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