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
This commit is contained in:
silversurfer
2014-11-07 12:30:07 +00:00
parent cd18967530
commit 633c242953
+18 -18
View File
@@ -337,7 +337,7 @@ RECRUITABLE_JA1_NATIVES = TRUE
;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------
; If outstanding debt to MERC exceeds this, Speck will complain on the website. ; 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 MERC_BANKRUPT_WARNING = 5000
@@ -1920,7 +1920,7 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE
SOLDIER_PROFILES_ENEMY = TRUE SOLDIER_PROFILES_ENEMY = TRUE
SOLDIER_PROFILES_MILITIA = FALSE 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 ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE
; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). ; 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. ; 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 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 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 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 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. ; 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 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. ; Default 4, values between 0 and 10.
ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 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. ; 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. ; 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. ; 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 jsut as well... especially if you give it a push ;-) ; It does work on both sides though, the army can suffer just as well... especially if you give it a push ;-)
DISEASE_STRATEGIC = TRUE DISEASE_STRATEGIC = TRUE
; The World Health Organization has a website that contains a few helpful tips on diseases. ; 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 ; requires DISEASE and DISEASE_STRATEGIC to be TRUE
DISEASE_WHO_SUBSCRIPTIONCOST = 2000 DISEASE_WHO_SUBSCRIPTIONCOST = 2000
@@ -2715,14 +2715,14 @@ DISEASE_CONTAMINATES_ITEMS = TRUE
[Dynamic Opinion Settings] [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 ; 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 ; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
DYNAMIC_OPINIONS = TRUE 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 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 ; 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] [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. ; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other.
; This can happen whenever something influences their relationship ; 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 ; 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 ; 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. ; If an IMP interjects, the player has a short time to select the kind of response he wants to give.
DYNAMIC_DIALOGUE = FALSE DYNAMIC_DIALOGUE = FALSE
; the dialogue boxes will stay on for x milliseconds ; the dialogue boxes will stay on for x milliseconds
@@ -2754,7 +2754,7 @@ DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
[PMC Settings] [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. ; 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, ; 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 ; 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_REGULARS = 35
PMC_MAX_VETERANS = 20 PMC_MAX_VETERANS = 20