AMBUSH_MERCS_SPREAD_RADIUS.
AMBUSH_ENEMY_ENCIRCLEMENT = 1
AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 = 25
AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50
;------------------------------------------------------------------------------------------------------------------------------
; 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.
@@ -1612,7 +1638,7 @@ DISPLAY_SCOPE_MODES = FALSE
; 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.
; The bonus applies to anyone of your team using a sniper rifle/rifle 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
@@ -1626,7 +1652,7 @@ SPOTTER_PREPARATIONTURNS = 3
; - 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
; Maximum bonus that can be reached once spotter has waited 2 * SPOTTER_PREPARATIONTURNS turns
SPOTTER_MAX_CTHBOOST = 50
;------------------------------------------------------------------------------------------------------------------------------
@@ -1923,7 +1949,7 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
SOLDIER_PROFILES_ENEMY = FALSE
SOLDIER_PROFILES_MILITIA = FALSE
; If set to TRUE, vehicles can be driven through tactical maps.
; If set to TRUE, vehicles can be driven around tactical maps.
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
@@ -1962,12 +1988,12 @@ ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE
; If set to TRUE, tanks can noticed as soon as any part of it is visible.
; If set to TRUE, tanks can be noticed as soon as any part of them is visible.
ENEMY_TANKS_ANY_PART_VISIBLE = FALSE
; If set to TRUE, enemies can use launchables even against single mercs and in perfect health
ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
; If set to TRUE, enemies can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
ENEMIES_BLOW_OBSTACLES_UP = FALSE
;------------------------------------------------------------------------------------------------------------------------------
@@ -2207,7 +2233,7 @@ ENEMY_GENERALS = FALSE
; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
ENEMY_GENERALS_NUMBER = 5
; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them
; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them.
; Default 4, values between 0 and 10.
ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
@@ -2338,6 +2364,8 @@ SUPPRESSION_EFFECTIVENESS = 0
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;------------------------------------------------------------------------------------------------------------------------------
@@ -2599,46 +2627,22 @@ ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Poison Settings]
[Corpse Settings]
;******************************************************************************************************************************
; In this section you can specify the new poison system
; In this section you can specify settings for corpses
;******************************************************************************************************************************
; 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.
; How many minutes it takes until a corpse begins to rot. Default 1440 (1 day), valid values from 720 (1/2 day) to 10080 (7 days)
CORPSE_DELAY_UNTIL_ROTTING = 1440
; 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
; How many minutes it takes until a corpse vanishes. Default 4320 (3 days), valid values from 1440 (1 day) to 20160 (14 days)
CORPSE_DELAY_UNTIL_DONE_ROTTING = 4320
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Food Settings]
;******************************************************************************************************************************
@@ -2673,9 +2677,6 @@ 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
@@ -2698,15 +2699,19 @@ DISEASE = FALSE
; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia.
; It can break out in swamp & tropical sectors and spread as infected troops move around.
; In bad cases, it can affect entire cities. Infected population will suffer just as your mercs do. If you don't act, this could be a severe threat to yoru campaign.
; It does work on both sides though, the army can suffer jsut as well... especially if you give it a push ;-)
; In bad cases, it can affect entire cities. Infected population will suffer just as your mercs do. If you don't act, this could be a severe threat to your campaign.
; It does work on both sides though, the army can suffer just as well... especially if you give it a push ;-)
DISEASE_STRATEGIC = TRUE
; The World Health Organization has a website that contains a few helpful tips on diseases.
; It also allows you to subscribe. This will csot you money every day; in return you have access to a new map mode that shows you where in Arulco arulcan plague has broken out.
; It also allows you to subscribe. This will cost you money every day; in return you have access to a new map mode that shows you where in Arulco the arulcan plague has broken out.
; requires DISEASE and DISEASE_STRATEGIC to be TRUE
DISEASE_WHO_SUBSCRIPTIONCOST = 2000
; if a merc with disease #0 consumes food, the food becomes contaminated - anybody eating from it will get the disease
; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease
DISEASE_CONTAMINATES_ITEMS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2714,14 +2719,14 @@ DISEASE_WHO_SUBSCRIPTIONCOST = 2000
[Dynamic Opinion Settings]
;******************************************************************************************************************************
; In this section you can specify wether mercs form dynamic opinions on each other
; In this section you can specify whether mercs form dynamic opinions on each other
;******************************************************************************************************************************
; mercs can form dynamic opinions of each other, this in turn will affect their morale
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
DYNAMIC_OPINIONS = FALSE
; notify the player of opinon changes in the message log
; notify the player of opinion changes in the message log
DYNAMIC_OPINIONS_SHOWCHANGE = TRUE
; if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a
@@ -2734,14 +2739,14 @@ WAGE_ACCEPTANCE_FACTOR = 1.5
[Dynamic Dialogue Settings]
;******************************************************************************************************************************
; In this section you can specify wether mercs talk to each other
; In this section you can specify whether mercs talk to each other.
;******************************************************************************************************************************
; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other.
; This can happen whenever something influences their relationship
; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other.
; This can happen whenever something influences their relationship.
; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers
; depending on their relations and personality
; If an IMP interejcts, the player has a short time to select the kin of response he wants to give.
; depending on their relations and personality.
; If an IMP interjects, the player has a short time to select the kind of response he wants to give.
DYNAMIC_DIALOGUE = FALSE
; the dialogue boxes will stay on for x milliseconds
@@ -2753,7 +2758,7 @@ DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
[PMC Settings]
;******************************************************************************************************************************
; In this section you can specify wether you will have access to a private military contractor that allows hiring militia
; In this section you can specify whether you will have access to a private military contractor that allows hiring militia
;******************************************************************************************************************************
; if PMC is TRUE, you will get an email from a PMC once you've started training militia.
@@ -2761,7 +2766,7 @@ PMC = FALSE
; on the website you can hire regular and veteran militia (for a high price). These can enter Arulco in sectors with certain facilities,
; like airport, harbours and border posts
; The PMc will slowly replenish its ranks, here you can define how many militia it will have at max
; The PMC will slowly replenish its ranks, here you can define how many militia it will have at max
PMC_MAX_REGULARS = 35
PMC_MAX_VETERANS = 20
@@ -2777,6 +2782,9 @@ PMC_MAX_VETERANS = 20
; 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
; can roofs collapse when they or their supporting walls are hit?
ROOF_COLLAPSE = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3016,7 +3024,7 @@ WHICH_MINE_SHUTS_DOWN = -1
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Reinforcements
; Reinforcement Settings
;
; 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.
@@ -3024,11 +3032,10 @@ WHICH_MINE_SHUTS_DOWN = -1
; 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.
;
; Reinforcements are enabled in TableData\DifficultySettings.xml.
;------------------------------------------------------------------------------------------------------------------------------
; 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
@@ -3121,14 +3128,12 @@ ADDITIONAL_REPAIR_MODE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
; This can also be done by mercs with the 'technician' trait, see Skills_Settings.ini
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
@@ -3136,7 +3141,7 @@ DIRT_SYSTEM = FALSE
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
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
@@ -3185,7 +3190,7 @@ 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 on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming 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
@@ -3231,6 +3236,7 @@ PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Repair
@@ -3554,6 +3560,29 @@ TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Volunteer Pool Settings]
; If MILITIA_VOLUNTEER_POOL is TRUE, we have a limited volunteer pool. If we train militia, the pool is lowered, if we run out
; of volunteers we cannot train militia any more.
; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next
; to a town's name in the strategic map). population times loyalty equals loyal population.
; toggles this feature on and off
MILITIA_VOLUNTEER_POOL = FALSE
; Every hour we get loyal population times this factor volunteers for each town sector we control.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.001
; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
; Global loyal population size is increased by this factor for every farm sector we control.
; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously.
MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05
;******************************************************************************************************************************
;******************************************************************************************************************************
[Mobile Militia Training Settings]
;******************************************************************************************************************************
@@ -3743,6 +3772,21 @@ ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Strategic Movement Settings]
;------------------------------------------------------------------------------------------------------------------------------
; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia jut like for merc groups or the heli.
; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it.
; This requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator in an adjacent sector.
;
; : If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, ALLOW_MOBILE_MILITIA and its subsequent settings are IGNORED!
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Strength Settings]
;******************************************************************************************************************************
@@ -3883,6 +3927,9 @@ FAST_BOBBY_RAY_SHIPMENTS = FALSE
; Theoretically, everything will go faster if this is lower...
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
; if we order a merc to sleep in strategic view, notify us if this isn't possible
NOTIFY_IF_SLEEP_FAILS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Skill Training
;
@@ -3967,6 +4014,9 @@ 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
; If retreating mercs are bleeding, their squad can bandage them while on the move
ALLOW_BANDAGING_DURING_TRAVEL = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Repairing
;------------------------------------------------------------------------------------------------------------------------------
+18 -17
View File
@@ -69,8 +69,8 @@
ChanceOfEnemyAmbushes : 0- false 1 - true
AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
PopulationLevel2 : ?
PopulationLevel3 : ?
PopulationLevel2 : Additional troops 2 sectors away from Meduna? 0 - false, 1 - true
PopulationLevel3 : Additional troops 3 sectors away from Meduna? 0 - false, 1 - true
{Weapon Cache Troops}
@@ -86,14 +86,15 @@
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
QueenAttackLosingControlOfSector : Usually queen will stop attacking town sector that has been retaken by player x number of times.
x = 4 (Novice), 8 (Experienced), 12 (Expert) and 16 (Insane). Set this parameter to 1 to allow unlimited attacks of the queens troops.
BloodcatAmbushSectors : ? : 0 - false, 1 - true
AirRaidLookForDive : ? : 0 - false, 1 - true
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
RadioSightings : Do the enemy all individuals call in the help through the radio ?
RadioSightings2 : The enemy individuals call in the help through the radio. The individual of the type the administrator do they not call in the help through the radio ?
RadioSightings : Alerted soldier calls in help through the radio.
RadioSightings2 : All enemy individuals call in help through the radio.
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
{CTHConstants Settings}
@@ -210,9 +211,9 @@
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>1</WeaponCacheTroops1>
<WeaponCacheTroops2>1</WeaponCacheTroops2>
@@ -276,8 +277,8 @@
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>2</WeaponCacheTroops1>
<WeaponCacheTroops2>2</WeaponCacheTroops2>
@@ -291,8 +292,8 @@
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
@@ -340,9 +341,9 @@
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>3</WeaponCacheTroops1>
<WeaponCacheTroops2>3</WeaponCacheTroops2>
@@ -406,8 +407,8 @@
<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>4</WeaponCacheTroops1>
<WeaponCacheTroops2>4</WeaponCacheTroops2>