Gamedir changes for ARC missions (#7)

This commit is contained in:
rftrdev
2022-11-07 00:35:37 -08:00
committed by GitHub
parent acb594963a
commit 5cd339d402
2 changed files with 380 additions and 0 deletions
+190
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@@ -209,3 +209,193 @@ HARRIERS_SPEED_PENALTY = 50
; Militia are stronger when fighting in the town.
; Valid range is 0-100. This boost is doubled at Tier 2.
FORTIFICATIONS_BONUS = 10
;------------------------------------------------------------------------------------------------------------------------------
; AGENT MISSIONS
;------------------------------------------------------------------------------------------------------------------------------
; Agent missions are intended to be powerful, but temporary, passive boons to the campaign. Several missions can be active
; at once, but the cost of starting new ones increases with the number of currently-active missions. In order to begin a
; mission, a mercenary must be in a friendly town and not on another long-term assignment (eg, a Mini Event or on a mission).
; Once a merc has been selected to start a mission, they will be gone for 24 hours to prepare. Once this time is elapsed,
; the merc will return to your control and the mission's effects will begin - if the mission was successful.
; Note that it is possible to use a generic rebel agent instead of your mercs, but they will provide no bonuses to the mission.
; Note that if a merc has multiple skills that give bonuses to a mission, only the biggest bonus will be used.
; How many supplies it costs to prepare a mission.
; Valid range is 100-10000.
MISSION_BASE_COST = 200
; Additional supply cost per active or in-prep mission.
; Valid range is 0-10000.
MISSION_ADDITIONAL_COST = 100
; A merc must prepare a mission for this many hours before a mission starts.
; Rounded up to the next hour.
; Valid range is 1-168.
MISSION_PREPARATION_TIME = 20
; New missions will become available at this interval.
; A value of 2 means that available missions will be refreshed at Day 2 00:00, Day 4 00:00, etc.
; Valid range is 1-7.
MISSION_REFRESH_TIME_DAYS = 2
; The minimum loyalty that a town needs to be in order to prep a mission from it.
MIN_LOYALTY_FOR_MISSION = 51
; Deep deployment
; When deploying your mercs onto a map for a battle, the valid deployment area extends further across the map.
DEEP_DEPLOYMENT_SUCCESS_CHANCE = 60
; Range, divided into north/south and east/west
DEEP_DEPLOYMENT_RANGE_NS = 200
DEEP_DEPLOYMENT_RANGE_EW = 350
DEEP_DEPLOYMENT_RANGE_NS_BONUS_COVERT = 80
DEEP_DEPLOYMENT_RANGE_EW_BONUS_COVERT = 150
DEEP_DEPLOYMENT_RANGE_NS_BONUS_SCOUTING = 250
DEEP_DEPLOYMENT_RANGE_EW_BONUS_SCOUTING = 400
DEEP_DEPLOYMENT_RANGE_NS_BONUS_STEALTHY = 120
DEEP_DEPLOYMENT_RANGE_EW_BONUS_STEALTHY = 300
DEEP_DEPLOYMENT_RANGE_NS_BONUS_SURVIVAL = 120
DEEP_DEPLOYMENT_RANGE_EW_BONUS_SURVIVAL = 300
; Duration, in hours
DEEP_DEPLOYMENT_DURATION = 72
DEEP_DEPLOYMENT_DURATION_BONUS_COVERT = 24
DEEP_DEPLOYMENT_DURATION_BONUS_SCOUTING = 36
DEEP_DEPLOYMENT_DURATION_BONUS_STEALTHY = 48
DEEP_DEPLOYMENT_DURATION_BONUS_SURVIVAL = 36
; Disrupt ASD
; Reduce ASD income and prevent deployment of new robots/jeeps/tanks
; This does not appear if the ASD feature is disabled
DISRUPT_ASD_SUCCESS_CHANCE = 60
; Income modifier. 0.6 = income reduced by 60%
DISRUPT_ASD_INCOME_MODIFIER = 0.5
DISRUPT_ASD_INCOME_MODIFIER_COVERT = 0.9
DISRUPT_ASD_INCOME_MODIFIER_DEMOLITIONS = 0.65
DISRUPT_ASD_INCOME_MODIFIER_NIGHTOPS = 0.65
DISRUPT_ASD_INCOME_MODIFIER_TECHNICIAN = 0.75
; Duration, in hours
DISRUPT_ASD_DURATION = 48
DISRUPT_ASD_DURATION_BONUS_COVERT = 72
DISRUPT_ASD_DURATION_BONUS_DEMOLITIONS = 48
DISRUPT_ASD_DURATION_BONUS_NIGHTOPS = 120
DISRUPT_ASD_DURATION_BONUS_TECHNICIAN = 72
; Strategic Intel
; When viewing teams on the strategic map, enemy movement targets are displayed in red.
STRATEGIC_INTEL_SUCCESS_CHANCE = 60
; Duration, in hours
STRATEGIC_INTEL_DURATION = 72;
STRATEGIC_INTEL_DURATION_BONUS_COVERT = 72
STRATEGIC_INTEL_DURATION_BONUS_RADIO = 144
; Improve Local Shops
; Shopkeepers will have better inventories. (+1 coolness level)
IMPROVE_LOCAL_SHOPS_SUCCESS_CHANCE = 80
; Duration, in hours
IMPROVE_LOCAL_SHOPS_DURATION = 96;
; Slower Strategic Decisions
; Strategic enemy AI will spend more time between taking action against you.
SLOWER_STRATEGIC_DECISIONS_SUCCESS_CHANCE = 60
; Modifier - note that skill modifiers override the base modifier
SLOWER_STRATEGIC_DECISIONS_MODIFIER = 1.1
SLOWER_STRATEGIC_DECISIONS_MODIFIER_COVERT = 1.25
SLOWER_STRATEGIC_DECISIONS_MODIFIER_DEPUTY = 1.33
SLOWER_STRATEGIC_DECISIONS_MODIFIER_SNITCH = 1.2
; Duration, in hours
SLOWER_STRATEGIC_DECISIONS_DURATION = 72
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_COVERT = 48
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_DEPUTY = 72
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_SNITCH = 72
; Lower Readiness
; In tactical, enemies have their sight range reduced until they're alerted to your presence
LOWER_READINESS_SUCCESS_CHANCE = 60
; Modifier - enemy vision is reduced by this percentage
LOWER_READINESS_MODIFIER = 0.15
LOWER_READINESS_MODIFIER_COVERT = 0.25
LOWER_READINESS_MODIFIER_RADIO = 0.33
LOWER_READINESS_MODIFIER_STEALTHY = 0.5
; Duration, in hours
LOWER_READINESS_DURATION = 48
LOWER_READINESS_DURATION_BONUS_COVERT = 48
LOWER_READINESS_DURATION_BONUS_RADIO = 24
; Sabotage Equipment
; Enemy soldiers use worse than normal equipment.
SABOTAGE_EQUIPMENT_SUCCESS_CHANCE = 60
; Quality modifier - enemy weapons and armour quality will be reduced by this amount
SABOTAGE_EQUIPMENT_MODIFIER = 10
SABOTAGE_EQUIPMENT_MODIFIER_AUTO_WEAPONS = 20
SABOTAGE_EQUIPMENT_MODIFIER_COVERT = 15
SABOTAGE_EQUIPMENT_MODIFIER_DEMOLITIONS = 25
SABOTAGE_EQUIPMENT_MODIFIER_GUNSLINGER = 20
SABOTAGE_EQUIPMENT_MODIFIER_RANGER = 20
SABOTAGE_EQUIPMENT_MODIFIER_SNIPER = 20
; Duration, in hours
SABOTAGE_EQUIPMENT_DURATION = 72
SABOTAGE_EQUIPMENT_DURATION_BONUS_AUTO_WEAPONS = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_COVERT = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_GUNSLINGER = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_RANGER = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_SNIPER = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_DEMOLITIONS = 72
; Sabotage Vehicles
; Enemy vehicles have reduced stats.
SABOTAGE_VEHICLES_SUCCESS_CHANCE = 60
; Modifier - enemy vehicles will have their stats reduced by this amount (to a minimum of 33)
SABOTAGE_VEHICLES_STAT_LOSS = 20
SABOTAGE_VEHICLES_STAT_LOSS_COVERT = 30
SABOTAGE_VEHICLES_STAT_LOSS_DEMOLITIONS = 50
SABOTAGE_VEHICLES_STAT_LOSS_HEAVY_WEAPONS = 50
; Duration, in hours
SABOTAGE_VEHICLES_DURATION = 72
SABOTAGE_VEHICLES_DURATION_BONUS_COVERT = 24
SABOTAGE_VEHICLES_DURATION_BONUS_DEMOLITIONS = 72
SABOTAGE_VEHICLES_DURATION_BONUS_HEAVY_WEAPONS = 72
; Send Supplies
; Passively grow town loyalty.
SEND_SUPPLIES_TO_TOWN_SUCCESS_CHANCE = 80
; How often and how much loyalty is gained. Daily loyalty gain is (24/interval) * loyalty_gain.
SEND_SUPPLIES_TO_TOWN_INTERVAL = 6
SEND_SUPPLIES_TO_TOWN_LOYALTY_GAIN = 1000
; Duration, in hours
SEND_SUPPLIES_TO_TOWN_DURATION = 96
; Train Militia Anywhere
; Militia can be trained outside of town.
TRAIN_MILITIA_ANYWHERE_SUCCESS_CHANCE = 60
; Maximum trainers
TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS = 1
TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS_TEACHING = 2
; Duration, in hours
TRAIN_MILITIA_ANYWHERE_DURATION = 72
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_COVERT = 24
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_SURVIVAL = 96
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_TEACHING = 48
; Soldier Bounties (Kingpin)
SOLDIER_BOUNTIES_KINGPIN_SUCCESS_CHANCE = 60
; Duration, in hours
SOLDIER_BOUNTIES_KINGPIN_DURATION = 48
SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_COVERT = 24
SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_DEMOLITIONS = 36
; Bounty payouts
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ADMIN = 100
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TROOP = 100
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ELITE = 100
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ROBOT = 500
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_JEEP = 1000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TANK = 5000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_OFFICER = 1500
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT = 5000
; Payout modifiers
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_DEMOLITIONS = 10000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_SNITCH = 20000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_COVERT = 1.1
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_DEPUTY = 1.25
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_SNITCH = 1.25
+190
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@@ -209,3 +209,193 @@ HARRIERS_SPEED_PENALTY = 50
; Militia are stronger when fighting in the town.
; Valid range is 0-100. This boost is doubled at Tier 2.
FORTIFICATIONS_BONUS = 10
;------------------------------------------------------------------------------------------------------------------------------
; AGENT MISSIONS
;------------------------------------------------------------------------------------------------------------------------------
; Agent missions are intended to be powerful, but temporary, passive boons to the campaign. Several missions can be active
; at once, but the cost of starting new ones increases with the number of currently-active missions. In order to begin a
; mission, a mercenary must be in a friendly town and not on another long-term assignment (eg, a Mini Event or on a mission).
; Once a merc has been selected to start a mission, they will be gone for 24 hours to prepare. Once this time is elapsed,
; the merc will return to your control and the mission's effects will begin - if the mission was successful.
; Note that it is possible to use a generic rebel agent instead of your mercs, but they will provide no bonuses to the mission.
; Note that if a merc has multiple skills that give bonuses to a mission, only the biggest bonus will be used.
; How many supplies it costs to prepare a mission.
; Valid range is 100-10000.
MISSION_BASE_COST = 200
; Additional supply cost per active or in-prep mission.
; Valid range is 0-10000.
MISSION_ADDITIONAL_COST = 100
; A merc must prepare a mission for this many hours before a mission starts.
; Rounded up to the next hour.
; Valid range is 1-168.
MISSION_PREPARATION_TIME = 20
; New missions will become available at this interval.
; A value of 2 means that available missions will be refreshed at Day 2 00:00, Day 4 00:00, etc.
; Valid range is 1-7.
MISSION_REFRESH_TIME_DAYS = 2
; The minimum loyalty that a town needs to be in order to prep a mission from it.
MIN_LOYALTY_FOR_MISSION = 51
; Deep deployment
; When deploying your mercs onto a map for a battle, the valid deployment area extends further across the map.
DEEP_DEPLOYMENT_SUCCESS_CHANCE = 60
; Range, divided into north/south and east/west
DEEP_DEPLOYMENT_RANGE_NS = 200
DEEP_DEPLOYMENT_RANGE_EW = 350
DEEP_DEPLOYMENT_RANGE_NS_BONUS_COVERT = 80
DEEP_DEPLOYMENT_RANGE_EW_BONUS_COVERT = 150
DEEP_DEPLOYMENT_RANGE_NS_BONUS_SCOUTING = 250
DEEP_DEPLOYMENT_RANGE_EW_BONUS_SCOUTING = 400
DEEP_DEPLOYMENT_RANGE_NS_BONUS_STEALTHY = 120
DEEP_DEPLOYMENT_RANGE_EW_BONUS_STEALTHY = 300
DEEP_DEPLOYMENT_RANGE_NS_BONUS_SURVIVAL = 120
DEEP_DEPLOYMENT_RANGE_EW_BONUS_SURVIVAL = 300
; Duration, in hours
DEEP_DEPLOYMENT_DURATION = 72
DEEP_DEPLOYMENT_DURATION_BONUS_COVERT = 24
DEEP_DEPLOYMENT_DURATION_BONUS_SCOUTING = 36
DEEP_DEPLOYMENT_DURATION_BONUS_STEALTHY = 48
DEEP_DEPLOYMENT_DURATION_BONUS_SURVIVAL = 36
; Disrupt ASD
; Reduce ASD income and prevent deployment of new robots/jeeps/tanks
; This does not appear if the ASD feature is disabled
DISRUPT_ASD_SUCCESS_CHANCE = 60
; Income modifier. 0.6 = income reduced by 60%
DISRUPT_ASD_INCOME_MODIFIER = 0.5
DISRUPT_ASD_INCOME_MODIFIER_COVERT = 0.9
DISRUPT_ASD_INCOME_MODIFIER_DEMOLITIONS = 0.65
DISRUPT_ASD_INCOME_MODIFIER_NIGHTOPS = 0.65
DISRUPT_ASD_INCOME_MODIFIER_TECHNICIAN = 0.75
; Duration, in hours
DISRUPT_ASD_DURATION = 48
DISRUPT_ASD_DURATION_BONUS_COVERT = 72
DISRUPT_ASD_DURATION_BONUS_DEMOLITIONS = 48
DISRUPT_ASD_DURATION_BONUS_NIGHTOPS = 120
DISRUPT_ASD_DURATION_BONUS_TECHNICIAN = 72
; Strategic Intel
; When viewing teams on the strategic map, enemy movement targets are displayed in red.
STRATEGIC_INTEL_SUCCESS_CHANCE = 60
; Duration, in hours
STRATEGIC_INTEL_DURATION = 72;
STRATEGIC_INTEL_DURATION_BONUS_COVERT = 72
STRATEGIC_INTEL_DURATION_BONUS_RADIO = 144
; Improve Local Shops
; Shopkeepers will have better inventories. (+1 coolness level)
IMPROVE_LOCAL_SHOPS_SUCCESS_CHANCE = 80
; Duration, in hours
IMPROVE_LOCAL_SHOPS_DURATION = 96;
; Slower Strategic Decisions
; Strategic enemy AI will spend more time between taking action against you.
SLOWER_STRATEGIC_DECISIONS_SUCCESS_CHANCE = 60
; Modifier - note that skill modifiers override the base modifier
SLOWER_STRATEGIC_DECISIONS_MODIFIER = 1.1
SLOWER_STRATEGIC_DECISIONS_MODIFIER_COVERT = 1.25
SLOWER_STRATEGIC_DECISIONS_MODIFIER_DEPUTY = 1.33
SLOWER_STRATEGIC_DECISIONS_MODIFIER_SNITCH = 1.2
; Duration, in hours
SLOWER_STRATEGIC_DECISIONS_DURATION = 72
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_COVERT = 48
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_DEPUTY = 72
SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_SNITCH = 72
; Lower Readiness
; In tactical, enemies have their sight range reduced until they're alerted to your presence
LOWER_READINESS_SUCCESS_CHANCE = 60
; Modifier - enemy vision is reduced by this percentage
LOWER_READINESS_MODIFIER = 0.15
LOWER_READINESS_MODIFIER_COVERT = 0.25
LOWER_READINESS_MODIFIER_RADIO = 0.33
LOWER_READINESS_MODIFIER_STEALTHY = 0.5
; Duration, in hours
LOWER_READINESS_DURATION = 48
LOWER_READINESS_DURATION_BONUS_COVERT = 48
LOWER_READINESS_DURATION_BONUS_RADIO = 24
; Sabotage Equipment
; Enemy soldiers use worse than normal equipment.
SABOTAGE_EQUIPMENT_SUCCESS_CHANCE = 60
; Quality modifier - enemy weapons and armour quality will be reduced by this amount
SABOTAGE_EQUIPMENT_MODIFIER = 10
SABOTAGE_EQUIPMENT_MODIFIER_AUTO_WEAPONS = 20
SABOTAGE_EQUIPMENT_MODIFIER_COVERT = 15
SABOTAGE_EQUIPMENT_MODIFIER_DEMOLITIONS = 25
SABOTAGE_EQUIPMENT_MODIFIER_GUNSLINGER = 20
SABOTAGE_EQUIPMENT_MODIFIER_RANGER = 20
SABOTAGE_EQUIPMENT_MODIFIER_SNIPER = 20
; Duration, in hours
SABOTAGE_EQUIPMENT_DURATION = 72
SABOTAGE_EQUIPMENT_DURATION_BONUS_AUTO_WEAPONS = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_COVERT = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_GUNSLINGER = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_RANGER = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_SNIPER = 24
SABOTAGE_EQUIPMENT_DURATION_BONUS_DEMOLITIONS = 72
; Sabotage Vehicles
; Enemy vehicles have reduced stats.
SABOTAGE_VEHICLES_SUCCESS_CHANCE = 60
; Modifier - enemy vehicles will have their stats reduced by this amount (to a minimum of 33)
SABOTAGE_VEHICLES_STAT_LOSS = 20
SABOTAGE_VEHICLES_STAT_LOSS_COVERT = 30
SABOTAGE_VEHICLES_STAT_LOSS_DEMOLITIONS = 50
SABOTAGE_VEHICLES_STAT_LOSS_HEAVY_WEAPONS = 50
; Duration, in hours
SABOTAGE_VEHICLES_DURATION = 72
SABOTAGE_VEHICLES_DURATION_BONUS_COVERT = 24
SABOTAGE_VEHICLES_DURATION_BONUS_DEMOLITIONS = 72
SABOTAGE_VEHICLES_DURATION_BONUS_HEAVY_WEAPONS = 72
; Send Supplies
; Passively grow town loyalty.
SEND_SUPPLIES_TO_TOWN_SUCCESS_CHANCE = 80
; How often and how much loyalty is gained. Daily loyalty gain is (24/interval) * loyalty_gain.
SEND_SUPPLIES_TO_TOWN_INTERVAL = 6
SEND_SUPPLIES_TO_TOWN_LOYALTY_GAIN = 1000
; Duration, in hours
SEND_SUPPLIES_TO_TOWN_DURATION = 96
; Train Militia Anywhere
; Militia can be trained outside of town.
TRAIN_MILITIA_ANYWHERE_SUCCESS_CHANCE = 60
; Maximum trainers
TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS = 1
TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS_TEACHING = 2
; Duration, in hours
TRAIN_MILITIA_ANYWHERE_DURATION = 72
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_COVERT = 24
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_SURVIVAL = 96
TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_TEACHING = 48
; Soldier Bounties (Kingpin)
SOLDIER_BOUNTIES_KINGPIN_SUCCESS_CHANCE = 60
; Duration, in hours
SOLDIER_BOUNTIES_KINGPIN_DURATION = 48
SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_COVERT = 24
SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_DEMOLITIONS = 36
; Bounty payouts
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ADMIN = 100
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TROOP = 100
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ELITE = 100
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ROBOT = 500
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_JEEP = 1000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TANK = 5000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_OFFICER = 1500
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT = 5000
; Payout modifiers
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_DEMOLITIONS = 10000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_SNITCH = 20000
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_COVERT = 1.1
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_DEPUTY = 1.25
SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_SNITCH = 1.25