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Mobile Militia Improvements (by moa)
o see: http://www.bears-pit.com/board/ubbthreads.php/topics/325133/Re_Fix_Catched_the_mobiles.html#Post325133 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1773 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -1287,7 +1287,7 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ENERGY = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
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SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE
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; Armor, Headgear
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@@ -1417,7 +1417,7 @@ WEAPON_RESTING_DISPLAY = TRUE
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WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
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;------------------------------------------------------------------------------------------------------------------------------
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; scope modes
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; Scope modes
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;------------------------------------------------------------------------------------------------------------------------------
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; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
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@@ -1659,11 +1659,13 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1803,7 +1805,8 @@ ACCESS_OTHER_MERC_INVENTORIES = TRUE
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; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
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; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
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BACKPACKWEIGHT_LOWERS_AP = FALSE
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; TRUE: weightbased penalty, FALSE: no penalty
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BACKPACKWEIGHT_LOWERS_AP = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -3110,11 +3113,11 @@ RESTRICT_ROAMING = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; EXPLORATION-based restrictions
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;
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; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
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; Allow Mobile Militia to move through any EXPLORED sectors.
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; RESTRICT_ROAMING must be set to TRUE.
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE
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ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; CONQUEST-based restrictions
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@@ -5,14 +5,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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-->
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<DYNAMICROAMING>
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<RESTRICTION>
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<SectorGrid>A9</SectorGrid>
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<ReqTown>2</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>A10</SectorGrid>
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<ReqTown>2</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>A12</SectorGrid>
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<ReqTown>2</ReqTown>
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@@ -453,16 +445,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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<SectorGrid>K2</SectorGrid>
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<ReqTown>4</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>C5</SectorGrid>
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<ReqTown>2</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>C6</SectorGrid>
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<ReqTown>2</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>C7</SectorGrid>
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<ReqTown>2</ReqTown>
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@@ -478,16 +460,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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<ReqTown>2</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>D4</SectorGrid>
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<ReqTown>2</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>D5</SectorGrid>
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<ReqTown>2</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>C5</SectorGrid>
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<ReqTown>6</ReqTown>
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@@ -593,11 +565,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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<ReqTown>6</ReqTown>
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<ReqTown>10</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>I6</SectorGrid>
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<ReqTown>6</ReqTown>
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<ReqTown>10</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>J6</SectorGrid>
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<ReqTown>6</ReqTown>
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@@ -613,11 +580,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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<ReqTown>6</ReqTown>
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<ReqTown>10</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>J9</SectorGrid>
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<ReqTown>6</ReqTown>
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<ReqTown>10</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>C5</SectorGrid>
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<ReqTown>4</ReqTown>
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@@ -683,11 +645,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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<ReqTown>4</ReqTown>
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<ReqTown>6</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>J9</SectorGrid>
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<ReqTown>4</ReqTown>
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<ReqTown>6</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>K6</SectorGrid>
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<ReqTown>4</ReqTown>
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@@ -703,16 +660,6 @@ With this system in place, a militia unit trained in one city can end up patroll
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<ReqTown>4</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>D4</SectorGrid>
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<ReqTown>4</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>D5</SectorGrid>
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<ReqTown>4</ReqTown>
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<ReqTown>12</ReqTown>
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</RESTRICTION>
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<RESTRICTION>
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<SectorGrid>L2</SectorGrid>
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<ReqTown>2</ReqTown>
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@@ -800,6 +800,7 @@ SHOW_CAMOUFLAGE_FACES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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HIDE_ENEMY_HEALTH_TEXT = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1284,6 +1285,8 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
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SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
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SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
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SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
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SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
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SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE
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; Armor, Headgear
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SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
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@@ -1798,6 +1801,11 @@ ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
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; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
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ACCESS_OTHER_MERC_INVENTORIES = FALSE
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; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
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; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
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; TRUE: weightbased penalty, FALSE: no penalty
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BACKPACKWEIGHT_LOWERS_AP = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -3103,7 +3111,7 @@ RESTRICT_ROAMING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; EXPLORATION-based restrictions
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;
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; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
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; Allow Mobile Militia to move through any EXPLORED sectors.
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; RESTRICT_ROAMING must be set to TRUE.
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;------------------------------------------------------------------------------------------------------------------------------
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