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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- added/corrected some comments - removed ALLOW_REINFORCEMENTS from Ja2_Options.ini because this is obsolete.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:
@@ -3027,7 +3027,7 @@ WHICH_MINE_SHUTS_DOWN = -1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; Reinforcements
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; Reinforcement Settings
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;
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;
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; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
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; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
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; 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.
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; 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.
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@@ -3035,11 +3035,10 @@ WHICH_MINE_SHUTS_DOWN = -1
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; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
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; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
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; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
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; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
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; die or run away.
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; die or run away.
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;
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; Reinforcements are enabled in TableData\DifficultySettings.xml.
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; Allows enemy/militia reinforcements from adjacent sectors.
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ALLOW_REINFORCEMENTS = TRUE
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; Allows reinforcements only between city sectors. Only affects militia, not enemies.
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; Allows reinforcements only between city sectors. Only affects militia, not enemies.
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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@@ -69,8 +69,8 @@
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ChanceOfEnemyAmbushes : 0- false 1 - true
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ChanceOfEnemyAmbushes : 0- false 1 - true
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AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
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AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
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AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
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AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
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PopulationLevel2 : ?
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PopulationLevel2 : Additional troops 2 sectors away from Meduna? 0 - false, 1 - true
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PopulationLevel3 : ?
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PopulationLevel3 : Additional troops 3 sectors away from Meduna? 0 - false, 1 - true
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{Weapon Cache Troops}
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{Weapon Cache Troops}
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@@ -86,14 +86,15 @@
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UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
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UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
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UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
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UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
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QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
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QueenAttackLosingControlOfSector : Usually queen will stop attacking town sector that has been retaken by player x number of times.
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x = 4 (Novice), 8 (Experienced), 12 (Expert) and 16 (Insane). Set this parameter to 1 to allow unlimited attacks of the queens troops.
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BloodcatAmbushSectors : ? : 0 - false, 1 - true
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BloodcatAmbushSectors : ? : 0 - false, 1 - true
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AirRaidLookForDive : ? : 0 - false, 1 - true
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AirRaidLookForDive : ? : 0 - false, 1 - true
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NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
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NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
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RadioSightings : Do the enemy all individuals call in the help through the radio ?
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RadioSightings : Alerted soldier calls in help through the radio.
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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 ?
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RadioSightings2 : All enemy individuals call in help through the radio.
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EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
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EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
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{CTHConstants Settings}
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{CTHConstants Settings}
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@@ -210,9 +211,9 @@
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<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
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<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
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<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
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<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
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<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
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<PopulationLevel2>1</PopulationLevel2>
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<PopulationLevel2>0</PopulationLevel2>
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<PopulationLevel3>1</PopulationLevel3>
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<PopulationLevel3>0</PopulationLevel3>
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<!-- Weapon Cache Troops -->
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<!-- Weapon Cache Troops -->
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<WeaponCacheTroops1>1</WeaponCacheTroops1>
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<WeaponCacheTroops1>1</WeaponCacheTroops1>
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<WeaponCacheTroops2>1</WeaponCacheTroops2>
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<WeaponCacheTroops2>1</WeaponCacheTroops2>
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@@ -276,8 +277,8 @@
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<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
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<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
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<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
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<PopulationLevel2>0</PopulationLevel2>
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<PopulationLevel2>1</PopulationLevel2>
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<PopulationLevel3>1</PopulationLevel3>
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<PopulationLevel3>0</PopulationLevel3>
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<!-- Weapon Cache Troops -->
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<!-- Weapon Cache Troops -->
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<WeaponCacheTroops1>2</WeaponCacheTroops1>
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<WeaponCacheTroops1>2</WeaponCacheTroops1>
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<WeaponCacheTroops2>2</WeaponCacheTroops2>
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<WeaponCacheTroops2>2</WeaponCacheTroops2>
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@@ -291,8 +292,8 @@
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<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
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<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
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<AirRaidLookForDive>0</AirRaidLookForDive>
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<AirRaidLookForDive>0</AirRaidLookForDive>
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<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
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<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
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<RadioSightings>0</RadioSightings>
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<RadioSightings>1</RadioSightings>
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<RadioSightings2>0</RadioSightings2>
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<RadioSightings2>1</RadioSightings2>
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<EnemyMoraleWorried>0</EnemyMoraleWorried>
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<EnemyMoraleWorried>0</EnemyMoraleWorried>
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<!-- CTHConstants Settings -->
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<!-- CTHConstants Settings -->
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<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
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<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
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@@ -340,9 +341,9 @@
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<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
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<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
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<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
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<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
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<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
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<PopulationLevel2>0</PopulationLevel2>
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<PopulationLevel2>1</PopulationLevel2>
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<PopulationLevel3>0</PopulationLevel3>
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<PopulationLevel3>1</PopulationLevel3>
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<!-- Weapon Cache Troops -->
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<!-- Weapon Cache Troops -->
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<WeaponCacheTroops1>3</WeaponCacheTroops1>
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<WeaponCacheTroops1>3</WeaponCacheTroops1>
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<WeaponCacheTroops2>3</WeaponCacheTroops2>
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<WeaponCacheTroops2>3</WeaponCacheTroops2>
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@@ -406,8 +407,8 @@
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<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
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<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcements>1</AllowReinforcements>
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<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
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<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
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<PopulationLevel2>0</PopulationLevel2>
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<PopulationLevel2>1</PopulationLevel2>
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<PopulationLevel3>0</PopulationLevel3>
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<PopulationLevel3>1</PopulationLevel3>
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<!-- Weapon Cache Troops -->
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<!-- Weapon Cache Troops -->
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<WeaponCacheTroops1>4</WeaponCacheTroops1>
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<WeaponCacheTroops1>4</WeaponCacheTroops1>
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<WeaponCacheTroops2>4</WeaponCacheTroops2>
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<WeaponCacheTroops2>4</WeaponCacheTroops2>
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+111
-61
@@ -1059,6 +1059,15 @@ CHANCE_SAY_ANNOYING_PHRASE = 100
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NEW_AI_TACTICAL = FALSE
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NEW_AI_TACTICAL = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; AI tweaks and improvements
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;------------------------------------------------------------------------------------------------------------------------------
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AI_EXTRA_SUPPRESSION = FALSE
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AI_NEW_MORALE = FALSE
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AI_BETTER_COVER = FALSE
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AI_EXTRA_FLANKING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 3
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; Default: 3
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; Penalty (in %) on tile when you shot in head (for enemy and mercs).
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; Penalty (in %) on tile when you shot in head (for enemy and mercs).
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@@ -1328,6 +1337,23 @@ ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE
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; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
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; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
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ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
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ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
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; If set to TRUE and mercs are ambushed, they won't start clustered in one location and looking in one direction.
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; Instead they will be spread around the map central entry point, no more than AMBUSH_MERCS_SPREAD_RADIUS tiles away, and all looking outwards.
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; 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.
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AMBUSH_MERCS_SPREAD = TRUE
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AMBUSH_MERCS_SPREAD_RADIUS = 10
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; 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:
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; They will be placed around that point, not closer than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 and not further away than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 tiles.
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; These radii will be modified by your team's experience, scout trait and backgroun values.
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; They will face the center entry point (and thus the mercs).
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; If set to 2, all enemies will be placed that way, not just those nearer than AMBUSH_MERCS_SPREAD_RADIUS.
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AMBUSH_ENEMY_ENCIRCLEMENT = 1
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AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 = 25
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AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; With this option, you can make the special NPCs in game tougher.
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; With this option, you can make the special NPCs in game tougher.
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; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
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; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
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@@ -1612,7 +1638,7 @@ DISPLAY_SCOPE_MODES = FALSE
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; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter.
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; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter.
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; You need an item the usSpotting-tag in your hands.
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; You need an item the usSpotting-tag in your hands.
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; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see.
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; The bonus applies to anyone of your team using a sniper rifle/rifle on a location your spotter can see.
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; Effectiveness depends on:
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; Effectiveness depends on:
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; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%)
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; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%)
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; - lowered by being wounded or fatigues
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; - lowered by being wounded or fatigues
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@@ -1626,7 +1652,7 @@ SPOTTER_PREPARATIONTURNS = 3
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; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away.
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; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away.
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SPOTTER_RANGE = 10
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SPOTTER_RANGE = 10
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; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns
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; Maximum bonus that can be reached once spotter has waited 2 * SPOTTER_PREPARATIONTURNS turns
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SPOTTER_MAX_CTHBOOST = 50
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SPOTTER_MAX_CTHBOOST = 50
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1923,7 +1949,7 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
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SOLDIER_PROFILES_ENEMY = FALSE
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SOLDIER_PROFILES_ENEMY = FALSE
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SOLDIER_PROFILES_MILITIA = FALSE
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SOLDIER_PROFILES_MILITIA = FALSE
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; If set to TRUE, vehicles can be driven through tactical maps.
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; If set to TRUE, vehicles can be driven around tactical maps.
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ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
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ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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@@ -1962,12 +1988,12 @@ ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
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; 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.
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; 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.
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ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE
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ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE
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; If set to TRUE, tanks can noticed as soon as any part of it is visible.
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; If set to TRUE, tanks can be noticed as soon as any part of them is visible.
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ENEMY_TANKS_ANY_PART_VISIBLE = FALSE
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ENEMY_TANKS_ANY_PART_VISIBLE = FALSE
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; If set to TRUE, enemies can use launchables even against single mercs and in perfect health
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; If set to TRUE, enemies can use launchables even against single mercs and in perfect health
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ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE
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ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE
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; 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.
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; 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.
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ENEMIES_BLOW_OBSTACLES_UP = FALSE
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ENEMIES_BLOW_OBSTACLES_UP = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -2207,7 +2233,7 @@ ENEMY_GENERALS = FALSE
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; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
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; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
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ENEMY_GENERALS_NUMBER = 5
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ENEMY_GENERALS_NUMBER = 5
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; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them
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; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them.
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; Default 4, values between 0 and 10.
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; Default 4, values between 0 and 10.
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ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
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ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
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@@ -2338,6 +2364,8 @@ SUPPRESSION_EFFECTIVENESS = 0
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; 0 = JA2 Default: Suppression is DISABLED.
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; 0 = JA2 Default: Suppression is DISABLED.
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; 100 = Suppression is fully activated.
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; 100 = Suppression is fully activated.
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;
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;
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; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
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;
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; This value can be raised to 65535... But don't. Values over 200 are already excessive.
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; This value can be raised to 65535... But don't. Values over 200 are already excessive.
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -2599,46 +2627,22 @@ ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Poison Settings]
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[Corpse Settings]
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; In this section you can specify the new poison system
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; In this section you can specify settings for corpses
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; The poison system is a new feature that gives a bit of variation to the life and damage system.
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; 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)
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; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
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CORPSE_DELAY_UNTIL_ROTTING = 1440
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; poison damage, he not only looses life, he also gains a poison point.
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; The basic consequences are:
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; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
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; poison points
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; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
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; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
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; The lost point will be bandaged, so you do not have to immediately bandage it.
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; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
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; We require immediate medical assistance, or we will die!
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; Yes, it is possible to die this way.
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; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
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; action automatically performed by your doctors and the hospital, if the merc is their patient.
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; 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).
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; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
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; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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; How many minutes it takes until a corpse vanishes. Default 4320 (3 days), valid values from 1440 (1 day) to 20160 (14 days)
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
|
CORPSE_DELAY_UNTIL_DONE_ROTTING = 4320
|
||||||
|
|
||||||
; A multiplicator that determines how many heal points are needed to cure one point of poison
|
|
||||||
POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
|
|
||||||
|
|
||||||
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
|
|
||||||
ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
|
|
||||||
|
|
||||||
; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
|
|
||||||
; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
|
|
||||||
; valid values from 1.0 to 10.0, 4.0 is recommended
|
|
||||||
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
|
|
||||||
|
|
||||||
;******************************************************************************************************************************
|
;******************************************************************************************************************************
|
||||||
;******************************************************************************************************************************
|
;******************************************************************************************************************************
|
||||||
|
|
||||||
|
|
||||||
[Tactical Food Settings]
|
[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
|
; 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
|
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?
|
; do mercs make sounds when eating/drinking?
|
||||||
FOOD_EATING_SOUNDS = TRUE
|
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.
|
; 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.
|
; 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.
|
; 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 jsut as well... especially if you give it a push ;-)
|
; It does work on both sides though, the army can suffer just as well... especially if you give it a push ;-)
|
||||||
DISEASE_STRATEGIC = TRUE
|
DISEASE_STRATEGIC = TRUE
|
||||||
|
|
||||||
; The World Health Organization has a website that contains a few helpful tips on diseases.
|
; 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
|
; requires DISEASE and DISEASE_STRATEGIC to be TRUE
|
||||||
DISEASE_WHO_SUBSCRIPTIONCOST = 2000
|
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]
|
[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
|
; 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
|
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
|
||||||
DYNAMIC_OPINIONS = FALSE
|
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
|
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
|
; 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]
|
[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.
|
; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other.
|
||||||
; This can happen whenever something influences their relationship
|
; 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
|
; 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
|
; 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.
|
; If an IMP interjects, the player has a short time to select the kind of response he wants to give.
|
||||||
DYNAMIC_DIALOGUE = FALSE
|
DYNAMIC_DIALOGUE = FALSE
|
||||||
|
|
||||||
; the dialogue boxes will stay on for x milliseconds
|
; the dialogue boxes will stay on for x milliseconds
|
||||||
@@ -2753,7 +2758,7 @@ DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
|
|||||||
[PMC Settings]
|
[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.
|
; 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,
|
; 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
|
; 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_REGULARS = 35
|
||||||
PMC_MAX_VETERANS = 20
|
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
|
; 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
|
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
|
; 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.
|
; 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
|
; 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
|
; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
|
||||||
; die or run away.
|
; 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.
|
; Allows reinforcements only between city sectors. Only affects militia, not enemies.
|
||||||
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
|
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.
|
; 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
|
ADVANCED_REPAIR = FALSE
|
||||||
|
|
||||||
; the only items we can repair are guns and armour
|
; the only items we can repair are guns and armour
|
||||||
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
|
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
|
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
|
||||||
DIRT_SYSTEM = FALSE
|
DIRT_SYSTEM = FALSE
|
||||||
|
|
||||||
@@ -3136,7 +3141,7 @@ DIRT_SYSTEM = FALSE
|
|||||||
FULL_REPAIR_CLEANS_GUN = FALSE
|
FULL_REPAIR_CLEANS_GUN = FALSE
|
||||||
|
|
||||||
; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
|
; 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
|
; 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
|
DIRT_GLOBAL_MODIFIER = 1.25
|
||||||
@@ -3185,7 +3190,7 @@ ALLOW_TAKE_PRISONERS = FALSE
|
|||||||
; can you offer enemies a surrender option?
|
; can you offer enemies a surrender option?
|
||||||
ENEMY_CAN_SURRENDER = FALSE
|
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
|
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
|
; 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_ELITE = 10
|
||||||
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
|
||||||
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
|
||||||
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
|
||||||
|
|
||||||
;------------------------------------------------------------------------------------------------------------------------------
|
;------------------------------------------------------------------------------------------------------------------------------
|
||||||
; Helicopter Repair
|
; 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]
|
[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]
|
[Militia Strength Settings]
|
||||||
|
|
||||||
;******************************************************************************************************************************
|
;******************************************************************************************************************************
|
||||||
@@ -3883,6 +3927,9 @@ FAST_BOBBY_RAY_SHIPMENTS = FALSE
|
|||||||
; Theoretically, everything will go faster if this is lower...
|
; Theoretically, everything will go faster if this is lower...
|
||||||
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
|
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
|
; 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
|
; Number of "doctor" points used up to heal each point below OKLIFE
|
||||||
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
|
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
|
; Repairing
|
||||||
;------------------------------------------------------------------------------------------------------------------------------
|
;------------------------------------------------------------------------------------------------------------------------------
|
||||||
|
|||||||
@@ -69,8 +69,8 @@
|
|||||||
ChanceOfEnemyAmbushes : 0- false 1 - true
|
ChanceOfEnemyAmbushes : 0- false 1 - true
|
||||||
AllowReinforcements : The enemy can send reinforcement to the sector. 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
|
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
|
||||||
PopulationLevel2 : ?
|
PopulationLevel2 : Additional troops 2 sectors away from Meduna? 0 - false, 1 - true
|
||||||
PopulationLevel3 : ?
|
PopulationLevel3 : Additional troops 3 sectors away from Meduna? 0 - false, 1 - true
|
||||||
|
|
||||||
{Weapon Cache Troops}
|
{Weapon Cache Troops}
|
||||||
|
|
||||||
@@ -86,14 +86,15 @@
|
|||||||
|
|
||||||
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
|
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
|
||||||
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons 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
|
BloodcatAmbushSectors : ? : 0 - false, 1 - true
|
||||||
AirRaidLookForDive : ? : 0 - false, 1 - true
|
AirRaidLookForDive : ? : 0 - false, 1 - true
|
||||||
|
|
||||||
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
|
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
|
||||||
|
|
||||||
RadioSightings : Do the enemy all individuals call in the help through the radio ?
|
RadioSightings : Alerted soldier calls in 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 ?
|
RadioSightings2 : All enemy individuals call in help through the radio.
|
||||||
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
|
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
|
||||||
|
|
||||||
{CTHConstants Settings}
|
{CTHConstants Settings}
|
||||||
@@ -210,9 +211,9 @@
|
|||||||
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
|
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
|
||||||
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
|
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
|
||||||
<AllowReinforcements>1</AllowReinforcements>
|
<AllowReinforcements>1</AllowReinforcements>
|
||||||
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
|
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
|
||||||
<PopulationLevel2>1</PopulationLevel2>
|
<PopulationLevel2>0</PopulationLevel2>
|
||||||
<PopulationLevel3>1</PopulationLevel3>
|
<PopulationLevel3>0</PopulationLevel3>
|
||||||
<!-- Weapon Cache Troops -->
|
<!-- Weapon Cache Troops -->
|
||||||
<WeaponCacheTroops1>1</WeaponCacheTroops1>
|
<WeaponCacheTroops1>1</WeaponCacheTroops1>
|
||||||
<WeaponCacheTroops2>1</WeaponCacheTroops2>
|
<WeaponCacheTroops2>1</WeaponCacheTroops2>
|
||||||
@@ -276,8 +277,8 @@
|
|||||||
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
|
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
|
||||||
<AllowReinforcements>1</AllowReinforcements>
|
<AllowReinforcements>1</AllowReinforcements>
|
||||||
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
|
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
|
||||||
<PopulationLevel2>0</PopulationLevel2>
|
<PopulationLevel2>1</PopulationLevel2>
|
||||||
<PopulationLevel3>1</PopulationLevel3>
|
<PopulationLevel3>0</PopulationLevel3>
|
||||||
<!-- Weapon Cache Troops -->
|
<!-- Weapon Cache Troops -->
|
||||||
<WeaponCacheTroops1>2</WeaponCacheTroops1>
|
<WeaponCacheTroops1>2</WeaponCacheTroops1>
|
||||||
<WeaponCacheTroops2>2</WeaponCacheTroops2>
|
<WeaponCacheTroops2>2</WeaponCacheTroops2>
|
||||||
@@ -291,8 +292,8 @@
|
|||||||
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
|
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
|
||||||
<AirRaidLookForDive>0</AirRaidLookForDive>
|
<AirRaidLookForDive>0</AirRaidLookForDive>
|
||||||
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
|
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
|
||||||
<RadioSightings>0</RadioSightings>
|
<RadioSightings>1</RadioSightings>
|
||||||
<RadioSightings2>0</RadioSightings2>
|
<RadioSightings2>1</RadioSightings2>
|
||||||
<EnemyMoraleWorried>0</EnemyMoraleWorried>
|
<EnemyMoraleWorried>0</EnemyMoraleWorried>
|
||||||
<!-- CTHConstants Settings -->
|
<!-- CTHConstants Settings -->
|
||||||
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
|
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
|
||||||
@@ -340,9 +341,9 @@
|
|||||||
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
|
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
|
||||||
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
|
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
|
||||||
<AllowReinforcements>1</AllowReinforcements>
|
<AllowReinforcements>1</AllowReinforcements>
|
||||||
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
|
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
|
||||||
<PopulationLevel2>0</PopulationLevel2>
|
<PopulationLevel2>1</PopulationLevel2>
|
||||||
<PopulationLevel3>0</PopulationLevel3>
|
<PopulationLevel3>1</PopulationLevel3>
|
||||||
<!-- Weapon Cache Troops -->
|
<!-- Weapon Cache Troops -->
|
||||||
<WeaponCacheTroops1>3</WeaponCacheTroops1>
|
<WeaponCacheTroops1>3</WeaponCacheTroops1>
|
||||||
<WeaponCacheTroops2>3</WeaponCacheTroops2>
|
<WeaponCacheTroops2>3</WeaponCacheTroops2>
|
||||||
@@ -406,8 +407,8 @@
|
|||||||
<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
|
<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
|
||||||
<AllowReinforcements>1</AllowReinforcements>
|
<AllowReinforcements>1</AllowReinforcements>
|
||||||
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
|
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
|
||||||
<PopulationLevel2>0</PopulationLevel2>
|
<PopulationLevel2>1</PopulationLevel2>
|
||||||
<PopulationLevel3>0</PopulationLevel3>
|
<PopulationLevel3>1</PopulationLevel3>
|
||||||
<!-- Weapon Cache Troops -->
|
<!-- Weapon Cache Troops -->
|
||||||
<WeaponCacheTroops1>4</WeaponCacheTroops1>
|
<WeaponCacheTroops1>4</WeaponCacheTroops1>
|
||||||
<WeaponCacheTroops2>4</WeaponCacheTroops2>
|
<WeaponCacheTroops2>4</WeaponCacheTroops2>
|
||||||
|
|||||||
Reference in New Issue
Block a user