From 633c242953e9909bef65a503ac80feb5352e7dbe Mon Sep 17 00:00:00 2001 From: silversurfer Date: Fri, 7 Nov 2014 12:30:07 +0000 Subject: [PATCH] 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 --- gamedir/Data-1.13/Ja2_Options.INI | 36 +++++++++++++++---------------- 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 29d0f6815..b71527e32 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -337,7 +337,7 @@ RECRUITABLE_JA1_NATIVES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If outstanding debt to MERC exceeds this, Speck will complain on the website. -; Note: this does NOT affect wether MERC goes bankrupt, as this is independent of the amount of debt +; Note: this does NOT affect whether MERC goes bankrupt, as this is independent of the amount of debt ;------------------------------------------------------------------------------------------------------------------------------ MERC_BANKRUPT_WARNING = 5000 @@ -1920,7 +1920,7 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE SOLDIER_PROFILES_ENEMY = TRUE SOLDIER_PROFILES_MILITIA = FALSE -; If set to TRUE, vehicles can be driven through tactical maps. +; If set to TRUE, vehicles can be driven around tactical maps. ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE ; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). @@ -1959,12 +1959,12 @@ ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE ; 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. ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE -; If set to TRUE, tanks can noticed as soon as any part of it is visible. +; If set to TRUE, tanks can be noticed as soon as any part of them is visible. ENEMY_TANKS_ANY_PART_VISIBLE = FALSE -; If set to TRUE, enemies can use launchables even against single mercs and in perfect health +; If set to TRUE, enemies can use launchables even against single mercs and in perfect health. ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE -; 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. +; 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. ENEMIES_BLOW_OBSTACLES_UP = FALSE ;------------------------------------------------------------------------------------------------------------------------------ @@ -2204,7 +2204,7 @@ ENEMY_GENERALS = FALSE ; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10. ENEMY_GENERALS_NUMBER = 5 -; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them +; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them. ; Default 4, values between 0 and 10. ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 @@ -2695,12 +2695,12 @@ DISEASE = FALSE ; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia. ; It can break out in swamp & tropical sectors and spread as infected troops move around. -; 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. -; It does work on both sides though, the army can suffer jsut as well... especially if you give it a push ;-) +; 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. +; It does work on both sides though, the army can suffer just as well... especially if you give it a push ;-) DISEASE_STRATEGIC = TRUE ; The World Health Organization has a website that contains a few helpful tips on diseases. -; 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. +; 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. ; requires DISEASE and DISEASE_STRATEGIC to be TRUE DISEASE_WHO_SUBSCRIPTIONCOST = 2000 @@ -2715,14 +2715,14 @@ DISEASE_CONTAMINATES_ITEMS = TRUE [Dynamic Opinion Settings] ;****************************************************************************************************************************** -; In this section you can specify wether mercs form dynamic opinions on each other +; In this section you can specify whether mercs form dynamic opinions on each other ;****************************************************************************************************************************** ; mercs can form dynamic opinions of each other, this in turn will affect their morale ; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini DYNAMIC_OPINIONS = TRUE -; notify the player of opinon changes in the message log +; notify the player of opinion changes in the message log DYNAMIC_OPINIONS_SHOWCHANGE = TRUE ; 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 @@ -2735,14 +2735,14 @@ WAGE_ACCEPTANCE_FACTOR = 1.5 [Dynamic Dialogue Settings] ;****************************************************************************************************************************** -; In this section you can specify wether mercs talk to each other +; In this section you can specify whether mercs talk to each other. ;****************************************************************************************************************************** -; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other. -; This can happen whenever something influences their relationship +; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other. +; This can happen whenever something influences their relationship. ; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers -; depending on their relations and personality -; If an IMP interejcts, the player has a short time to select the kin of response he wants to give. +; depending on their relations and personality. +; If an IMP interjects, the player has a short time to select the kind of response he wants to give. DYNAMIC_DIALOGUE = FALSE ; the dialogue boxes will stay on for x milliseconds @@ -2754,7 +2754,7 @@ DYNAMIC_DIALOGUE_TIME_OFFSET = 3000 [PMC Settings] ;****************************************************************************************************************************** -; In this section you can specify wether you will have access to a private military contractor that allows hiring militia +; In this section you can specify whether you will have access to a private military contractor that allows hiring militia ;****************************************************************************************************************************** ; if PMC is TRUE, you will get an email from a PMC once you've started training militia. @@ -2762,7 +2762,7 @@ PMC = TRUE ; on the website you can hire regular and veteran militia (for a high price). These can enter Arulco in sectors with certain facilities, ; like airport, harbours and border posts -; The PMc will slowly replenish its ranks, here you can define how many militia it will have at max +; The PMC will slowly replenish its ranks, here you can define how many militia it will have at max PMC_MAX_REGULARS = 35 PMC_MAX_VETERANS = 20