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Fix: added missing options to Ini Editor and some typo fixes.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2181 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -337,7 +337,7 @@ RECRUITABLE_JA1_NATIVES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; If outstanding debt to MERC exceeds this, Speck will complain on the website.
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; Note: this does NOT affect wether MERC goes bankrupt, as this is independent of the amount of debt
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; Note: this does NOT affect whether MERC goes bankrupt, as this is independent of the amount of debt
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;------------------------------------------------------------------------------------------------------------------------------
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MERC_BANKRUPT_WARNING = 5000
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@@ -1920,7 +1920,7 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE
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SOLDIER_PROFILES_ENEMY = TRUE
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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 = TRUE
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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@@ -1959,12 +1959,12 @@ 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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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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; 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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; 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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;------------------------------------------------------------------------------------------------------------------------------
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@@ -2204,7 +2204,7 @@ 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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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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ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
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@@ -2695,12 +2695,12 @@ DISEASE = FALSE
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; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia.
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; It can break out in swamp & tropical sectors and spread as infected troops move around.
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; 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.
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; It does work on both sides though, the army can suffer jsut as well... especially if you give it a push ;-)
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; 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.
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; It does work on both sides though, the army can suffer just as well... especially if you give it a push ;-)
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DISEASE_STRATEGIC = TRUE
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; The World Health Organization has a website that contains a few helpful tips on diseases.
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; 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.
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; 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.
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; requires DISEASE and DISEASE_STRATEGIC to be TRUE
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DISEASE_WHO_SUBSCRIPTIONCOST = 2000
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@@ -2715,14 +2715,14 @@ DISEASE_CONTAMINATES_ITEMS = TRUE
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[Dynamic Opinion Settings]
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;******************************************************************************************************************************
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; In this section you can specify wether mercs form dynamic opinions on each other
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; In this section you can specify whether mercs form dynamic opinions on each other
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;******************************************************************************************************************************
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; mercs can form dynamic opinions of each other, this in turn will affect their morale
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; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
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DYNAMIC_OPINIONS = TRUE
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; notify the player of opinon changes in the message log
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; notify the player of opinion changes in the message log
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DYNAMIC_OPINIONS_SHOWCHANGE = TRUE
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; 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
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@@ -2735,14 +2735,14 @@ WAGE_ACCEPTANCE_FACTOR = 1.5
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[Dynamic Dialogue Settings]
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;******************************************************************************************************************************
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; In this section you can specify wether mercs talk to each other
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; In this section you can specify whether mercs talk to each other.
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;******************************************************************************************************************************
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; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other.
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; This can happen whenever something influences their relationship
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; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other.
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; This can happen whenever something influences their relationship.
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; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers
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; depending on their relations and personality
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; If an IMP interejcts, the player has a short time to select the kin of response he wants to give.
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; depending on their relations and personality.
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; If an IMP interjects, the player has a short time to select the kind of response he wants to give.
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DYNAMIC_DIALOGUE = FALSE
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; the dialogue boxes will stay on for x milliseconds
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@@ -2754,7 +2754,7 @@ DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
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[PMC Settings]
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;******************************************************************************************************************************
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; In this section you can specify wether you will have access to a private military contractor that allows hiring militia
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; In this section you can specify whether you will have access to a private military contractor that allows hiring militia
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;******************************************************************************************************************************
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; if PMC is TRUE, you will get an email from a PMC once you've started training militia.
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@@ -2762,7 +2762,7 @@ PMC = TRUE
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; on the website you can hire regular and veteran militia (for a high price). These can enter Arulco in sectors with certain facilities,
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; like airport, harbours and border posts
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; The PMc will slowly replenish its ranks, here you can define how many militia it will have at max
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; The PMC will slowly replenish its ranks, here you can define how many militia it will have at max
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PMC_MAX_REGULARS = 35
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PMC_MAX_VETERANS = 20
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