From 3f942b7f77a16979a02302c1c21bdb013f07dff6 Mon Sep 17 00:00:00 2001 From: silversurfer Date: Sat, 9 Jan 2016 16:22:16 +0000 Subject: [PATCH] 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defenses around Meduna - added/corrected some comments - removed ALLOW_REINFORCEMENTS from Ja2_Options.ini because this is obsolete.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 --- gamedir/Data-1.13/Ja2_Options.INI | 7 +- .../TableData/DifficultySettings.xml | 35 ++-- gamedir/Data/Ja2_Options.INI | 172 +++++++++++------- gamedir/Data/TableData/DifficultySettings.xml | 35 ++-- 4 files changed, 150 insertions(+), 99 deletions(-) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 5d8da2db3..bbd12493b 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 diff --git a/gamedir/Data-1.13/TableData/DifficultySettings.xml b/gamedir/Data-1.13/TableData/DifficultySettings.xml index 5ebf58825..b5b41d596 100644 --- a/gamedir/Data-1.13/TableData/DifficultySettings.xml +++ b/gamedir/Data-1.13/TableData/DifficultySettings.xml @@ -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 @@ 1 -15 1 - 1 - 1 - 1 + 0 + 0 + 0 1 1 @@ -276,8 +277,8 @@ 5 1 1 - 0 - 1 + 1 + 0 2 2 @@ -291,8 +292,8 @@ 1 0 2 - 0 - 0 + 1 + 1 0 0.0 @@ -340,9 +341,9 @@ 2 12 1 - 1 - 0 - 0 + 0 + 1 + 1 3 3 @@ -406,8 +407,8 @@ 25 1 1 - 0 - 0 + 1 + 1 4 4 diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 9263a59c2..e6077345d 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 ;------------------------------------------------------------------------------------------------------------------------------ diff --git a/gamedir/Data/TableData/DifficultySettings.xml b/gamedir/Data/TableData/DifficultySettings.xml index 5ebf58825..b5b41d596 100644 --- a/gamedir/Data/TableData/DifficultySettings.xml +++ b/gamedir/Data/TableData/DifficultySettings.xml @@ -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 @@ 1 -15 1 - 1 - 1 - 1 + 0 + 0 + 0 1 1 @@ -276,8 +277,8 @@ 5 1 1 - 0 - 1 + 1 + 0 2 2 @@ -291,8 +292,8 @@ 1 0 2 - 0 - 0 + 1 + 1 0 0.0 @@ -340,9 +341,9 @@ 2 12 1 - 1 - 0 - 0 + 0 + 1 + 1 3 3 @@ -406,8 +407,8 @@ 25 1 1 - 0 - 0 + 1 + 1 4 4