diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI
index 33e8df959..2723f7247 100644
--- a/gamedir/Data-1.13/Ja2_Options.INI
+++ b/gamedir/Data-1.13/Ja2_Options.INI
@@ -1303,7 +1303,7 @@ DISPLAY_SCOPE_MODES = TRUE
; external feeding
;------------------------------------------------------------------------------------------------------------------------------
-; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only fro other mercs 2 = from other mercs and dedicated slots from ourself
+; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself
EXTERNAL_FEEDING = 2
;------------------------------------------------------------------------------------------------------------------------------
@@ -2462,6 +2462,12 @@ ALLOW_TAKE_PRISONERS = TRUE
; can you offer enemies a surrender option?
ENEMY_CAN_SURRENDER = TRUE
+; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
+DISPLAY_SURRENDER_VALUES = TRUE
+
+; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
+SURRENDER_MULTIPLIER = 5.0
+
; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
; you to surrender, and you refused
PLAYER_CAN_ASK_TO_SURRENDER = TRUE
@@ -2470,10 +2476,10 @@ PLAYER_CAN_ASK_TO_SURRENDER = TRUE
PRISONER_RETURN_TO_ARMY_CHANCE = 50
; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
-PRISONER_DEFECT_CHANCE = 10
+PRISONER_DEFECT_CHANCE = 25
; chance that interrogated soldiers can give info on enemy positions
-PRISONER_INFO_BASECHANCE = 10
+PRISONER_INFO_BASECHANCE = 25
; chance that interrogated soldiers detect a specific patrol (a soldier can detect only one max)
PRISONER_INFO_DETECT_CHANCE = 5
@@ -2485,7 +2491,7 @@ PRISONER_INFO_NUMBER_CHANCE = 30
PRISONER_INFO_DIRECTION_CHANCE = 40
; chance that interrogated soldiers get you ransom money
-PRISONER_RANSOM_CHANCE = 10
+PRISONER_RANSOM_CHANCE = 25
;******************************************************************************************************************************
;******************************************************************************************************************************
diff --git a/gamedir/Data-1.13/Scripts/StrategicTownLoyalty.lua b/gamedir/Data-1.13/Scripts/StrategicTownLoyalty.lua
index 49fc483b5..dbb03459c 100644
--- a/gamedir/Data-1.13/Scripts/StrategicTownLoyalty.lua
+++ b/gamedir/Data-1.13/Scripts/StrategicTownLoyalty.lua
@@ -164,6 +164,7 @@ EventGlobal =
GLOBAL_LOYALTY_LOSE_SAM = 11,
GLOBAL_LOYALTY_QUEEN_BATTLE_WON = 12,
GLOBAL_LOYALTY_GRIZZLY_DEAD = 13,
+ GLOBAL_LOYALTY_PRISONERS_TORTURED = 14,
}
@@ -288,6 +289,11 @@ function HandleGlobalLoyaltyEvent( ubEventType, sSectorX, sSectorY, bSectorZ )
AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
end
+ elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_PRISONERS_TORTURED then
+
+ iLoyaltyChange = -60
+ AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
+
end
end
diff --git a/gamedir/Data-1.13/TableData/CivGroupNames.xml b/gamedir/Data-1.13/TableData/CivGroupNames.xml
index 549aa0b33..6fb00dad1 100644
--- a/gamedir/Data-1.13/TableData/CivGroupNames.xml
+++ b/gamedir/Data-1.13/TableData/CivGroupNames.xml
@@ -149,9 +149,10 @@
0
+
21
- 0
- Empty Slot21
+ 1
+ Prisoner
0
0
diff --git a/gamedir/Data-1.13/TableData/Map/SectorNames.xml b/gamedir/Data-1.13/TableData/Map/SectorNames.xml
index d3c7773ea..c7233dd36 100644
--- a/gamedir/Data-1.13/TableData/Map/SectorNames.xml
+++ b/gamedir/Data-1.13/TableData/Map/SectorNames.xml
@@ -163,6 +163,7 @@
Chitzena Mine
1
250
+ 3
B3
@@ -479,6 +480,9 @@
San Mona
1
100
+ 8
+ 9
+ 10
D6
@@ -950,6 +954,10 @@
Cambria
1
100
+ 41
+ 42
+ 44
+ 45
G10
@@ -1281,6 +1289,20 @@
1
100
2
+ 38
+ 39
+ 40
+ 41
+ 42
+ 43
+ 44
+ 45
+ 46
+ 47
+ 48
+ 49
+ 50
+ 51
I14
@@ -1389,6 +1411,22 @@
Desert
0
1000
+ 5
+ 6
+ 7
+ 8
+ 9
+ 10
+ 11
+ 12
+ 13
+ 14
+ 15
+ 16
+ 17
+ 18
+ 19
+ 20
J10
@@ -1957,6 +1995,7 @@
Coastal, road
1
140
+ 3
N8
diff --git a/gamedir/Data-UB/Ja2_Options.ini b/gamedir/Data-UB/Ja2_Options.ini
index 2174e4f3e..fcc0b2d82 100644
--- a/gamedir/Data-UB/Ja2_Options.ini
+++ b/gamedir/Data-UB/Ja2_Options.ini
@@ -2389,6 +2389,54 @@ ENABLE_ALL_TERRORISTS = TRUE
ENABLE_ALL_WEAPON_CACHES = FALSE
+;******************************************************************************************************************************
+; Override each map's percent likelihood of an item appearing.
+; Valid range = 0-100, where 0 uses the map values.
+; (Mainly for modders, can possibly take the fun out of the game)
+;******************************************************************************************************************************
+
+MAP_ITEM_CHANCE_OVERRIDE = 0
+
+;******************************************************************************************************************************
+; Prisoner system
+;******************************************************************************************************************************
+
+; can you capture enemy soldiers?
+ALLOW_TAKE_PRISONERS = TRUE
+
+; can you offer enemies a surrender option?
+ENEMY_CAN_SURRENDER = TRUE
+
+; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
+DISPLAY_SURRENDER_VALUES = TRUE
+
+; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
+SURRENDER_MULTIPLIER = 5.0
+
+; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
+; you to surrender, and you refused
+PLAYER_CAN_ASK_TO_SURRENDER = TRUE
+
+; chance that released soldiers join the army again
+PRISONER_RETURN_TO_ARMY_CHANCE = 50
+
+; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
+PRISONER_DEFECT_CHANCE = 25
+
+; chance that interrogated soldiers can give info on enemy positions
+PRISONER_INFO_BASECHANCE = 25
+
+; chance that interrogated soldiers detect a specific patrol (a soldier can detect only one max)
+PRISONER_INFO_DETECT_CHANCE = 5
+
+; chance that interrogated soldiers can give info on enemy numbers
+PRISONER_INFO_NUMBER_CHANCE = 30
+
+; chance that interrogated soldiers can give info on enemy movement directions
+PRISONER_INFO_DIRECTION_CHANCE = 40
+
+; chance that interrogated soldiers get you ransom money
+PRISONER_RANSOM_CHANCE = 25
;******************************************************************************************************************************
;******************************************************************************************************************************
diff --git a/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua b/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua
index a5ec5e4c9..73e1cd3b7 100644
--- a/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua
+++ b/gamedir/Data-UB/Scripts/StrategicTownLoyalty.lua
@@ -155,6 +155,8 @@ EventGlobal = {
GLOBAL_LOYALTY_GAIN_SAM = 10,
GLOBAL_LOYALTY_LOSE_SAM = 11,
GLOBAL_LOYALTY_QUEEN_BATTLE_WON = 12,
+ GLOBAL_LOYALTY_GRIZZLY_DEAD = 13,
+ GLOBAL_LOYALTY_PRISONERS_TORTURED = 14,
}
@@ -272,6 +274,18 @@ local iLoyaltyChange = 0
iLoyaltyChange = -250
AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
+ elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GRIZZLY_DEAD then
+
+ if ( CheckMercIsDead(3) == false ) then
+ iLoyaltyChange = 1000
+ AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
+ end
+
+ elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_PRISONERS_TORTURED then
+
+ iLoyaltyChange = -60
+ AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
+
end
end
diff --git a/gamedir/Data-UB/TableData/CivGroupNames.xml b/gamedir/Data-UB/TableData/CivGroupNames.xml
index 3fbf2cf11..d30db3505 100644
--- a/gamedir/Data-UB/TableData/CivGroupNames.xml
+++ b/gamedir/Data-UB/TableData/CivGroupNames.xml
@@ -141,19 +141,21 @@
1
- 20
- 0
- Empty Slot20
- 0
- 0
-
-
- 21
- 0
- Empty Slot21
- 0
- 0
-
+
+ 20
+ 0
+ Militia
+ 0
+ 0
+
+
+
+ 21
+ 1
+ Prisoner
+ 0
+ 0
+
22
0