diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 1ecb28934..7dd42aea6 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -4225,7 +4225,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ;------------------------------------------------------------------------------------------------------------------------------ ; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering. -; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay. +; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay. ; ; Intel can be gained in several ways: ; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources. @@ -4241,6 +4241,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the ; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here. ; - Rumours say that a special trader deals high-tech weaponry exclusively for intel. +; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini. ;------------------------------------------------------------------------------------------------------------------------------ RESOURCE_INTEL = TRUE diff --git a/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini b/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini index 1e5e7b602..cac7a3a9a 100644 --- a/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini +++ b/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini @@ -82,7 +82,7 @@ ;------------------------------------------------------------------------------------------------------------------------------ ; Player mercs, valid values 16 through 32, default is 24 -MAX_NUMBER_PLAYER_MERCS = 24 +MAX_NUMBER_PLAYER_MERCS = 32 ; Player vehicles, valid values 2 through 6, default is 2 MAX_NUMBER_PLAYER_VEHICLES = 2 @@ -108,7 +108,6 @@ MAX_NUMBER_CIVS_IN_TACTICAL = 32 MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 - ;------------------------------------------------------------------------------------------------------------------------------ ; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon ; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE @@ -124,12 +123,12 @@ MAX_WEAPON_SIZE = 9 OLD_INVENTORY_ITEM_NUMBER = 99 ;------------------------------------------------------------------------------------------------------------------------------ -; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. -; This switch will do nothing if you play with OCTH. -; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) -; The switch and the old code will probably be removed in the future. +; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for +; prone targets (until now, hits were always considered on torso). +; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance. +; This switch will be removed once this code change has been accepted (or deemed unacceptable). ;------------------------------------------------------------------------------------------------------------------------------ -USE_NEW_CTH_CALCULATION = TRUE +ALLOW_TARGET_HEADANDLEG_IFPRONE = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -198,6 +197,8 @@ USE_XML_TILESETS = FALSE NUM_P_ITEMS = 3 +; should mercs use the backgrounds +BACKGROUNDS = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -209,40 +210,9 @@ NUM_P_ITEMS = 3 ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ -; The following allow you to change how many and which slots from prof.dat are available for -; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other -; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice -; sets will work although the IMPs will be silent a lot of the time. -; -; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by -; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one -; male and one female slot available. -; -; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females -; slots 54-56) will be used instead. +; Note: There are no longer ini settings for IMP slots. Any slot in MercProfiles.xml with 6 will be used for IMPs. ;------------------------------------------------------------------------------------------------------------------------------ -IMP_MALE_CHARACTER_COUNT = 8 -IMP_FEMALE_CHARACTER_COUNT = 3 - -IMP_MALE_1 = 51 -IMP_MALE_2 = 52 -IMP_MALE_3 = 53 -IMP_MALE_4 = 169 -;UB-v1.13 -IMP_MALE_5 = 57 - -; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian) - -IMP_MALE_6 = 192 -IMP_MALE_7 = 193 -IMP_MALE_8 = 194 -;IMP_MALE_8 = 164 - -IMP_FEMALE_1 = 54 -IMP_FEMALE_2 = 55 -IMP_FEMALE_3 = 56 - ;------------------------------------------------------------------------------------------------------------------------------ ; The following values deal with the I.M.P "personalized" merc generation. ;------------------------------------------------------------------------------------------------------------------------------ @@ -305,12 +275,6 @@ MERCS_CAN_BE_ON_ASSIGNMENT = 0 ;Can AIM/MERC mercs die while away on other assignments? MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE -;How many mercs can die at each difficulty level? -MAX_MERC_DEATHS_EASY = 1 -MAX_MERC_DEATHS_EXPERIENCED = 2 -MAX_MERC_DEATHS_EXPERT = 3 -MAX_MERC_DEATHS_INSANE = 4 - ;------------------------------------------------------------------------------------------------------------------------------ ; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can ; only be recruited for a limited amount of time. @@ -318,6 +282,19 @@ MAX_MERC_DEATHS_INSANE = 4 SLAY_STAYS_FOREVER = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_HOURLY_CHANCE_TO_LEAVE = 15 + +;------------------------------------------------------------------------------------------------------------------------------ +; On the A.I.M/M.E.R.C websites, a merc's gear kits are always available during the hiring process, even if they've been bought +; before. +;------------------------------------------------------------------------------------------------------------------------------ + +GEARKITS_ALWAYS_AVAILABLE = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will ; comment on current situation from battlefield if able to (alive and well). @@ -344,6 +321,13 @@ RECRUITABLE_JOHN_KULBA_DELAY = 14 RECRUITABLE_JA1_NATIVES = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; If outstanding debt to MERC exceeds this, Speck will complain on the website. +; Note: this does NOT affect whether MERC goes bankrupt, as this is independent of the amount of debt +;------------------------------------------------------------------------------------------------------------------------------ + +MERC_BANKRUPT_WARNING = 5000 + ;------------------------------------------------------------------------------------------------------------------------------ ; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. ; Valid values are from 1 to 3 where: @@ -368,7 +352,7 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE ; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values ; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" ; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level -; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) +; hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) ; 4 = full randomization of mercs, including traits, gear kits and all statistics ; ; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 @@ -404,8 +388,8 @@ MERCS_RANDOM_EXP_RANGE = 1 ; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) ;------------------------------------------------------------------------------------------------------------------------------ -MERCS_RANDOM_START_SALARY = TRUE -MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 +MERCS_RANDOM_START_SALARY = TRUE +MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 ;****************************************************************************************************************************** @@ -448,6 +432,23 @@ MINE_INCOME_PERCENTAGE = 100 MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 +;------------------------------------------------------------------------------------------------------------------------------ +; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town. +; The maximum number of workers for each sector can be set in SectorNames.xml. +; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier +; is at a 100%. +;------------------------------------------------------------------------------------------------------------------------------ +MINE_REQUIRES_WORKERS = FALSE + +; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0. +WORKERRATE_PRESENT_INITIALLY = 0.25 + +; the cost of training a single worker +WORKER_TRAINING_COST = 30 + +; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait +WORKER_TRAINING_POINTS = 100 + ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable the ability to sell unneeded equipment to the locals. ; @@ -480,9 +481,6 @@ MILITIA_COST_MULTIPLIER_REGULAR = 1 ; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. MILITIA_COST_MULTIPLIER_ELITE = 2 -; Multiplier for the price of training Mobile Militia. -MILITIA_COST_MULTIPLIER_MOBILE = 3 - ;------------------------------------------------------------------------------------------------------------------------------ ; Daily prices for maintaining one militiaman of each type. ; @@ -495,10 +493,6 @@ MILITIA_COST_MULTIPLIER_MOBILE = 3 DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 -DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15 -DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30 -DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45 - ;------------------------------------------------------------------------------------------------------------------------------ ; Change the cost of helicopter movement PER SECTOR. @@ -590,6 +584,12 @@ CREATURE_TURN_SPEED_UP_FACTOR = 1.0 MILITIA_TURN_SPEED_UP_FACTOR = 1.0 CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 +;------------------------------------------------------------------------------------------------------------------------------ +; Allows to modify scroll speed in tactical view +; Range: 0.5 - 2.0, default is 1.0 +;------------------------------------------------------------------------------------------------------------------------------ +SCROLL_SPEED_FACTOR = 1.0 + ;------------------------------------------------------------------------------------------------------------------------------ ; Should the game use the externalized sector loadscreens? ; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. @@ -634,6 +634,16 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ SMALL_SIZE_PB = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Hide progress bar when cursor is on the top row of the map +;------------------------------------------------------------------------------------------------------------------------------ +AUTO_HIDE_PB = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to TRUE, roof structures (e.g. sandbags) above explored rooms will be hidden at ground level view +;------------------------------------------------------------------------------------------------------------------------------ +HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -645,9 +655,9 @@ SMALL_SIZE_PB = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Change to increase volume for weapon sounds -; Range: 0-100% +; Range: 0-1000% ; 0 = no change -; 100 = max volume +; 1000 = max volume ;------------------------------------------------------------------------------------------------------------------------------ WEAPON_SOUND_EFFECTS_VOLUME = 0 @@ -659,7 +669,23 @@ WEAPON_SOUND_EFFECTS_VOLUME = 0 ;------------------------------------------------------------------------------------------------------------------------------ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 +;------------------------------------------------------------------------------------------------------------------------------ +; These options control fire ambient sound and it's volume +;------------------------------------------------------------------------------------------------------------------------------ +ENABLE_TA = TRUE +VOLUME_TA = 100 +;------------------------------------------------------------------------------------------------------------------------------ +; These options control sector steady ambients +;------------------------------------------------------------------------------------------------------------------------------ +ENABLE_SSA = FALSE +VOLUME_SSA = 100 +DEBUG_SSA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; New weapon sound system +;------------------------------------------------------------------------------------------------------------------------------ +NWSS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -690,6 +716,11 @@ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Show backpack owner's name on the ground and in taking items interface +;------------------------------------------------------------------------------------------------------------------------------ +SHOW_BACKPACK_OWNER = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; This section controls the behavior of the "SHIFT + F" hotkey. ; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. @@ -727,6 +758,12 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger. +;------------------------------------------------------------------------------------------------------------------------------ + +TIME_BOMB_WARNING = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting ; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. @@ -781,6 +818,16 @@ USE_ENHANCED_DESCRIPTION_BOX = 0 USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 +;------------------------------------------------------------------------------------------------------------------------------ +; Set default number of autofire bullets: +; 0 = Max bullets allowed with max aiming +; 1..10 = Set default number of bullets +;------------------------------------------------------------------------------------------------------------------------------ + +SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1 +SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1 +SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1 + ;------------------------------------------------------------------------------------------------------------------------------ ; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on ; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our @@ -823,7 +870,7 @@ TACTICAL_FACE_ICON_STYLE = 0 ; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. ;------------------------------------------------------------------------------------------------------------------------------ -SHOW_CAMOUFLAGE_FACES = FALSE +SHOW_CAMOUFLAGE_FACES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show health text when hovering the mouse over an enemy / creature. @@ -843,27 +890,15 @@ SHOW_ENEMY_HEALTH = 1 ; Alt health bar additionally shows suppression shock level and current cover ; 0 - nothing ; 1 - default health bar -; 2 - smaller alt health bar -; 3 - larger alt health bar -; 4 - small health bar + AP counter -; 5 - large health bar + AP counter +; 2 - alt health bar +; 3 - alt health bar + AP counter ;------------------------------------------------------------------------------------------------------------------------------ SHOW_HEALTHBARSOVERHEAD = 1 -;------------------------------------------------------------------------------------------------------------------------------ -; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED -; 0 - do not show cover -; 1 - show as small square to the right of the health bar -; 2 - show using color of merc's name -; 3 - same as 1, show only in stealth or when disguised -; 4 - same as 2, show only in stealth or when disguised -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_COVER_INDICATOR = 0 - ;------------------------------------------------------------------------------------------------------------------------------ ; How should the game display the enemy/player hit counter? + ; 0 = Show damage inflicted as used to ; 1 = Show "?" as indicator if you scored a hit ; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) @@ -875,6 +910,29 @@ ENEMY_HIT_COUNT = 0 PLAYER_HIT_COUNT = 0 +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional hit info: amount of damage absorbed by armour +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_HIT_INFO = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional info in NCTH cursor (press ALT) +; 0 - default cursor +; 1 - show enemy armour +; 2 - show armour, weapons and head items +;------------------------------------------------------------------------------------------------------------------------------ + +ADDITIONAL_NCTH_CURSOR_INFO = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Visual improvements for NCTH cursor: +; 0 - default cursor +; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100) +; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50) +;------------------------------------------------------------------------------------------------------------------------------ +IMPROVED_NCTH_CURSOR = 0 + ;------------------------------------------------------------------------------------------------------------------------------ ; Show additional suppression information above soldier: ; light gray counter - suppression points from attack (they are calculated and shown after attack) @@ -897,14 +955,6 @@ SHOW_SUPPRESSION_USE_ASTERISK = FALSE SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE SHOW_SUPPRESSION_COUNT_ALT = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 10000 -; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it -; takes 3-4 hits to take all the breath away. -;------------------------------------------------------------------------------------------------------------------------------ - -STAMINA_HIT = 6900 - ;------------------------------------------------------------------------------------------------------------------------------ ; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, ; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes @@ -922,6 +972,33 @@ ENABLE_EXT_MOUSE_KEYS = TRUE ALTERNATE_MOUSE_COMMANDS = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Quick items: press ALT+[1..0] +; Possible Values: +; [0] - nothing +; [-1] - HTH (punch) +; [-2] - Melee (knives) +; [-3] - Taser (Stun gun) +; [-4] - Handcuffs +; [-5] - Sidearm (pistols, machine pistols, small SMGs) +; [-6] - First Aid kits +; [-7] - Binoculars +; [-8] - X-Ray detector +; [-9] - Metal Detector +; Positive values: item id from items.xml +;------------------------------------------------------------------------------------------------------------------------------ + +QUICK_ITEM_1 = -1 +QUICK_ITEM_2 = -2 +QUICK_ITEM_3 = -3 +QUICK_ITEM_4 = -4 +QUICK_ITEM_5 = -5 +QUICK_ITEM_6 = -6 +QUICK_ITEM_7 = -7 +QUICK_ITEM_8 = -8 +QUICK_ITEM_9 = -9 +QUICK_ITEM_0 = 1636 + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Alternative aiming-levels for targets. @@ -933,7 +1010,7 @@ ALT_AIMING_ENABLED = TRUE ; Default: FALSE ; The merc can now perform aimed burst fire and aimed auto fire. ; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply -; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. +; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel. ; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. ; ; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. @@ -978,12 +1055,28 @@ ALLOW_LAZY_CIVILIANS = TRUE CIVILIANS_AVOID_PLAYER_MINES = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry() +; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file +;------------------------------------------------------------------------------------------------------------------------------ +ALLOW_EXTRA_CIVILIANS = FALSE + +; Allow placing of new merchants +; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE +ALLOW_EXTRA_MERCHANTS = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) ;------------------------------------------------------------------------------------------------------------------------------ -ADD_SMOKE_AFTER_EXPLOSION = FALSE +ADD_SMOKE_AFTER_EXPLOSION = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Fire explosion creates light source +;------------------------------------------------------------------------------------------------------------------------------ +ADD_LIGHT_AFTER_EXPLOSION = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE @@ -1001,6 +1094,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; All hand/GL grenades of Normal/Stun/Flashbang type without tag +; will detonate on next turn instead of instant explosion +;------------------------------------------------------------------------------------------------------------------------------ + +DELAYED_GRENADE_EXPLOSION = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 100 ; Chance to say annoying phrase. @@ -1008,6 +1109,7 @@ ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE ; 2. when battle turns to real time ; 3. when merc see enemy ; 4. approve action +; 5. out of ammo and gun's magsize < 5 ;------------------------------------------------------------------------------------------------------------------------------ CHANCE_SAY_ANNOYING_PHRASE = 40 @@ -1032,7 +1134,7 @@ SHOT_HEAD_PENALTY = 4 ; Modifer of damage when hit in head (for enemy and mercs). ;------------------------------------------------------------------------------------------------------------------------------ -SHOT_HEAD_DIVISOR = 2 +SHOT_HEAD_MULTIPLIER = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 0 @@ -1041,10 +1143,45 @@ SHOT_HEAD_DIVISOR = 2 SHOOT_UNSEEN_PENALTY = 100 +; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH) +OUT_OF_SIGHT_OR_GUN_RANGE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) ; This saves AP if we decide to immediately continue moving to another location. +;------------------------------------------------------------------------------------------------------------------------------ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE +; if TRUE, changing items in the inventory costs AP +INVENTORY_MANIPULATION_COSTS_AP = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations. +; valid values from 1.0 to 100 +;------------------------------------------------------------------------------------------------------------------------------ +INV_AP_WEIGHT_DIVISOR = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Automatically close tactical inventory screen and return to team panel when Player ends his turn. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_COLLAPSE_INVENTORY_ON_TURN_END = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE). +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_PASSENGER_TO_ANY_SQUAD = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE). +;------------------------------------------------------------------------------------------------------------------------------ + +PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1054,17 +1191,6 @@ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE ; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). ;****************************************************************************************************************************** -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus APs for Enemy Soldiers: -; Number of extra APs for enemy troops at the various difficulty levels. -; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_AP_BONUS_NOVICE = 0 -ENEMY_AP_BONUS_EXPERIENCED = 0 -ENEMY_AP_BONUS_EXPERT = 0 -ENEMY_AP_BONUS_INSANE = 5 - ;------------------------------------------------------------------------------------------------------------------------------ ; Bonus for the player's mercs ; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. @@ -1136,6 +1262,14 @@ ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE ASSIGNED_SKILL_TRAITS_RARITY = 0 +;------------------------------------------------------------------------------------------------------------------------------ +; This controls whether NPCs drop all their items when they are killed or the drop chances etc. come into play. +; 0 = Drop All is off and drop chances are used +; 1 = Drop All is on and everything is dropped +; 2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged. +;------------------------------------------------------------------------------------------------------------------------------ +DROP_ALL = 0 + ;------------------------------------------------------------------------------------------------------------------------------ ; This setting determines whether militia can drop their equipment when they die, like enemies do. ; @@ -1157,6 +1291,13 @@ MILITIA_DROP_EQUIPMENT = 0 CIVILIANS_DROP_ALL = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Can NPCs in autoresolve (enemies, militia, bandits, creatures...) drop items like they would in tactical combat? +; The drops still follow set drop mechanics and probabilities. +;------------------------------------------------------------------------------------------------------------------------------ + +NPC_AUTORESOLVE_DROP_ALL = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the ; number of "sub-points" you need to acquire to gain a new level. @@ -1279,6 +1420,23 @@ ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE ; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 +; If set to TRUE and mercs are ambushed, they won't start clustered in one location and looking in one direction. +; Instead they will be spread around the map central entry point, no more than AMBUSH_MERCS_SPREAD_RADIUS tiles away, and all looking outwards. +; If one of your team has high enough leadership and Squadleader trait, you will be able to deploy your mercs in that zone prior to entering the sector. +AMBUSH_MERCS_SPREAD = TRUE + +AMBUSH_MERCS_SPREAD_RADIUS = 10 + +; If set to 1 and mercs are ambushed, enemies nearer than AMBUSH_MERCS_SPREAD_RADIUS to the map central entry point will instead be distributed more outward: +; They will be placed around that point, not closer than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 and not further away than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 tiles. +; These radii will be modified by your team's experience, scout trait and backgroun values. +; They will face the center entry point (and thus the mercs). +; If set to 2, all enemies will be placed that way, not just those nearer than AMBUSH_MERCS_SPREAD_RADIUS. +AMBUSH_ENEMY_ENCIRCLEMENT = 1 + +AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 = 25 +AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50 + ;------------------------------------------------------------------------------------------------------------------------------ ; With this option, you can make the special NPCs in game tougher. ; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. @@ -1371,7 +1529,12 @@ BRIGHTNESS_MOD_15 = 9 ALLOW_TUNNEL_VISION = TRUE - +;------------------------------------------------------------------------------------------------------------------------------ +; If set to 0, nothing happens. +; If set to 1, vision is lowered while running. +; If set to 2, this only applies to the player team. +;------------------------------------------------------------------------------------------------------------------------------ +LOWER_VISION_WHILE_RUNNING = 0 ;****************************************************************************************************************************** @@ -1404,6 +1567,7 @@ DYNAMIC_SOLDIER_TOOLTIPS = TRUE ; Enable/disable individual lines of information within the tooltip ; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line ; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines +; This requires SOLDIER_TOOLTIP_DETAIL_LEVEL = 4 ; Location, Distance SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE @@ -1452,7 +1616,8 @@ DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 ; Change the amount of details received in the tooltip, based on your range to that enemy? ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE - +; Debug tooltip showing additional AI information. +SOLDIER_TOOLTIP_DEBUG_AI = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1464,13 +1629,18 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE ; They affect all characters (friend and foe) equally! ;****************************************************************************************************************************** +;------------------------------------------------------------------------------------------------------------------------------ +; Play with New Chance to Hit System (NCTH)? +;------------------------------------------------------------------------------------------------------------------------------ + +NCTH = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Allow walking and sidesteps with raised weapons? ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE - ;------------------------------------------------------------------------------------------------------------------------------ ; Alternative Weapon Holding settings ;------------------------------------------------------------------------------------------------------------------------------ @@ -1539,45 +1709,38 @@ AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50 ; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. WEAPON_RESTING = TRUE -; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still -; unfamiliar with the feature) -WEAPON_RESTING_DISPLAY = TRUE - ; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. ; Value Range: 0 - 100. WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 ;------------------------------------------------------------------------------------------------------------------------------ -; scope modes +; Scope modes ;------------------------------------------------------------------------------------------------------------------------------ ; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) USE_SCOPE_MODES = TRUE -; Allow display of scope modes on weapon -DISPLAY_SCOPE_MODES = TRUE - ;------------------------------------------------------------------------------------------------------------------------------ ; Spotter skill ;------------------------------------------------------------------------------------------------------------------------------ ; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. ; You need an item the usSpotting-tag in your hands. -; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. +; The bonus applies to anyone of your team using a sniper rifle/rifle on a location your spotter can see. ; Effectiveness depends on: ; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) ; - lowered by being wounded or fatigues ; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background ; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. -SPOTTER_PREPARATIONTURNS = 3 +SPOTTER_PREPARATIONTURNS = 2 ; This variable intentionally has two meanings. ; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. ; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. SPOTTER_RANGE = 10 -; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns +; Maximum bonus that can be reached once spotter has waited 2 * SPOTTER_PREPARATIONTURNS turns SPOTTER_MAX_CTHBOOST = 50 ;------------------------------------------------------------------------------------------------------------------------------ @@ -1590,6 +1753,7 @@ EXTERNAL_FEEDING = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Set the grid number for the initial merc arrival location. ; The JA2 default grid number is 4870 (Sector A9 Omerta). +; THIS HAS BEEN MOVED TO Mod_Settings.ini! Please set it there! ;------------------------------------------------------------------------------------------------------------------------------ INITIAL_MERC_ARRIVAL_LOCATION = 15427 @@ -1804,20 +1968,31 @@ CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE CAN_CLIMB_ON_WALLS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy weapon name in tactical +; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with. +; The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) +; or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused. +; +; If USE_GLOBAL_BACKPACK_SETTINGS is TRUE (default), it uses the same rules for all backpacks, while if FALSE checks for +; the fAllowClimbing tag in Items.xml, and if that is true you can climb with the backpack. +; +; Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg +; (or 50 hg) but not climb with a radio set. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_BACKPACK_WEIGHT_TO_CLIMB = -1 +USE_GLOBAL_BACKPACK_SETTINGS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show enemy weapon name, armour and head items in tactical ;------------------------------------------------------------------------------------------------------------------------------ SHOW_ENEMY_WEAPON = FALSE +SHOW_ENEMY_EXTENDED_INFO = FALSE ;------------------------------------------------------------------------------------------------------------------------------ -; Show additional enemy info in tactical (awareness, gas mask, nvg, armour) -; 0 - nothing -; 1 - show awareness level -; 2 - show gas mask and NVG -; 3 - show armour +; Use color name to show soldier's status ;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_ADDITIONAL_INFO = 0 +IMPROVED_TACTICAL_UI = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. @@ -1825,6 +2000,11 @@ SHOW_ENEMY_ADDITIONAL_INFO = 0 INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; should known NPCs use a different colour (deep blue instead of white), so we can find them more easily? +;------------------------------------------------------------------------------------------------------------------------------ +KNOWN_NPCS_DIFFERENT_MAPCOLOUR = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. @@ -1838,12 +2018,6 @@ INDIVIDUAL_ENEMY_NAMES = FALSE INDIVIDUAL_ENEMY_RANK = TRUE -;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy rank (exp. level) as icon -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_RANK_ICON = 0 - ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ @@ -1857,6 +2031,63 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE SOLDIER_PROFILES_ENEMY = TRUE SOLDIER_PROFILES_MILITIA = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Settings related to enemy armed vehicles (tanks and jeeps). +; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG. +; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks. +; +; Unless there is a separate setting, tank-settings also govern jeeps. +;------------------------------------------------------------------------------------------------------------------------------ + +; If set to TRUE, vehicles can be driven around tactical maps. +ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE + +; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). +; 0 - No change. +; 1 - AP deducted from vehicle are also deducted from all passengers. +; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. +; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 + +; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 + +; If set to TRUE, tanks can move around in tactical. +ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = FALSE + +; If set to TRUE, cars can run over people. +; Note feature won't be very effective without ALLOW_DRIVING_VEHICLES_IN_TACTICAL set to TRUE. +ALLOW_CARS_DRIVING_OVER_PEOPLE = TRUE + +; If set to TRUE, tanks can run over people. +; Note feature won't be very effective without ENEMY_TANKS_CAN_MOVE_IN_TACTICAL set to TRUE. +ALLOW_TANKS_DRIVING_OVER_PEOPLE = TRUE + +; When shift is pressed cars can ram through structures, but only those with armour lower than specified value (0-255). +; 0 effectively disables the feature. Default 30. +; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127. +CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30 + +; When shift is pressed tanks can ram through structures, but only those with armour lower than specified value (0-255). +; 0 effectively disables the feature. Default 70. +; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127. +TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70 + +ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38 + +; If set to TRUE, tanks can use cannon even against single mercs and in perfect health. +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 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. +ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE +; 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 + ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use ; the rag to completely erase the camo. @@ -1897,6 +2128,15 @@ CAMO_KIT_USABLE_AREA = 5 ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall +; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation. +; +; Activating this makes the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +REDUCED_INSTANT_DEATH = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of ; experience points. This amount is counted as times . Setting this to zero @@ -1920,8 +2160,8 @@ SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Improved Interrupt System (IIS) -; (Enable IIS on gamestart screen.) -; +IMPROVED_INTERRUPT_SYSTEM = TRUE + ; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get ; interrupts more frequent) BASIC_PERCENTAGE_APS_REGISTERED = 60 @@ -1994,9 +2234,182 @@ ACCESS_OTHER_MERC_INVENTORIES = TRUE ; TRUE: weightbased penalty, FALSE: no penalty BACKPACKWEIGHT_LOWERS_AP = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy gun jams +;------------------------------------------------------------------------------------------------------------------------------ +ENEMY_JAMS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use new code for random number generation +;------------------------------------------------------------------------------------------------------------------------------ +NEW_RANDOM = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Tactical Enemy Role Settings] + +;****************************************************************************************************************************** +; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder. +;****************************************************************************************************************************** + +; allow enemy roles, required for the following settings +ENEMYROLES = TRUE + +; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns. +; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu): +; - officers +; - medics +; - radio operators +; - snipers +; - mortarmen +; - generals (a special kind of officer) +; - whether an enemy has a key +; Default 4, values between 0 and 20. +ENEMYROLES_TURNSTOUNCOVER = 4 + +;****************************************************************************************************************************** +; MEDIC +;****************************************************************************************************************************** + +; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor. +; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs. +; Requires ENEMYROLES to be TRUE. +ENEMY_MEDICS = TRUE + +; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain +; This allows the AI to heal more wounded before its medkits run out +; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0. +ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1 + +; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient +; Default 40, values between 5 and 60. +ENEMY_MEDICS_SEARCHRADIUS = 40 + +; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount. +; 100 is one hp. Default 500, values between 0 and 50000. +ENEMY_MEDICS_WOUND_MINAMOUNT = 500 + +; allow enemy medic to heal himself +ENEMY_MEDICS_HEAL_SELF = TRUE + +;****************************************************************************************************************************** +; OFFICER +;****************************************************************************************************************************** + +; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this: +; a officer with squadleader trait is considered a lieutenant, an officer with squadleader(expert) is a captain. +; For now, a officer grants boni to the entire enemy team present: +; - a bonus to suppression resistance +; - a percentage bonus to morale +; - a bonus to team surrender strength +; Important: Only the bonus of the highest officer present counts. +; Requires ENEMYROLES to be TRUE. +ENEMY_OFFICERS = TRUE + +; for every officer, the enemy team needs at least this many soldiers total +ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10 + +; maximum number of officers the enemy team may ever have +ENEMY_OFFICERS_MAX = 4 + +; The boni listed here are for lieutnant, they are doubled for captains. +; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50. +ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10 + +; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. +ENEMY_OFFICERS_MORALE_MODIFIER = 0.1 + +; bonus to surrender strength (used when the player asks the enemy to surrender). +; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. +ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1 + +;****************************************************************************************************************************** +; GENERALS +;****************************************************************************************************************************** + +; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old +; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are - +; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector +; and try to assassinate the generals. +; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small +; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player +; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky. +; Generals are important targets, as long as they are alive, the enemy will get significant boni to +; - its decision speed +; - its travelling speed +ENEMY_GENERALS = FALSE + +; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely. +; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move +; 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. +; Default 4, values between 0 and 10. +ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 + +; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions, +; making the game more difficult. +; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%. +; Default 0.05, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05 + +; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this +; speeds up enemy AI travel times per general alive GLOBALLY. +; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%. +; Default 0.03, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Individual Militia Settings] + +;------------------------------------------------------------------------------------------------------------------------------ +; Settings for individual militia +; +; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their +; - name +; - visuals +; - record of all battles they participated +; - kills and assists +; - health ratio +; - and a few other things +; +; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent +; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles). +; +; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml) +;------------------------------------------------------------------------------------------------------------------------------ + +; if TRUE this feature is on +INDIVIDUAL_MILITIA = FALSE + +; For each kill, a militia gets 2 promotion points. +; For each assist, a militia gets 1 promotion point. +; Here we define how many promotion points a militia needs to be promoted. +; Values from 1 to 100. +INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4 +INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 6 + +; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the +; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded. +; Militia can be healed via 'Doctor Militia' assignment if this is active. +; NOTE: THIS WILL MAKE THE GAME HARDER!!! +INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE + +; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0. +INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0 + +; Militia can be healed via 'Doctor Militia' assignment. This modifies how effective healing is. If set to 0.01, healing one percent of militia health +; costs as much as healing one merc HP. +; Values from 0.01 to 1.0 +INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + [Tactical Cover System Settings] ;****************************************************************************************************************************** @@ -2035,6 +2448,23 @@ COVER_SYSTEM_TREE_EFFECTIVENESS = 15 ; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. COVER_SYSTEM_UPDATE_DELAY = 500 +; Use xml-defined properties for various properties of tiles in your surroundings. These can modify camo, stealth, and sound +; effectiveness and the trap level of bombs you plant. +; With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML. +; Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\. +COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE + +; Static shadows decrease brightness +COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE + +; Camo affinities will be used as caps not multipliers (suggested by mmm). +; It will be possible to achieve perfect camo on mixed terrain using mixed camo types. +; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE. +COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE + +; Cover tooltip ("f") will display detailed properties and their values. +; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE. +COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2086,11 +2516,13 @@ COVER_SYSTEM_UPDATE_DELAY = 500 SUPPRESSION_EFFECTIVENESS = 75 ;------------------------------------------------------------------------------------------------------------------------------ -; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, +; These modifiers control suppression effectiveness against different teams. They work together with SUPPRESSION_EFFECTIVENESS, ; not instead ; ; 0 = JA2 Default: Suppression is DISABLED. ; 100 = Suppression is fully activated. +; +; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard. ; ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;------------------------------------------------------------------------------------------------------------------------------ @@ -2139,14 +2571,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 2 ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 +; Minimum range to target for full CTH penalty +MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300 + ; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 - -; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. -MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Shock Effects @@ -2216,34 +2648,26 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Rain settings ; -; (For slow CPUs, you may want to disable rain entirely. +; (For slow CPUs, you may want to disable this) ;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable rain appearing in the game. +; Enable/Disable weather appearing in the game. ALLOW_RAIN = TRUE -; Chance of rain to be triggered once per day. -RAIN_CHANCE_PER_DAY = 40 +; Possible number of weather events happening per day +RAIN_EVENTS_PER_DAY = 5 -; Minimum/Maximum length of rain. +; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY. +RAIN_CHANCE_PER_DAY = 70 + +; Minimum/Maximum length of waether. RAIN_MIN_LENGTH_IN_MINUTES = 60 -RAIN_MAX_LENGTH_IN_MINUTES = 300 +RAIN_MAX_LENGTH_IN_MINUTES = 240 +; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type ; For slow CPUs decrease the MAX_RAIN_DROPS. -MAX_RAIN_DROPS = 80 - -; Controls how rain affects visual distance -; Range: 0-100% -; 0% = Rain doesn't decrease sightrange. -; 100% = Can't see anything in the rain. -VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 - -; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. -WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 - -; Reduction of the speed of regaining your breath (stamina) when it is raining. -BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 - +; This is the base setting for each weather +MAX_RAIN_DROPS = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Lightning settings @@ -2268,6 +2692,94 @@ DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 ; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 +;------------------------------------------------------------------------------------------------------------------------------ +; Sandstorm settings +; +; (For slow CPUs, you may want to disable this) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable this weather appearing in the game. +ALLOW_SANDSTORM = TRUE + +; Possible number of weather events happening per day +SANDSTORM_EVENTS_PER_DAY = 3 + +; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY. +SANDSTORM_CHANCE_PER_DAY = 70 + +; Minimum/Maximum length of weather. +SANDSTORM_MIN_LENGTH_IN_MINUTES = 120 +SANDSTORM_MAX_LENGTH_IN_MINUTES = 240 + +;------------------------------------------------------------------------------------------------------------------------------ +; Snow settings +; +; (For slow CPUs, you may want to disable this) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable this weather appearing in the game. +ALLOW_SNOW = TRUE + +; Possible number of weather events happening per day +SNOW_EVENTS_PER_DAY = 1 + +; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY. +SNOW_CHANCE_PER_DAY = 70 + +; Minimum/Maximum length of weather. +SNOW_MIN_LENGTH_IN_MINUTES = 120 +SNOW_MAX_LENGTH_IN_MINUTES = 360 + +;------------------------------------------------------------------------------------------------------------------------------ +; Various environment modifiers during weather +;------------------------------------------------------------------------------------------------------------------------------ + +; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10. +WEAPON_RELIABILITY_REDUCTION_RAIN = 0 +WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1 +WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4 +WEAPON_RELIABILITY_REDUCTION_SNOW = 2 + +; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0. +BREATH_GAIN_REDUCTION_RAIN = 0.05 +BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4 +BREATH_GAIN_REDUCTION_SANDSTORM = 0.7 +BREATH_GAIN_REDUCTION_SNOW = 0.2 + +; Sightrange reduction, range 0.0-1.0 +; 0.0 = Weather doesn't decrease sightrange. +; 1.0 = Can't see anything at all. +VISUAL_DISTANCE_DECREASE_RAIN = 0.05 +VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15 +VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4 +VISUAL_DISTANCE_DECREASE_SNOW = 0.3 + +; Hearing reduction, range 0.0-1.0 +; 0.0 = No reduction +; 1.0 = Can't hear anything at all. +HEARING_REDUCTION_RAIN = 0.3 +HEARING_REDUCTION_THUNDERSTORM = 0.8 +HEARING_REDUCTION_SANDSTORM = 0.6 +HEARING_REDUCTION_SNOW = 0.1 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Environment Hazard Settings] + +;****************************************************************************************************************************** +; In this section you can enable various hazards to soldiers. These depend on the sector they are in. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Snake settings +; +; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water. +; The chance of snakes being active can be set via in SectorNames.xml. This chance is evaluated anew each turn. +; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_SNAKES = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2282,9 +2794,6 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 ; Weapons cool down over time. OVERHEATING = FALSE -; Should a 'thermometer' for guns and replacable barrels be displayed? -OVERHEATING_DISPLAY_THERMOMETER = TRUE - ; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE @@ -2328,7 +2837,7 @@ ZOMBIE_CAN_JUMP_WINDOWS = TRUE ; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) ; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. ; This still results in deadlocks! -ZOMBIE_EXPLODING_CIVS = TRUE +ZOMBIE_EXPLODING_CIVS = FALSE ; Damage is reduced by this percentage. Valid values from -50 to 95 ZOMBIE_DAMAGE_RESISTANCE = 0 @@ -2347,55 +2856,31 @@ ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE ZOMBIE_DIFFICULTY_LEVEL = 3 ; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from -ZOMBIE_RISE_WITH_ARMOUR = FALSE +ZOMBIE_RISE_WITH_ARMOUR = TRUE ; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. ; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this -ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE +ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Tactical Poison Settings] +[Corpse Settings] ;****************************************************************************************************************************** -; In this section you can specify the new poison system +; In this section you can specify settings for corpses ;****************************************************************************************************************************** -; The poison system is a new feature that gives a bit of variation to the life and damage system. -; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives -; poison damage, he not only looses life, he also gains a poison point. -; The basic consequences are: -; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional -; poison points -; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he -; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. -; The lost point will be bandaged, so you do not have to immediately bandage it. -; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. -; We require immediate medical assistance, or we will die! -; Yes, it is possible to die this way. -; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new -; action automatically performed by your doctors and the hospital, if the merc is their patient. -; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). -; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. +; How many minutes it takes until a corpse begins to rot. Default 1440 (1 day), valid values from 720 (1/2 day) to 10080 (7 days) +CORPSE_DELAY_UNTIL_ROTTING = 1440 -; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 -POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 - -; A multiplicator that determines how many heal points are needed to cure one point of poison -POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 - -; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 -ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 - -; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). -; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier -; valid values from 1.0 to 10.0, 4.0 is recommended -POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0 +; How many minutes it takes until a corpse vanishes. Default 4320 (3 days), valid values from 1440 (1 day) to 20160 (14 days) +CORPSE_DELAY_UNTIL_DONE_ROTTING = 4320 ;****************************************************************************************************************************** ;****************************************************************************************************************************** + [Tactical Food Settings] ;****************************************************************************************************************************** @@ -2413,6 +2898,9 @@ POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0 ; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! ; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) +; set this to TRUE to play with food. +FOOD = FALSE + ; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 @@ -2430,15 +2918,104 @@ FOOD_DECAY_IN_SECTORS = TRUE ; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 FOOD_DECAY_MODIFICATOR = 1.0 -; maximum amount of food poisoning one can get from eating a single piece of food -FOOD_MAX_POISONING = 5 - ; do mercs make sounds when eating/drinking? FOOD_EATING_SOUNDS = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Disease Settings] + +; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. For example, you can get them from +; -insects in swamp & tropical sectors +; -contact with other people, animals and the dead +; -open wounds +; -spoiled food (requires food system to be on) +; +; A Disease will give you certain mali. This can even be a health loss. If untreated, most diseases get worse, in extreme cases, you could die from it. +; Doctors can cure most diseases. Some medicine items also help, and you can protect yourself with other items. + +; set this to TRUE to play with diseases. +DISEASE = FALSE + +; if DISEASE and DISEASE_STRATEGIC are set to TRUE, corpses pose a health risk. +; Once a corpse vanishes, it creates disease points in that sector. The more disease points, the higher the chance mercs catch any corpse-related illness. +; This can negatively affect the breath and health points of any NPC (enemy, militia or civilian) in that sector. +; If INDIVIDUAL_MILITIA and INDIVIDUAL_MILITIA_MANAGE_HEALTH are true, this negatively affects a militia's hourly regeneration. +; You can remove corpses via the Disease->Burial assignment to stop this from happening. +; You can remove disease points via the Disease->Treatment assignement, this works similar to the doctor assignment. +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 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 + +; if a merc with disease #0 consumes food, the food becomes contaminated - anybody eating from it will get the disease +; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease +DISEASE_CONTAMINATES_ITEMS = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +[Dynamic Opinion Settings] + +;****************************************************************************************************************************** +; 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 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 +; negative opinion of merc B +WAGE_ACCEPTANCE_FACTOR = 1.5 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Dynamic Dialogue Settings] + +;****************************************************************************************************************************** +; In this section you can specify whether mercs talk to each other. +;****************************************************************************************************************************** + +; 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 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 +DYNAMIC_DIALOGUE_TIME_OFFSET = 3000 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[PMC Settings] + +;****************************************************************************************************************************** +; 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. +PMC = FALSE + +; 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 +PMC_MAX_REGULARS = 35 +PMC_MAX_VETERANS = 20 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + [Tactical Fortification Settings] ;****************************************************************************************************************************** @@ -2446,7 +3023,14 @@ FOOD_EATING_SOUNDS = TRUE ;****************************************************************************************************************************** ; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector -FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE +FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE + +; can roofs collapse when they or their supporting walls are hit? +ROOF_COLLAPSE = TRUE + +; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it +; This is quite useful when adding fortification or interactive action data +PRINTOUTTILESET = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2540,6 +3124,22 @@ INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1 ; If disabled, the transition from the strategy screen will be skipped before entering tactical screen DISABLE_STRATEGIC_TRANSITION = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Determine how to notify Player in Extreme Iron Man game, that it's a time to save. +; +; 0 = Open save screen. +; 1 = Pause the game. +; 2 = Do nothing (in auto-saves we trust). +;------------------------------------------------------------------------------------------------------------------------------ + +EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine the hour in Extreme Iron Man when progress can be saved (0-23) +;------------------------------------------------------------------------------------------------------------------------------ + +EXTREME_IRON_MAN_SAVING_HOUR = 0 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2593,17 +3193,6 @@ GAME_PROGRESS_MINIMUM = 0 ; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. GAME_PROGRESS_MODIFIER = 0 -;------------------------------------------------------------------------------------------------------------------------------ -; Number of kills required to get a single progress point, based on game difficulty. -; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) -;------------------------------------------------------------------------------------------------------------------------------ - -NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 -NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 -NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 -NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 - - ;------------------------------------------------------------------------------------------------------------------------------ ; The minimum progress level required to trigger some events. ; Range: 0-100% @@ -2640,7 +3229,7 @@ GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE -; This enables massive counterattacks in all cities, just like in Drassen. +; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen. ; NOTE: These attacks will be huge. You have been warned. ; 0: no attacks ; 1: counterattacks on all cities possible @@ -2667,7 +3256,6 @@ CREPITUS_ATTACK_ALL_TOWNS = FALSE ; 5 = Chitzena ; 6 = Grumm ;------------------------------------------------------------------------------------------------------------------------------ - WHICH_MINE_SHUTS_DOWN = -1 @@ -2683,7 +3271,7 @@ WHICH_MINE_SHUTS_DOWN = -1 ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements +; Reinforcement Settings ; ; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive ; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. @@ -2691,11 +3279,10 @@ WHICH_MINE_SHUTS_DOWN = -1 ; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is ; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others ; die or run away. +; +; Reinforcements are enabled in TableData\DifficultySettings.xml. ;------------------------------------------------------------------------------------------------------------------------------ -; Allows enemy/militia reinforcements from adjacent sectors. -ALLOW_REINFORCEMENTS = FALSE - ; Allows reinforcements only between city sectors. Only affects militia, not enemies. ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE @@ -2724,6 +3311,20 @@ RND_ENTER_MILITIA_REINFORCEMENTS = 6 ; Don't allow permanent items removal for no merc in that sector NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE +; Depending on game difficulty enemy groups created during offensives can include tanks. +ARMY_USES_TANKS_IN_ATTACKS = FALSE +; Depending on game difficulty enemy patrols at game start can be randomly reinforced with. +ARMY_USES_TANKS_IN_PATROLS = FALSE +; Minimum progress required for tanks to appear. +TANK_MINIMUM_PROGRESS = 60 + +; Depending on game difficulty enemy groups created during offensives can include jeeps. +ARMY_USES_JEEPS_IN_ATTACKS = FALSE +; Depending on game difficulty enemy patrols at game start can be randomly reinforced with. +ARMY_USES_JEEPS_IN_PATROLS = FALSE +; Minimum progress required for jeep to appear. +JEEP_MINIMUM_PROGRESS = 30 + ;------------------------------------------------------------------------------------------------------------------------------ ; Vehicle Inventory ;------------------------------------------------------------------------------------------------------------------------------ @@ -2762,6 +3363,14 @@ FACILITY_EVENT_RARITY = 1000 ; noticeable. Increase this for the opposite. Default = 50. FACILITY_DANGER_RATE = 50 +;------------------------------------------------------------------------------------------------------------------------------ +; Facilities can produce items. +; This requires defining production lines for each item in FacilityTypes.xml and some set up in SetFactoryLeftoverProgress(...) +; and GetFactoryLeftoverProgress(...) in scripts/strategicmap.lua. +;------------------------------------------------------------------------------------------------------------------------------ + +FACTORIES = FALSE + ;****************************************************************************************************************************** ; Activates the new additional repair mode. ; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing @@ -2781,23 +3390,12 @@ ADDITIONAL_REPAIR_MODE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. +; This can also be done by mercs with the 'technician' trait, see Skills_Settings.ini ADVANCED_REPAIR = TRUE ; the only items we can repair are guns and armour ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE -; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can -MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE - -; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming -DIRT_SYSTEM = TRUE - -; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) -FULL_REPAIR_CLEANS_GUN = FALSE - -; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number -SECTOR_DIRT_DIVIDER = 700 - ; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 DIRT_GLOBAL_MODIFIER = 1.25 @@ -2861,26 +3459,20 @@ PRISONER_RETURN_TO_ARMY_CHANCE = 50 ; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) PRISONER_DEFECT_CHANCE = 25 -; chance that interrogated soldiers can give info on enemy positions -PRISONER_INFO_BASECHANCE = 25 +; chance that interrogated soldiers give us intel (see Intel Settings) +PRISONER_INTEL_CHANCE = 25 -; chance that interrogated soldiers can give info on enemy numbers -PRISONER_INFO_NUMBER_CHANCE = 30 - -; chance that interrogated soldiers can give info on enemy movement directions -PRISONER_INFO_DIRECTION_CHANCE = 40 - -; chance that interrogated soldiers pays you ransom money +; chance that interrogated soldiers get you ransom money PRISONER_RANSOM_CHANCE = 25 ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners -; Interrogation first removes admin prisoners, then regulars and then elites -; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia -; special prisoners do not exist... yet. -PRISONER_INTERROGATION_POINTS_ADMIN = 80 -PRISONER_INTERROGATION_POINTS_REGULAR = 100 -PRISONER_INTERROGATION_POINTS_ELITE = 140 -PRISONER_INTERROGATION_POINTS_SPECIAL = 250 +; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types +PRISONER_INTERROGATION_POINTS_ADMIN = 30 +PRISONER_INTERROGATION_POINTS_REGULAR = 50 +PRISONER_INTERROGATION_POINTS_ELITE = 80 +PRISONER_INTERROGATION_POINTS_OFFICER = 150 +PRISONER_INTERROGATION_POINTS_GENERAL = 250 +PRISONER_INTERROGATION_POINTS_CIVILIAN = 25 ;------------------------------------------------------------------------------------------------------------------------------ ; Helicopter Repair @@ -2958,7 +3550,7 @@ MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 ; If set to TRUE, you can browse to the briefing room website on the laptop BRIEFING_ROOM = FALSE -; If set to TRUE, you can browse to the encyclopedia website on the laptop +; If set to TRUE, you can browse to the encyclopedia website on the laptop (Note: Feature is currently deactivated and does not do anything) ENCYCLOPEDIA = FALSE ; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), @@ -2980,6 +3572,9 @@ CAMPAIGN_HISTORY = TRUE ; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! CAMPAIGN_HISTORY_MAX_REPORTS = -1 +; Show details in background tooltip +BACKGROUND_TOOLTIP_DETAILS = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3046,6 +3641,7 @@ ENABLE_ARMOR_COVERAGE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. ; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. +; This setting also applies to consumable items (food, drugs, canteens, camo kits). ;------------------------------------------------------------------------------------------------------------------------------ DYNAMIC_AMMO_WEIGHT = TRUE @@ -3122,128 +3718,6 @@ SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE NEW_AGGRESSIVE_AI = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy army composition -; -; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. -;------------------------------------------------------------------------------------------------------------------------------ - -; Percentage of troops that are actually placed on the map at the start of the game. -; 100 = All "default" troops are placed. -; 200 = Twice as many troops are placed. -INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 -INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 -INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 -INITIAL_GARRISON_PERCENTAGES_INSANE = 200 - -; Minimum enemy group size. Enemy groups will never be smaller than this! -MIN_ENEMY_GROUP_SIZE_NOVICE = 3 -MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 -MIN_ENEMY_GROUP_SIZE_EXPERT = 6 -MIN_ENEMY_GROUP_SIZE_INSANE = 12 - -; Percent of troops converted to extra elites in enemy groups -PERCENT_EXTRA_ELITES_EXPERIENCED = 0 -PERCENT_EXTRA_ELITES_EXPERT = 25 -PERCENT_EXTRA_ELITES_INSANE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Pool -; -; These settings control how many troops the queen has for using against you, how many new troops she gets every day, -; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. -UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE -UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE - -; Amount of troops avaliable to the queen at game start -QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 -QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 - -; Amount of troops that will be added to queens army when the troops pool is empty -QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 - -;------------------------------------------------------------------------------------------------------------------------------ -; Alert Levels -; -; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes -; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better -; chance of spotting your mercs in the wilderness and chasing them around. -; -; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in -; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. -; -; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. -;------------------------------------------------------------------------------------------------------------------------------ - -; Sets the starting alert chances. -ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 -ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 -ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 -ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 - -; When an enemy spots and chases a player group, the alertness value decrements by this value. -; Ranges from 1-100 (but recommend 20-60). -ENEMY_ALERT_DECAY_NOVICE = 75 -ENEMY_ALERT_DECAY_EXPERIENCED = 50 -ENEMY_ALERT_DECAY_EXPERT = 25 -ENEMY_ALERT_DECAY_INSANE = 10 - -; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's -; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable -; is what is used to determine the free checks. -NUM_AWARE_BATTLES_NOVICE = 1 -NUM_AWARE_BATTLES_EXPERIENCED = 2 -NUM_AWARE_BATTLES_EXPERT = 3 -NUM_AWARE_BATTLES_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Army AI / Behavior -; -; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive -; she is about it. -;------------------------------------------------------------------------------------------------------------------------------ - -; The base interval between the queen's decisions. She can only make one decision at a time. -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 - -; A random variation to the interval between queen's decisions. -EVALUATION_DELAY_VARIANCE_NOVICE = 240 -EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 -EVALUATION_DELAY_VARIANCE_EXPERT = 120 -EVALUATION_DELAY_VARIANCE_INSANE = 60 - -; This is a delay between the player taking a sector, and the queen being able to decide to attack it. -; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 - -; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. -; A longer grace period causes defeated enemy patrols to reappear less often. -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 - -; Determines whether the queen always prefers attacking your sectors to defending her own. -; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable -; unlimited reinforcements -AGGRESSIVE_QUEEN_AI_NOVICE = FALSE -AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE -AGGRESSIVE_QUEEN_AI_EXPERT = FALSE -AGGRESSIVE_QUEEN_AI_INSANE = TRUE - ;------------------------------------------------------------------------------------------------------------------------------ ; Individual Enemy Group Behavior ; @@ -3261,6 +3735,224 @@ ENEMY_INVESTIGATE_SECTOR = FALSE REASSIGN_PENDING_REINFORCEMENTS = FALSE +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Additional Enemy AI Settings] + +;****************************************************************************************************************************** +; These settings change the behavior of the queen's additional AI on the Strategy Map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Arulco Special Division +; +; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'. +; This should control if, how and when these new features are used by the AI. +; +; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions. +; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm. +; For example, part of the AI budget might come from mine income, which the player can take away. +; +; If possible, the AI should have to buy and maintain its assets. +; This way the player could harm the AI by specifically targetting those assets if he chooses so. +; Ideally this gives the player another immersive way to do sth. in the game. +; For example, enemy helicopters have to be bought, fuelled and repaired. +; In order to stop enemy heli raids, the player could +; - shoot them down +; - steal enemy fuel deliveries +; - sabotage enemy helis in their airfield +; +; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets. +; These assets then have to be ordered and can only be used once arrived. +; The AI also decides how to use these assets. +; +; This feature is not recommended for new players. +; +; For specific sector settings, see Mod_Settings.ini. +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE: Arulco Special Division is active +ASD_ACTIVE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them. +; These are the base costs in $ for AI resources. +; It is planned that at some point, the player and the AI will be able to influence these. +;------------------------------------------------------------------------------------------------------------------------------ +; one unit of fuel, valid from 1 to 100 +ASD_COST_FUEL = 10 + +; a helicopter, valid from 1 to 1000000 +ASD_COST_HELI = 30000 + +; a jeep (armed with a MG), valid from 1 to 1000000 +ASD_COST_JEEP = 20000 + +; a tank, valid from 1 to 1000000 +ASD_COST_TANK = 50000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Once bought, it takes time for resources to get to the country. +; These are the base times in minutes for the goods to arrive. +; It is planned that at some point, the player and the AI will be able to influence these. +;------------------------------------------------------------------------------------------------------------------------------ +; one unit of fuel, valid from 1 to 60 * 48 +ASD_TIME_FUEL = 480 + +; a helicopter, valid from 1 to 60 * 48 +ASD_TIME_HELI = 1200 + +; a jeep (armed with a MG), , valid from 1 to 60 * 48 +ASD_TIME_JEEP = 720 + +; a tank, , valid from 1 to 60 * 48 +ASD_TIME_TANK = 1440 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps +;------------------------------------------------------------------------------------------------------------------------------ +ASD_ASSIGNS_TANKS = TRUE +ASD_ASSIGNS_JEEPS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them +;------------------------------------------------------------------------------------------------------------------------------ +ASD_FUEL_REQUIRED_TANK = 100 +ASD_FUEL_REQUIRED_JEEP = 20 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Enemy Helicopter Settings] + +;****************************************************************************************************************************** +; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress, +; it can purchase some for itself. +; Just like the player, it can then fly a small squad around on the map and deploy them. +; Helicopters have to be fuelled and repaired, which consumes AI resources. +; +; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be +; done manually and happens automatically once a heli is known and in range. +; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player +; (downed pilots are counted as officers with regards to Prisoner Interrogation). +; +; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they +; are parking in their home base. +; +; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if +; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure. +; +; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes. +; +; For specific sector settings, see Mod_Settings.ini. +;------------------------------------------------------------------------------------------------------------------------------ +; TRUE: Arulco Special Division can use helicopters +ENEMYHELI_ACTIVE = FALSE + +; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value. +ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30 + +; heli hitpoints, valid from 1 to 255 +ENEMYHELI_HP = 100 + +; time to repair 1 HP at the home base in minutes, valid from 1 to 20 +ENEMYHELI_HP_REPAIRTIME = 6 + +; cost to repair 1 HP at the home base in $, valid from 10 to 1000 +ENEMYHELI_HP_COST = 200 + +; heli maximum fuel, valid from 25 to 200 +ENEMYHELI_FUEL = 50 + +; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999 +ENEMYHELI_FUEL_REFUELTIME = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Settings related to SAMs +; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead. +; +; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down. +; There are two kinds of anti-air-defense: +; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml). +; They require control of the sector. They can be rendered inactive by damaging their control computer. +; Damaged SAM sites can be repaired by the player in the strategic map. +; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present. +; CTH depends on quality of the staff and range to the target. +; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs. +; They can only be used on targets in the same or adjacent sectors. +; CTH depends on weapon status, range and the user's cth with launchers. +; The launchers have to be armed in the inventory, it is not required to have them in the hands. +; +; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than +; SAM damage. +;------------------------------------------------------------------------------------------------------------------------------ +; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors +; with an active, hostile SAM. Increasing this number will make helicopters more reckless. +; Valid from 0 to 10. +ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4 + +; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_SAM_DAMAGE_BASE = 25 + +; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_SAM_DAMAGE_VAR = 30 + +; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_MANPADS_DAMAGE_BASE = 40 + +; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_MANPADS_DAMAGE_VAR = 80 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Raid Settings] + +;****************************************************************************************************************************** +; These settings control whether randomized raids occur in player-controlled sectors +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If the player doesn't defend his city sectors/SAM sites enough, opportunistic forces can attack them at night. +; These attacks occur if these sectors have only very few mercenaries or militia present. +; Raids can be done by +; - bloodcats +; - zombies (requires zombie feature to be active) +; - bandits +; These forces will attack anyone in a sector and can also fight in autoresolve. If your forces are defeated, this will result +; in a severe morale loss. +; +; Whether a raid can happen in a sector at all is set in TableData\Maps\SectorNames.xml with the +; //-tags. +; +; NOTE: THIS WILL MAKE THE GAME HARDER!!! +;------------------------------------------------------------------------------------------------------------------------------ +; set to TRUE to enable raids +RAID_BLOODCATS = FALSE +RAID_ZOMBIES = FALSE +RAID_BANDITS = FALSE + +; base value determining how fast the forces are replenished daily. Higher means more forces. +; Values from 1 to 100, default 3. +RAID_REPLENISH_BASEVALUE = 3 + +; how many troops are allowed in a raid at maximum? +; If the size of a bloodcat or bandit raid is lower than the defensive force' size, they will not attack. +; Zombies have no such inclination and will attack regardless. +RAID_MAXSIZE_BLOODCATS = 8 +RAID_MAXSIZE_ZOMBIES = 12 +RAID_MAXSIZE_BANDITS = 6 + +; How many attacks can happen potentially in a single night? Note that if player forces are strong enough, no attack will occur. +RAID_MAXATTACKSPERNIGHT_BLOODCATS = 3 +RAID_MAXATTACKSPERNIGHT_ZOMBIES = 3 +RAID_MAXATTACKSPERNIGHT_BANDITS = 3 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3284,6 +3976,9 @@ MIN_LOYALTY_TO_TRAIN_MILITIA = 20 ; This controls how fast town militia gets trained. MILITIA_TRAINING_RATE = 4 +; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished. +MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, ; and are almost as well-trained as enemy Blackshirts. @@ -3323,191 +4018,42 @@ TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Mobile Militia Training Settings] +[Militia Volunteer Pool Settings] -;****************************************************************************************************************************** -; These settings control the training of Mobile Militia. -;****************************************************************************************************************************** +; If MILITIA_VOLUNTEER_POOL is TRUE, we have a limited volunteer pool. If we train militia, the pool is lowered, if we run out +; of volunteers we cannot train militia any more. +; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next +; to a town's name in the strategic map). population times loyalty equals loyal population. +; We can also gain volunteers by interrogating prisoners or as a result of quests. -; Allows training militia that move around on the Strategy Map. -; If FALSE, all other settings in this category are disabled automatically. -ALLOW_MOBILE_MILITIA = FALSE +; toggles this feature on and off +MILITIA_VOLUNTEER_POOL = FALSE -; Delay ability to train Mobile Militia till this day -MOBILE_MILITIA_TRAINING_DELAY = 1 +; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly. +MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2 -; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). -NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10 +; Global loyal population size is increased by this factor for every farm sector we control. +; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously. +MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05 -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine if training of additional mobile militia is allowed when a certain number is allready active. -; You can still train mobiles if you are just below maximum. -; Base modes available: -; 0 = No maximum. -; 2 = Maximum calculated by town sectors you have currently under control. -; 4 = Maximum calculated by town sectors you have liberated at least one time. -; 8 = Maximum calculated by towns under player control. -; 16 = Maximum calculated by current progress. -; 32 = Maximum calculated by best progress. -; 64 = Maximum calculated by number of rebels in your team. -; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72). -; -; Advanced modes: -; 0 = If more then one base mode is chosen the lowest one is used. -; 128 = If more then one base mode is chosen the highest one is used. -; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and -; rebel limit dictates 60 are allowed the final maximum becomes 30. -; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200) -; -; Deserting modes: -; 0 = no deserters -; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached. -; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use. -; The number of deserters is randomly chosen but depends on the ratio active/maximum. -; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1). -; -; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0) -; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5) -;------------------------------------------------------------------------------------------------------------------------------ -MOBILE_MILITIA_MAX_ACTIVE_MODE = 195 -MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Training method options. -; -; There are two methods: -; One is Manual Training - you pay money to train Mobile Militia whenever you desire. -; The second method is to have them created automatically (for free!) every N hours. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines which method of training is used. -; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all -; "Leadership and Mobile Militia Training settings", below. -MUST_TRAIN_MOBILE_MILITIA = FALSE - -; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile -; Militia group. -; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. -CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Mobile Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Minimum required leadership skill to train Mobile Militia -MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 - -; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the -; value dictated by DIV_OF_ORIGINAL_MILITIA. -; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE - -; Required leadership score to train the maximum number of Mobile Militia allowed. -; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) -REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80 - -; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE - -; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups -; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. -PERCENT_MOBILE_MILITIA_ELITES = 20 -PERCENT_MOBILE_MILITIA_REGULARS = 30 +; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY) +MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002 ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Mobile Militia Movement Settings] - -;****************************************************************************************************************************** -; These settings control how Mobile Militia move around the strategy map. -;****************************************************************************************************************************** +[Militia Strategic Movement Settings] ;------------------------------------------------------------------------------------------------------------------------------ -; If set to FALSE, Mobile Militia can move anywhere they want. -; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) +; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia just like for merc groups or the heli. +; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it. ;------------------------------------------------------------------------------------------------------------------------------ -RESTRICT_ROAMING = TRUE +ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; EXPLORATION-based restrictions -; -; Allow Mobile Militia to move through any EXPLORED sectors. -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; CONQUEST-based restrictions -; -; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. -; This utilizes the rules laid down in the file "DynamicRestrictions.XML". -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a -; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they -; have already been liberated once in the past. -; -; In the JA2 campaign, this allows travel through: -; San Mona, Tixa, Orta, Estoni, and Omerta. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. -; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. -; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE -ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls wether militia will follow the player on map in non combat situation. -; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there -; (default behaviour). This overwrites any manual restrictions. -; Set to FALSE if they dont worry about the player. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_FOLLOW_PLAYER = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the splitting of mobile militia groups. -; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and -; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia. -; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR. -; Remainder will eventually move along. -; If they decide to spread, the groups will end up equal in size. -; -; There are various chances to spread when there are NO threats: -; - 30% chance if origin sector is full and destination is empty, groups will become equal in size. -; - 50% chance if origin and destination have militia, groups become equal in size. -; - 0% chance if origin sector is not full and target is empty -; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above. -; For threatened sectors the chances are: -; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted. -; - 0% chance to spread if origin sector is not threatened but target is. -; - variable chance to spread if both target and source sectors are threatened based on enemy numbers: -; (NumEnemiesNearOrigin * 100) / TotalNumEnemies -; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal. -; And you can overwrite the chances with the settings below: -; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc. -; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_SPREAD = TRUE -ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE +; if TRUE, this feature requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator +; in an adjacent sector. +MILITIA_STRATEGIC_COMMAND_REQUIRES_MERC = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3594,6 +4140,9 @@ MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE ; If this is set to TRUE, make sure to occasionally restock ammo for your militia. MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE +; determines whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced +MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = TRUE + ; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE @@ -3615,6 +4164,102 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Militia Resource Settings] + +;****************************************************************************************************************************** +; These settings control whether we require resources to train and upgrade militia +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If this feature is used, the player can convert items to get 3 resources: +; Guns: obtained from weapons, ammo +; Armour: obtained from helmets, vests, pants, LBE and face items +; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs +; +; Whenever we train or promote militia, we spend these resources: +; - A green militia requires 1 Gun. +; - A promotion from green to regular militia requires 1 Gun + 1 Armour. +; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc.. +; +; If we don't have enough resources, the training/promotion won't happen. +; +; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC. +; +; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how +; SELL_ITEMS_WITH_ALT_LMB works. +; Resources will be shown in the strategic map while the Militia view is active. +; +; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress. +; +; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE. +;------------------------------------------------------------------------------------------------------------------------------ +MILITIA_REQUIRE_RESOURCES = FALSE + +; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far. +; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far +; values between 1.0 and 100.0, 10.0 recommended default +MILITIA_RESOURCES_PROGRESSFACTOR = 10.0 + +; class specific modifiers, values between 0.0 and 1.0 + +; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber +MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01 + +; the gun modifier covers all guns and launchers +MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9 +MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3 +MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2 +MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25 +MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17 +MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05 +MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03 + +; Different attachments have multiple modifiers. They also attribute to different resources +MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05 +MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1 +MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2 + +; guns are further modified by a weapon class specific modifier +MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6 +MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7 +MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8 +MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9 +MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0 +MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0 +MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0 +MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Intel Settings] + +;------------------------------------------------------------------------------------------------------------------------------ +; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering. +; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay. +; +; Intel can be gained in several ways: +; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources. +; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!) +; - interrogating prisoners can give us intel, the amount depends on prisoner type +; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs +; attempting to do so have the covert trait. +; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them +; on the R.I.S. website. After a few hours of verification, you will receive a intel reward. +; - Recruiting some NPCs gives you tiny bits of intel. +; +; You can spend intel in several ways: +; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the +; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here. +; - Rumours say that a special trader deals high-tech weaponry exclusively for intel. +; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini. +;------------------------------------------------------------------------------------------------------------------------------ + +RESOURCE_INTEL = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + [Shopkeeper Inventory Settings] ;****************************************************************************************************************************** @@ -3652,6 +4297,9 @@ FAST_BOBBY_RAY_SHIPMENTS = FALSE ; Theoretically, everything will go faster if this is lower... MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 +; if we order a merc to sleep in strategic view, notify us if this isn't possible +NOTIFY_IF_SLEEP_FAILS = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Skill Training ; @@ -3679,6 +4327,10 @@ TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 ; The minimum skill rating a character must have before he can train fellow teammates in that skill. MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 +; The -tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is +; disabled and increasing stats works normally. +DISABLE_EVOLUTION = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. ; @@ -3736,6 +4388,9 @@ MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 ; Number of "doctor" points used up to heal each point below OKLIFE POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 +; If retreating mercs are bleeding, their squad can bandage them while on the move +ALLOW_BANDAGING_DURING_TRAVEL = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Repairing ;------------------------------------------------------------------------------------------------------------------------------ @@ -3743,9 +4398,12 @@ POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 ; Cost to unjam a weapon in repair pts REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 -; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa REPAIR_RATE_DIVISOR = 2500 +; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa +CLEANING_RATE_DIVISOR = 500 + ; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points ; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows ; down repair. A lower value speeds it up. @@ -3796,7 +4454,7 @@ USE_XML_SQUADNAMES = FALSE ; Range: 100 - 300 Default: 150 ;------------------------------------------------------------------------------------------------------------------------------ -CLOCK_SPEED_PERCENT = 150 +CLOCK_SPEED_PERCENT = 120 ;------------------------------------------------------------------------------------------------------------------------------ ; Timeslice in microseconds. The frequency that the screen is refreshed. @@ -3807,22 +4465,12 @@ CLOCK_SPEED_PERCENT = 150 UPDATE_FREQUENCY = 16000 ;------------------------------------------------------------------------------------------------------------------------------ -; Improved auto fast forwarding. -; AUTO_FAST_FORWARD_ENEMIES: -; 0 - default behaviour -; 1 - auto fast forward only enemies that are not seen by player's team -; 2 - auto fast forward only invisible enemies -; 3 - auto fast forward all enemies -; AUTO_FAST_FORWARD_MILITIA: -; 0 - default behaviour -; 1 - auto fast forward only militia that does not see enemies -; 2 - auto fast forward militia always -; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed +; Improved auto fast forwarding. Do not accelerate visible soldiers +; Note: Even for invisible soldiers, only movement is accelerated +; most of specific actions like shooting and tossing grenades are performed at normal speed ;------------------------------------------------------------------------------------------------------------------------------ -AUTO_FAST_FORWARD_ENEMIES = 0 - -AUTO_FAST_FORWARD_MILITIA = 0 +IMPROVED_AUTO_FAST_FORWARD = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. @@ -3861,3 +4509,29 @@ DAYTIME_PRECISION = 4 NIGHTTIME_PRECISION = 5 ;Number of remaining Soldiers before their location gets marked MAX_SOLDIERS_LEFT = 1 + +[Tactical AI Settings] +; Allow enemy soldiers to retreat from battle +AI_TACTICAL_RETREAT = FALSE + +; allow AI to shoot more often for suppression (when using OCTH) by faking minimum CTH = 1 for autofire capable weapons +AI_EXTRA_SUPPRESSION = TRUE + +; AI morale with some additional tweaks +AI_NEW_MORALE = TRUE + +; AI will try to avoid enemy sight, fresh corpses and overcrowded locations +AI_BETTER_COVER = TRUE + +; disabled by default as it can be time consuming when playing covert +; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations +AI_YELLOW_FLANKING = FALSE + +; AI movement mode tweaks +AI_MOVEMENT_MODE = TRUE + +; Experimental path tweaks for AI: avoid gas, deep water, light at night +AI_PATH_TWEAKS = TRUE + +; Log AI decision info +AI_DECISION_INFO = TRUE \ No newline at end of file diff --git a/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI b/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI index 1b463e54c..2d1cd7477 100644 --- a/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI +++ b/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI @@ -123,12 +123,12 @@ MAX_WEAPON_SIZE = 9 OLD_INVENTORY_ITEM_NUMBER = 99 ;------------------------------------------------------------------------------------------------------------------------------ -; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. -; This switch will do nothing if you play with OCTH. -; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) -; The switch and the old code will probably be removed in the future. +; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for +; prone targets (until now, hits were always considered on torso). +; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance. +; This switch will be removed once this code change has been accepted (or deemed unacceptable). ;------------------------------------------------------------------------------------------------------------------------------ -USE_NEW_CTH_CALCULATION = TRUE +ALLOW_TARGET_HEADANDLEG_IFPRONE = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -197,6 +197,8 @@ USE_XML_TILESETS = FALSE NUM_P_ITEMS = 3 +; should mercs use the backgrounds +BACKGROUNDS = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -208,39 +210,9 @@ NUM_P_ITEMS = 3 ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ -; The following allow you to change how many and which slots from prof.dat are available for -; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other -; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice -; sets will work although the IMPs will be silent a lot of the time. -; -; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by -; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one -; male and one female slot available. -; -; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females -; slots 54-56) will be used instead. +; Note: There are no longer ini settings for IMP slots. Any slot in MercProfiles.xml with 6 will be used for IMPs. ;------------------------------------------------------------------------------------------------------------------------------ -IMP_MALE_CHARACTER_COUNT = 4 -IMP_FEMALE_CHARACTER_COUNT = 3 - -IMP_MALE_1 = 51 -IMP_MALE_2 = 52 -IMP_MALE_3 = 53 -;UB-v1.13 -IMP_MALE_4 = 57 - -; The following are empty in standard JA2 1.13 but do not have full voice sets. -;IMP_MALE_4 = 169 -;IMP_MALE_5 = 65 -;IMP_MALE_6 = 71 -;IMP_MALE_7 = 163 -;IMP_MALE_8 = 164 - -IMP_FEMALE_1 = 54 -IMP_FEMALE_2 = 55 -IMP_FEMALE_3 = 56 - ;------------------------------------------------------------------------------------------------------------------------------ ; The following values deal with the I.M.P "personalized" merc generation. ;------------------------------------------------------------------------------------------------------------------------------ @@ -303,12 +275,6 @@ MERCS_CAN_BE_ON_ASSIGNMENT = 0 ;Can AIM/MERC mercs die while away on other assignments? MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE -;How many mercs can die at each difficulty level? -MAX_MERC_DEATHS_EASY = 1 -MAX_MERC_DEATHS_EXPERIENCED = 2 -MAX_MERC_DEATHS_EXPERT = 3 -MAX_MERC_DEATHS_INSANE = 4 - ;------------------------------------------------------------------------------------------------------------------------------ ; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can ; only be recruited for a limited amount of time. @@ -316,6 +282,19 @@ MAX_MERC_DEATHS_INSANE = 4 SLAY_STAYS_FOREVER = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_HOURLY_CHANCE_TO_LEAVE = 15 + +;------------------------------------------------------------------------------------------------------------------------------ +; On the A.I.M/M.E.R.C websites, a merc's gear kits are always available during the hiring process, even if they've been bought +; before. +;------------------------------------------------------------------------------------------------------------------------------ + +GEARKITS_ALWAYS_AVAILABLE = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will ; comment on current situation from battlefield if able to (alive and well). @@ -342,6 +321,13 @@ RECRUITABLE_JOHN_KULBA_DELAY = 14 RECRUITABLE_JA1_NATIVES = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If outstanding debt to MERC exceeds this, Speck will complain on the website. +; Note: this does NOT affect whether MERC goes bankrupt, as this is independent of the amount of debt +;------------------------------------------------------------------------------------------------------------------------------ + +MERC_BANKRUPT_WARNING = 5000 + ;------------------------------------------------------------------------------------------------------------------------------ ; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. ; Valid values are from 1 to 3 where: @@ -366,12 +352,12 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE ; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values ; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" ; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level -; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) +; hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) ; 4 = full randomization of mercs, including traits, gear kits and all statistics ; ; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 ; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits. -; +; ; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution ; ; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. @@ -391,19 +377,19 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE ; Exp = 1/9 will not random ;------------------------------------------------------------------------------------------------------------------------------ -MERCS_RANDOM_STATS = 0 +MERCS_RANDOM_STATS = 0 MERCS_RANDOM_GEAR_KITS = FALSE MERCS_RANDOM_BELL_DISTRIBUTION = TRUE -MERCS_RANDOM_STAT_RANGE = 10 -MERCS_RANDOM_EXP_RANGE = 1 +MERCS_RANDOM_STAT_RANGE = 10 +MERCS_RANDOM_EXP_RANGE = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) ; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) ;------------------------------------------------------------------------------------------------------------------------------ -MERCS_RANDOM_START_SALARY = FALSE -MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 +MERCS_RANDOM_START_SALARY = FALSE +MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 ;****************************************************************************************************************************** @@ -415,17 +401,6 @@ MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 ; Use these settings to change the financial difficulty of the game. ;****************************************************************************************************************************** -;------------------------------------------------------------------------------------------------------------------------------ -; These are the Starting cash values for the various difficulties. -; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) -; You can also set negative values here. -;------------------------------------------------------------------------------------------------------------------------------ - -STARTING_CASH_NOVICE = 45000 -STARTING_CASH_EXPERIENCED = 35000 -STARTING_CASH_EXPERT = 30000 -STARTING_CASH_INSANE = 15000 - ;------------------------------------------------------------------------------------------------------------------------------ ; Increases or decreases (by percentage) the amount of cash that mines generate every day. ; @@ -446,6 +421,23 @@ MINE_INCOME_PERCENTAGE = 100 MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 +;------------------------------------------------------------------------------------------------------------------------------ +; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town. +; The maximum number of workers for each sector can be set in SectorNames.xml. +; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier +; is at a 100%. +;------------------------------------------------------------------------------------------------------------------------------ +MINE_REQUIRES_WORKERS = FALSE + +; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0. +WORKERRATE_PRESENT_INITIALLY = 0.25 + +; the cost of training a single worker +WORKER_TRAINING_COST = 30 + +; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait +WORKER_TRAINING_POINTS = 100 + ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable the ability to sell unneeded equipment to the locals. ; @@ -478,9 +470,6 @@ MILITIA_COST_MULTIPLIER_REGULAR = 1 ; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. MILITIA_COST_MULTIPLIER_ELITE = 2 -; Multiplier for the price of training Mobile Militia. -MILITIA_COST_MULTIPLIER_MOBILE = 3 - ;------------------------------------------------------------------------------------------------------------------------------ ; Daily prices for maintaining one militiaman of each type. ; @@ -493,10 +482,6 @@ MILITIA_COST_MULTIPLIER_MOBILE = 3 DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0 DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0 DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0 -DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0 -DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0 -DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0 - ;------------------------------------------------------------------------------------------------------------------------------ ; Change the cost of helicopter movement PER SECTOR. @@ -558,7 +543,7 @@ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE ; Automatically save the game every N GAME-hours. 0 = disable. ;------------------------------------------------------------------------------------------------------------------------------ -AUTO_SAVE_EVERY_N_HOURS = 0 +AUTO_SAVE_EVERY_N_HOURS = 12 @@ -588,6 +573,12 @@ CREATURE_TURN_SPEED_UP_FACTOR = 1.0 MILITIA_TURN_SPEED_UP_FACTOR = 1.0 CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 +;------------------------------------------------------------------------------------------------------------------------------ +; Allows to modify scroll speed in tactical view +; Range: 0.5 - 2.0, default is 1.0 +;------------------------------------------------------------------------------------------------------------------------------ +SCROLL_SPEED_FACTOR = 1.0 + ;------------------------------------------------------------------------------------------------------------------------------ ; Should the game use the externalized sector loadscreens? ; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. @@ -632,6 +623,16 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE ;------------------------------------------------------------------------------------------------------------------------------ SMALL_SIZE_PB = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Hide progress bar when cursor is on the top row of the map +;------------------------------------------------------------------------------------------------------------------------------ +AUTO_HIDE_PB = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to TRUE, roof structures (e.g. sandbags) above explored rooms will be hidden at ground level view +;------------------------------------------------------------------------------------------------------------------------------ +HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -643,9 +644,9 @@ SMALL_SIZE_PB = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Change to increase volume for weapon sounds -; Range: 0-100% +; Range: 0-1000% ; 0 = no change -; 100 = max volume +; 1000 = max volume ;------------------------------------------------------------------------------------------------------------------------------ WEAPON_SOUND_EFFECTS_VOLUME = 0 @@ -657,7 +658,23 @@ WEAPON_SOUND_EFFECTS_VOLUME = 0 ;------------------------------------------------------------------------------------------------------------------------------ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 +;------------------------------------------------------------------------------------------------------------------------------ +; These options control fire ambient sound and it's volume +;------------------------------------------------------------------------------------------------------------------------------ +ENABLE_TA = TRUE +VOLUME_TA = 100 +;------------------------------------------------------------------------------------------------------------------------------ +; These options control sector steady ambients +;------------------------------------------------------------------------------------------------------------------------------ +ENABLE_SSA = FALSE +VOLUME_SSA = 100 +DEBUG_SSA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; New weapon sound system +;------------------------------------------------------------------------------------------------------------------------------ +NWSS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -688,6 +705,11 @@ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Show backpack owner's name on the ground and in taking items interface +;------------------------------------------------------------------------------------------------------------------------------ +SHOW_BACKPACK_OWNER = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; This section controls the behavior of the "SHIFT + F" hotkey. ; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. @@ -725,6 +747,12 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger. +;------------------------------------------------------------------------------------------------------------------------------ + +TIME_BOMB_WARNING = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting ; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. @@ -779,6 +807,16 @@ USE_ENHANCED_DESCRIPTION_BOX = 0 USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0 +;------------------------------------------------------------------------------------------------------------------------------ +; Set default number of autofire bullets: +; 0 = Max bullets allowed with max aiming +; 1..10 = Set default number of bullets +;------------------------------------------------------------------------------------------------------------------------------ + +SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1 +SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1 +SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1 + ;------------------------------------------------------------------------------------------------------------------------------ ; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on ; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our @@ -841,25 +879,12 @@ SHOW_ENEMY_HEALTH = 1 ; Alt health bar additionally shows suppression shock level and current cover ; 0 - nothing ; 1 - default health bar -; 2 - smaller alt health bar -; 3 - larger alt health bar -; 4 - small health bar + AP counter -; 5 - large health bar + AP counter +; 2 - alt health bar +; 3 - alt health bar + AP counter ;------------------------------------------------------------------------------------------------------------------------------ SHOW_HEALTHBARSOVERHEAD = 0 -;------------------------------------------------------------------------------------------------------------------------------ -; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED -; 0 - do not show cover -; 1 - show as small square to the right of the health bar -; 2 - show using color of merc's name -; 3 - same as 1, show only in stealth or when disguised -; 4 - same as 2, show only in stealth or when disguised -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_COVER_INDICATOR = 0 - ;------------------------------------------------------------------------------------------------------------------------------ ; How should the game display the enemy/player hit counter? @@ -874,6 +899,29 @@ ENEMY_HIT_COUNT = 0 PLAYER_HIT_COUNT = 0 +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional hit info: amount of damage absorbed by armour +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_HIT_INFO = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show additional info in NCTH cursor (press ALT) +; 0 - default cursor +; 1 - show enemy armour +; 2 - show armour, weapons and head items +;------------------------------------------------------------------------------------------------------------------------------ + +ADDITIONAL_NCTH_CURSOR_INFO = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Visual improvements for NCTH cursor: +; 0 - default cursor +; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100) +; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50) +;------------------------------------------------------------------------------------------------------------------------------ +IMPROVED_NCTH_CURSOR = 0 + ;------------------------------------------------------------------------------------------------------------------------------ ; Show additional suppression information above soldier: ; light gray counter - suppression points from attack (they are calculated and shown after attack) @@ -896,14 +944,6 @@ SHOW_SUPPRESSION_USE_ASTERISK = FALSE SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE SHOW_SUPPRESSION_COUNT_ALT = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; Default: 10000 -; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it -; takes 3-4 hits to take all the breath away. -;------------------------------------------------------------------------------------------------------------------------------ - -STAMINA_HIT = 10000 - ;------------------------------------------------------------------------------------------------------------------------------ ; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, ; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes @@ -921,6 +961,33 @@ ENABLE_EXT_MOUSE_KEYS = FALSE ALTERNATE_MOUSE_COMMANDS = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Quick items: press ALT+[1..0] +; Possible Values: +; [0] - nothing +; [-1] - HTH (punch) +; [-2] - Melee (knives) +; [-3] - Taser (Stun gun) +; [-4] - Handcuffs +; [-5] - Sidearm (pistols, machine pistols, small SMGs) +; [-6] - First Aid kits +; [-7] - Binoculars +; [-8] - X-Ray detector +; [-9] - Metal Detector +; Positive values: item id from items.xml +;------------------------------------------------------------------------------------------------------------------------------ + +QUICK_ITEM_1 = -1 +QUICK_ITEM_2 = -2 +QUICK_ITEM_3 = -3 +QUICK_ITEM_4 = -4 +QUICK_ITEM_5 = -5 +QUICK_ITEM_6 = -6 +QUICK_ITEM_7 = -7 +QUICK_ITEM_8 = -8 +QUICK_ITEM_9 = -9 +QUICK_ITEM_0 = 1636 + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Alternative aiming-levels for targets. @@ -977,6 +1044,17 @@ ALLOW_LAZY_CIVILIANS = FALSE CIVILIANS_AVOID_PLAYER_MINES = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry() +; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file +;------------------------------------------------------------------------------------------------------------------------------ +ALLOW_EXTRA_CIVILIANS = FALSE + +; Allow placing of new merchants +; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE +ALLOW_EXTRA_MERCHANTS = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) @@ -984,6 +1062,11 @@ CIVILIANS_AVOID_PLAYER_MINES = TRUE ADD_SMOKE_AFTER_EXPLOSION = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Fire explosion creates light source +;------------------------------------------------------------------------------------------------------------------------------ +ADD_LIGHT_AFTER_EXPLOSION = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and @@ -1000,6 +1083,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; All hand/GL grenades of Normal/Stun/Flashbang type without tag +; will detonate on next turn instead of instant explosion +;------------------------------------------------------------------------------------------------------------------------------ + +DELAYED_GRENADE_EXPLOSION = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 100 ; Chance to say annoying phrase. @@ -1007,6 +1098,7 @@ ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE ; 2. when battle turns to real time ; 3. when merc see enemy ; 4. approve action +; 5. out of ammo and gun's magsize < 5 ;------------------------------------------------------------------------------------------------------------------------------ CHANCE_SAY_ANNOYING_PHRASE = 100 @@ -1040,10 +1132,45 @@ SHOT_HEAD_DIVISOR = 2 SHOOT_UNSEEN_PENALTY = 100 +; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH) +OUT_OF_SIGHT_OR_GUN_RANGE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) ; This saves AP if we decide to immediately continue moving to another location. +;------------------------------------------------------------------------------------------------------------------------------ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE +; if TRUE, changing items in the inventory costs AP +INVENTORY_MANIPULATION_COSTS_AP = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations. +; valid values from 1.0 to 100 +;------------------------------------------------------------------------------------------------------------------------------ +INV_AP_WEIGHT_DIVISOR = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Automatically close tactical inventory screen and return to team panel when Player ends his turn. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_COLLAPSE_INVENTORY_ON_TURN_END = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE). +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_PASSENGER_TO_ANY_SQUAD = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE). +;------------------------------------------------------------------------------------------------------------------------------ + +PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1053,17 +1180,6 @@ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE ; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). ;****************************************************************************************************************************** -;------------------------------------------------------------------------------------------------------------------------------ -; Bonus APs for Enemy Soldiers: -; Number of extra APs for enemy troops at the various difficulty levels. -; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). -;------------------------------------------------------------------------------------------------------------------------------ - -ENEMY_AP_BONUS_NOVICE = 0 -ENEMY_AP_BONUS_EXPERIENCED = 0 -ENEMY_AP_BONUS_EXPERT = 0 -ENEMY_AP_BONUS_INSANE = 5 - ;------------------------------------------------------------------------------------------------------------------------------ ; Bonus for the player's mercs ; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. @@ -1135,6 +1251,14 @@ ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE ASSIGNED_SKILL_TRAITS_RARITY = 10 +;------------------------------------------------------------------------------------------------------------------------------ +; This controls whether NPCs drop all their items when they are killed or the drop chances etc. come into play. +; 0 = Drop All is off and drop chances are used +; 1 = Drop All is on and everything is dropped +; 2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged. +;------------------------------------------------------------------------------------------------------------------------------ +DROP_ALL = 0 + ;------------------------------------------------------------------------------------------------------------------------------ ; This setting determines whether militia can drop their equipment when they die, like enemies do. ; @@ -1156,6 +1280,13 @@ MILITIA_DROP_EQUIPMENT = 0 CIVILIANS_DROP_ALL = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Can NPCs in autoresolve (enemies, militia, bandits, creatures...) drop items like they would in tactical combat? +; The drops still follow set drop mechanics and probabilities. +;------------------------------------------------------------------------------------------------------------------------------ + +NPC_AUTORESOLVE_DROP_ALL = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the ; number of "sub-points" you need to acquire to gain a new level. @@ -1278,6 +1409,23 @@ ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE ; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 +; If set to TRUE and mercs are ambushed, they won't start clustered in one location and looking in one direction. +; Instead they will be spread around the map central entry point, no more than AMBUSH_MERCS_SPREAD_RADIUS tiles away, and all looking outwards. +; If one of your team has high enough leadership and Squadleader trait, you will be able to deploy your mercs in that zone prior to entering the sector. +AMBUSH_MERCS_SPREAD = TRUE + +AMBUSH_MERCS_SPREAD_RADIUS = 10 + +; If set to 1 and mercs are ambushed, enemies nearer than AMBUSH_MERCS_SPREAD_RADIUS to the map central entry point will instead be distributed more outward: +; They will be placed around that point, not closer than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 and not further away than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 tiles. +; These radii will be modified by your team's experience, scout trait and backgroun values. +; They will face the center entry point (and thus the mercs). +; If set to 2, all enemies will be placed that way, not just those nearer than AMBUSH_MERCS_SPREAD_RADIUS. +AMBUSH_ENEMY_ENCIRCLEMENT = 1 + +AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 = 25 +AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50 + ;------------------------------------------------------------------------------------------------------------------------------ ; With this option, you can make the special NPCs in game tougher. ; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. @@ -1370,7 +1518,12 @@ BRIGHTNESS_MOD_15 = 9 ALLOW_TUNNEL_VISION = FALSE - +;------------------------------------------------------------------------------------------------------------------------------ +; If set to 0, nothing happens. +; If set to 1, vision is lowered while running. +; If set to 2, this only applies to the player team. +;------------------------------------------------------------------------------------------------------------------------------ +LOWER_VISION_WHILE_RUNNING = 0 ;****************************************************************************************************************************** @@ -1403,6 +1556,7 @@ DYNAMIC_SOLDIER_TOOLTIPS = FALSE ; Enable/disable individual lines of information within the tooltip ; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line ; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines +; This requires SOLDIER_TOOLTIP_DETAIL_LEVEL = 4 ; Location, Distance SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE @@ -1451,7 +1605,8 @@ DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 ; Change the amount of details received in the tooltip, based on your range to that enemy? ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE - +; Debug tooltip showing additional AI information. +SOLDIER_TOOLTIP_DEBUG_AI = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1463,13 +1618,18 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE ; They affect all characters (friend and foe) equally! ;****************************************************************************************************************************** +;------------------------------------------------------------------------------------------------------------------------------ +; Play with New Chance to Hit System (NCTH)? +;------------------------------------------------------------------------------------------------------------------------------ + +NCTH = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Allow walking and sidesteps with raised weapons? ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE - ;------------------------------------------------------------------------------------------------------------------------------ ; Alternative Weapon Holding settings ;------------------------------------------------------------------------------------------------------------------------------ @@ -1538,10 +1698,6 @@ AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50 ; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. WEAPON_RESTING = FALSE -; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still -; unfamiliar with the feature) -WEAPON_RESTING_DISPLAY = FALSE - ; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. ; Value Range: 0 - 100. WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 @@ -1553,8 +1709,28 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 ; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) USE_SCOPE_MODES = FALSE -; Allow display of scope modes on weapon -DISPLAY_SCOPE_MODES = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Spotter skill +;------------------------------------------------------------------------------------------------------------------------------ + +; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. +; You need an item the usSpotting-tag in your hands. +; The bonus applies to anyone of your team using a sniper rifle/rifle on a location your spotter can see. +; Effectiveness depends on: +; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) +; - lowered by being wounded or fatigues +; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background + +; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. +SPOTTER_PREPARATIONTURNS = 2 + +; This variable intentionally has two meanings. +; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. +; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. +SPOTTER_RANGE = 10 + +; Maximum bonus that can be reached once spotter has waited 2 * SPOTTER_PREPARATIONTURNS turns +SPOTTER_MAX_CTHBOOST = 50 ;------------------------------------------------------------------------------------------------------------------------------ ; external feeding @@ -1566,6 +1742,7 @@ EXTERNAL_FEEDING = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Set the grid number for the initial merc arrival location. ; The JA2 default grid number is 4870 (Sector A9 Omerta). +; THIS HAS BEEN MOVED TO Mod_Settings.ini! Please set it there! ;------------------------------------------------------------------------------------------------------------------------------ INITIAL_MERC_ARRIVAL_LOCATION = 15427 @@ -1780,20 +1957,31 @@ CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE CAN_CLIMB_ON_WALLS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy weapon name in tactical +; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with. +; The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) +; or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused. +; +; If USE_GLOBAL_BACKPACK_SETTINGS is TRUE (default), it uses the same rules for all backpacks, while if FALSE checks for +; the fAllowClimbing tag in Items.xml, and if that is true you can climb with the backpack. +; +; Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg +; (or 50 hg) but not climb with a radio set. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_BACKPACK_WEIGHT_TO_CLIMB = -1 +USE_GLOBAL_BACKPACK_SETTINGS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show enemy weapon name, armour and head items in tactical ;------------------------------------------------------------------------------------------------------------------------------ SHOW_ENEMY_WEAPON = FALSE +SHOW_ENEMY_EXTENDED_INFO = FALSE ;------------------------------------------------------------------------------------------------------------------------------ -; Show additional enemy info in tactical (awareness, gas mask, nvg, armour) -; 0 - nothing -; 1 - show awareness level -; 2 - show gas mask and NVG -; 3 - show armour +; Use color name to show soldier's status ;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_ADDITIONAL_INFO = 0 +IMPROVED_TACTICAL_UI = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. @@ -1801,6 +1989,11 @@ SHOW_ENEMY_ADDITIONAL_INFO = 0 INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; should known NPCs use a different colour (deep blue instead of white), so we can find them more easily? +;------------------------------------------------------------------------------------------------------------------------------ +KNOWN_NPCS_DIFFERENT_MAPCOLOUR = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. @@ -1814,12 +2007,6 @@ INDIVIDUAL_ENEMY_NAMES = FALSE INDIVIDUAL_ENEMY_RANK = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; Show enemy rank (exp. level) as icon -;------------------------------------------------------------------------------------------------------------------------------ - -SHOW_ENEMY_RANK_ICON = 0 - ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ @@ -1833,6 +2020,63 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE SOLDIER_PROFILES_ENEMY = FALSE SOLDIER_PROFILES_MILITIA = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Settings related to enemy armed vehicles (tanks and jeeps). +; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG. +; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks. +; +; Unless there is a separate setting, tank-settings also govern jeeps. +;------------------------------------------------------------------------------------------------------------------------------ + +; If set to TRUE, vehicles can be driven around tactical maps. +ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE + +; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). +; 0 - No change. +; 1 - AP deducted from vehicle are also deducted from all passengers. +; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. +; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 + +; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 + +; If set to TRUE, tanks can move around in tactical. +ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = FALSE + +; If set to TRUE, cars can run over people. +; Note feature won't be very effective without ALLOW_DRIVING_VEHICLES_IN_TACTICAL set to TRUE. +ALLOW_CARS_DRIVING_OVER_PEOPLE = TRUE + +; If set to TRUE, tanks can run over people. +; Note feature won't be very effective without ENEMY_TANKS_CAN_MOVE_IN_TACTICAL set to TRUE. +ALLOW_TANKS_DRIVING_OVER_PEOPLE = TRUE + +; When shift is pressed cars can ram through structures, but only those with armour lower than specified value (0-255). +; 0 effectively disables the feature. Default 30. +; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127. +CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30 + +; When shift is pressed tanks can ram through structures, but only those with armour lower than specified value (0-255). +; 0 effectively disables the feature. Default 70. +; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127. +TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70 + +ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38 + +; If set to TRUE, tanks can use cannon even against single mercs and in perfect health. +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 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. +ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE +; 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 + ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use ; the rag to completely erase the camo. @@ -1840,6 +2084,7 @@ SOLDIER_PROFILES_MILITIA = FALSE ;------------------------------------------------------------------------------------------------------------------------------ CAMO_REMOVING = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands ; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored. @@ -1872,6 +2117,15 @@ CAMO_KIT_USABLE_AREA = 5 ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall +; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation. +; +; Activating this makes the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +REDUCED_INSTANT_DEATH = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of ; experience points. This amount is counted as times . Setting this to zero @@ -1895,8 +2149,8 @@ SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Improved Interrupt System (IIS) -; (Enable IIS on gamestart screen.) -; +IMPROVED_INTERRUPT_SYSTEM = TRUE + ; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get ; interrupts more frequent) BASIC_PERCENTAGE_APS_REGISTERED = 60 @@ -1969,9 +2223,182 @@ ACCESS_OTHER_MERC_INVENTORIES = FALSE ; TRUE: weightbased penalty, FALSE: no penalty BACKPACKWEIGHT_LOWERS_AP = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy gun jams +;------------------------------------------------------------------------------------------------------------------------------ +ENEMY_JAMS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use new code for random number generation +;------------------------------------------------------------------------------------------------------------------------------ +NEW_RANDOM = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Tactical Enemy Role Settings] + +;****************************************************************************************************************************** +; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder. +;****************************************************************************************************************************** + +; allow enemy roles, required for the following settings +ENEMYROLES = FALSE + +; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns. +; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu): +; - officers +; - medics +; - radio operators +; - snipers +; - mortarmen +; - generals (a special kind of officer) +; - whether an enemy has a key +; Default 4, values between 0 and 20. +ENEMYROLES_TURNSTOUNCOVER = 4 + +;****************************************************************************************************************************** +; MEDIC +;****************************************************************************************************************************** + +; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor. +; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs. +; Requires ENEMYROLES to be TRUE. +ENEMY_MEDICS = TRUE + +; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain +; This allows the AI to heal more wounded before its medkits run out +; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0. +ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1 + +; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient +; Default 40, values between 5 and 60. +ENEMY_MEDICS_SEARCHRADIUS = 40 + +; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount. +; 100 is one hp. Default 500, values between 0 and 50000. +ENEMY_MEDICS_WOUND_MINAMOUNT = 500 + +; allow enemy medic to heal himself +ENEMY_MEDICS_HEAL_SELF = TRUE + +;****************************************************************************************************************************** +; OFFICER +;****************************************************************************************************************************** + +; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this: +; a officer with squadleader trait is considered a lieutenant, an officer with squadleader(expert) is a captain. +; For now, a officer grants boni to the entire enemy team present: +; - a bonus to suppression resistance +; - a percentage bonus to morale +; - a bonus to team surrender strength +; Important: Only the bonus of the highest officer present counts. +; Requires ENEMYROLES to be TRUE. +ENEMY_OFFICERS = TRUE + +; for every officer, the enemy team needs at least this many soldiers total +ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10 + +; maximum number of officers the enemy team may ever have +ENEMY_OFFICERS_MAX = 4 + +; The boni listed here are for lieutnant, they are doubled for captains. +; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50. +ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10 + +; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. +ENEMY_OFFICERS_MORALE_MODIFIER = 0.1 + +; bonus to surrender strength (used when the player asks the enemy to surrender). +; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. +ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1 + +;****************************************************************************************************************************** +; GENERALS +;****************************************************************************************************************************** + +; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old +; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are - +; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector +; and try to assassinate the generals. +; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small +; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player +; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky. +; Generals are important targets, as long as they are alive, the enemy will get significant boni to +; - its decision speed +; - its travelling speed +ENEMY_GENERALS = FALSE + +; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely. +; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move +; 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. +; Default 4, values between 0 and 10. +ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 + +; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions, +; making the game more difficult. +; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%. +; Default 0.05, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05 + +; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this +; speeds up enemy AI travel times per general alive GLOBALLY. +; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%. +; Default 0.03, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Individual Militia Settings] + +;------------------------------------------------------------------------------------------------------------------------------ +; Settings for individual militia +; +; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their +; - name +; - visuals +; - record of all battles they participated +; - kills and assists +; - health ratio +; - and a few other things +; +; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent +; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles). +; +; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml) +;------------------------------------------------------------------------------------------------------------------------------ + +; if TRUE this feature is on +INDIVIDUAL_MILITIA = FALSE + +; For each kill, a militia gets 2 promotion points. +; For each assist, a militia gets 1 promotion point. +; Here we define how many promotion points a militia needs to be promoted. +; Values from 1 to 100. +INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4 +INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 6 + +; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the +; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded. +; Militia can be healed via 'Doctor Militia' assignment if this is active. +; NOTE: THIS WILL MAKE THE GAME HARDER!!! +INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE + +; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0. +INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0 + +; Militia can be healed via 'Doctor Militia' assignment. This modifies how effective healing is. If set to 0.01, healing one percent of militia health +; costs as much as healing one merc HP. +; Values from 0.01 to 1.0 +INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + [Tactical Cover System Settings] ;****************************************************************************************************************************** @@ -2010,6 +2437,23 @@ COVER_SYSTEM_TREE_EFFECTIVENESS = 15 ; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. COVER_SYSTEM_UPDATE_DELAY = 500 +; Use xml-defined properties for various properties of tiles in your surroundings. These can modify camo, stealth, and sound +; effectiveness and the trap level of bombs you plant. +; With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML. +; Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\. +COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = FALSE + +; Static shadows decrease brightness +COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE + +; Camo affinities will be used as caps not multipliers (suggested by mmm). +; It will be possible to achieve perfect camo on mixed terrain using mixed camo types. +; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE. +COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE + +; Cover tooltip ("f") will display detailed properties and their values. +; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE. +COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2061,11 +2505,13 @@ COVER_SYSTEM_UPDATE_DELAY = 500 SUPPRESSION_EFFECTIVENESS = 0 ;------------------------------------------------------------------------------------------------------------------------------ -; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, +; These modifiers control suppression effectiveness against different teams. They work together with SUPPRESSION_EFFECTIVENESS, ; not instead ; ; 0 = JA2 Default: Suppression is DISABLED. ; 100 = Suppression is fully activated. +; +; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard. ; ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;------------------------------------------------------------------------------------------------------------------------------ @@ -2114,14 +2560,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 0 ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0 +; Minimum range to target for full CTH penalty +MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300 + ; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 -CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 - -; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. -MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Shock Effects @@ -2191,35 +2637,27 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Rain settings ; -; (For slow CPUs, you may want to disable rain entirely. +; (For slow CPUs, you may want to disable this) ;------------------------------------------------------------------------------------------------------------------------------ -; Enable/Disable rain appearing in the game. +; Enable/Disable weather appearing in the game. ALLOW_RAIN = FALSE -; Chance of rain to be triggered once per day. +; Possible number of weather events happening per day +RAIN_EVENTS_PER_DAY = 5 + +; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY. RAIN_CHANCE_PER_DAY = 0 -; Minimum/Maximum length of rain. +; Minimum/Maximum length of waether. RAIN_MIN_LENGTH_IN_MINUTES = 60 RAIN_MAX_LENGTH_IN_MINUTES = 300 +; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type ; For slow CPUs decrease the MAX_RAIN_DROPS. +; This is the base setting for each weather MAX_RAIN_DROPS = 80 -; Controls how rain affects visual distance -; Range: 0-100% -; 0% = Rain doesn't decrease sightrange. -; 100% = Can't see anything in the rain. -VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 - -; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. -WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 - -; Reduction of the speed of regaining your breath (stamina) when it is raining. -BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1 - - ;------------------------------------------------------------------------------------------------------------------------------ ; Lightning settings ; @@ -2243,6 +2681,94 @@ DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 ; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 +;------------------------------------------------------------------------------------------------------------------------------ +; Sandstorm settings +; +; (For slow CPUs, you may want to disable this) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable this weather appearing in the game. +ALLOW_SANDSTORM = FALSE + +; Possible number of weather events happening per day +SANDSTORM_EVENTS_PER_DAY = 3 + +; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY. +SANDSTORM_CHANCE_PER_DAY = 70 + +; Minimum/Maximum length of weather. +SANDSTORM_MIN_LENGTH_IN_MINUTES = 120 +SANDSTORM_MAX_LENGTH_IN_MINUTES = 240 + +;------------------------------------------------------------------------------------------------------------------------------ +; Snow settings +; +; (For slow CPUs, you may want to disable this) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable this weather appearing in the game. +ALLOW_SNOW = FALSE + +; Possible number of weather events happening per day +SNOW_EVENTS_PER_DAY = 1 + +; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY. +SNOW_CHANCE_PER_DAY = 70 + +; Minimum/Maximum length of weather. +SNOW_MIN_LENGTH_IN_MINUTES = 120 +SNOW_MAX_LENGTH_IN_MINUTES = 360 + +;------------------------------------------------------------------------------------------------------------------------------ +; Various environment modifiers during weather +;------------------------------------------------------------------------------------------------------------------------------ + +; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10. +WEAPON_RELIABILITY_REDUCTION_RAIN = 0 +WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1 +WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4 +WEAPON_RELIABILITY_REDUCTION_SNOW = 2 + +; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0. +BREATH_GAIN_REDUCTION_RAIN = 0.05 +BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4 +BREATH_GAIN_REDUCTION_SANDSTORM = 0.7 +BREATH_GAIN_REDUCTION_SNOW = 0.2 + +; Sightrange reduction, range 0.0-1.0 +; 0.0 = Weather doesn't decrease sightrange. +; 1.0 = Can't see anything at all. +VISUAL_DISTANCE_DECREASE_RAIN = 0.05 +VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15 +VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4 +VISUAL_DISTANCE_DECREASE_SNOW = 0.3 + +; Hearing reduction, range 0.0-1.0 +; 0.0 = No reduction +; 1.0 = Can't hear anything at all. +HEARING_REDUCTION_RAIN = 0.3 +HEARING_REDUCTION_THUNDERSTORM = 0.8 +HEARING_REDUCTION_SANDSTORM = 0.6 +HEARING_REDUCTION_SNOW = 0.1 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Environment Hazard Settings] + +;****************************************************************************************************************************** +; In this section you can enable various hazards to soldiers. These depend on the sector they are in. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Snake settings +; +; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water. +; The chance of snakes being active can be set via in SectorNames.xml. This chance is evaluated anew each turn. +; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_SNAKES = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2257,9 +2783,6 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 ; Weapons cool down over time. OVERHEATING = FALSE -; Should a 'thermometer' for guns and replacable barrels be displayed? -OVERHEATING_DISPLAY_THERMOMETER = FALSE - ; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE @@ -2331,46 +2854,22 @@ ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Tactical Poison Settings] +[Corpse Settings] ;****************************************************************************************************************************** -; In this section you can specify the new poison system +; In this section you can specify settings for corpses ;****************************************************************************************************************************** -; The poison system is a new feature that gives a bit of variation to the life and damage system. -; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives -; poison damage, he not only looses life, he also gains a poison point. -; The basic consequences are: -; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional -; poison points -; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he -; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. -; The lost point will be bandaged, so you do not have to immediately bandage it. -; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. -; We require immediate medical assistance, or we will die! -; Yes, it is possible to die this way. -; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new -; action automatically performed by your doctors and the hospital, if the merc is their patient. -; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). -; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. +; How many minutes it takes until a corpse begins to rot. Default 1440 (1 day), valid values from 720 (1/2 day) to 10080 (7 days) +CORPSE_DELAY_UNTIL_ROTTING = 1440 -; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 -POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 - -; A multiplicator that determines how many heal points are needed to cure one point of poison -POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 - -; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 -ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 - -; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). -; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier -; valid values from 1.0 to 10.0, 4.0 is recommended -POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 +; How many minutes it takes until a corpse vanishes. Default 4320 (3 days), valid values from 1440 (1 day) to 20160 (14 days) +CORPSE_DELAY_UNTIL_DONE_ROTTING = 4320 ;****************************************************************************************************************************** ;****************************************************************************************************************************** + [Tactical Food Settings] ;****************************************************************************************************************************** @@ -2388,6 +2887,9 @@ POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 ; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! ; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) +; set this to TRUE to play with food. +FOOD = FALSE + ; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 @@ -2405,15 +2907,104 @@ FOOD_DECAY_IN_SECTORS = TRUE ; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 FOOD_DECAY_MODIFICATOR = 1.0 -; maximum amount of food poisoning one can get from eating a single piece of food -FOOD_MAX_POISONING = 5 - ; do mercs make sounds when eating/drinking? FOOD_EATING_SOUNDS = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Disease Settings] + +; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. For example, you can get them from +; -insects in swamp & tropical sectors +; -contact with other people, animals and the dead +; -open wounds +; -spoiled food (requires food system to be on) +; +; A Disease will give you certain mali. This can even be a health loss. If untreated, most diseases get worse, in extreme cases, you could die from it. +; Doctors can cure most diseases. Some medicine items also help, and you can protect yourself with other items. + +; set this to TRUE to play with diseases. +DISEASE = FALSE + +; if DISEASE and DISEASE_STRATEGIC are set to TRUE, corpses pose a health risk. +; Once a corpse vanishes, it creates disease points in that sector. The more disease points, the higher the chance mercs catch any corpse-related illness. +; This can negatively affect the breath and health points of any NPC (enemy, militia or civilian) in that sector. +; If INDIVIDUAL_MILITIA and INDIVIDUAL_MILITIA_MANAGE_HEALTH are true, this negatively affects a militia's hourly regeneration. +; You can remove corpses via the Disease->Burial assignment to stop this from happening. +; You can remove disease points via the Disease->Treatment assignement, this works similar to the doctor assignment. +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 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 + +; if a merc with disease #0 consumes food, the food becomes contaminated - anybody eating from it will get the disease +; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease +DISEASE_CONTAMINATES_ITEMS = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +[Dynamic Opinion Settings] + +;****************************************************************************************************************************** +; 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 = FALSE + +; 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 +; negative opinion of merc B +WAGE_ACCEPTANCE_FACTOR = 1.5 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Dynamic Dialogue Settings] + +;****************************************************************************************************************************** +; In this section you can specify whether mercs talk to each other. +;****************************************************************************************************************************** + +; 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 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 +DYNAMIC_DIALOGUE_TIME_OFFSET = 3000 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[PMC Settings] + +;****************************************************************************************************************************** +; 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. +PMC = FALSE + +; 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 +PMC_MAX_REGULARS = 35 +PMC_MAX_VETERANS = 20 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + [Tactical Fortification Settings] ;****************************************************************************************************************************** @@ -2423,6 +3014,13 @@ FOOD_EATING_SOUNDS = TRUE ; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE +; can roofs collapse when they or their supporting walls are hit? +ROOF_COLLAPSE = FALSE + +; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it +; This is quite useful when adding fortification or interactive action data +PRINTOUTTILESET = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2515,6 +3113,22 @@ INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0 ; If disabled, the transition from the strategy screen will be skipped before entering tactical screen DISABLE_STRATEGIC_TRANSITION = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Determine how to notify Player in Extreme Iron Man game, that it's a time to save. +; +; 0 = Open save screen. +; 1 = Pause the game. +; 2 = Do nothing (in auto-saves we trust). +;------------------------------------------------------------------------------------------------------------------------------ + +EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine the hour in Extreme Iron Man when progress can be saved (0-23) +;------------------------------------------------------------------------------------------------------------------------------ + +EXTREME_IRON_MAN_SAVING_HOUR = 0 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2568,17 +3182,6 @@ GAME_PROGRESS_MINIMUM = 0 ; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. GAME_PROGRESS_MODIFIER = 0 -;------------------------------------------------------------------------------------------------------------------------------ -; Number of kills required to get a single progress point, based on game difficulty. -; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) -;------------------------------------------------------------------------------------------------------------------------------ - -NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 -NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 -NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 -NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 - - ;------------------------------------------------------------------------------------------------------------------------------ ; The minimum progress level required to trigger some events. ; Range: 0-100% @@ -2615,7 +3218,7 @@ GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE -; This enables massive counterattacks in all cities, just like in Drassen. +; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen. ; NOTE: These attacks will be huge. You have been warned. ; 0: no attacks ; 1: counterattacks on all cities possible @@ -2642,7 +3245,6 @@ CREPITUS_ATTACK_ALL_TOWNS = FALSE ; 5 = Chitzena ; 6 = Grumm ;------------------------------------------------------------------------------------------------------------------------------ - WHICH_MINE_SHUTS_DOWN = -1 @@ -2658,7 +3260,7 @@ WHICH_MINE_SHUTS_DOWN = -1 ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ -; Reinforcements +; Reinforcement Settings ; ; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive ; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. @@ -2666,11 +3268,10 @@ WHICH_MINE_SHUTS_DOWN = -1 ; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is ; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others ; die or run away. +; +; Reinforcements are enabled in TableData\DifficultySettings.xml. ;------------------------------------------------------------------------------------------------------------------------------ -; Allows enemy/militia reinforcements from adjacent sectors. -ALLOW_REINFORCEMENTS = FALSE - ; Allows reinforcements only between city sectors. Only affects militia, not enemies. ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE @@ -2699,6 +3300,20 @@ RND_ENTER_MILITIA_REINFORCEMENTS = 6 ; Don't allow permanent items removal for no merc in that sector NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE +; Depending on game difficulty enemy groups created during offensives can include tanks. +ARMY_USES_TANKS_IN_ATTACKS = FALSE +; Depending on game difficulty enemy patrols at game start can be randomly reinforced with. +ARMY_USES_TANKS_IN_PATROLS = FALSE +; Minimum progress required for tanks to appear. +TANK_MINIMUM_PROGRESS = 60 + +; Depending on game difficulty enemy groups created during offensives can include jeeps. +ARMY_USES_JEEPS_IN_ATTACKS = FALSE +; Depending on game difficulty enemy patrols at game start can be randomly reinforced with. +ARMY_USES_JEEPS_IN_PATROLS = FALSE +; Minimum progress required for jeep to appear. +JEEP_MINIMUM_PROGRESS = 30 + ;------------------------------------------------------------------------------------------------------------------------------ ; Vehicle Inventory ;------------------------------------------------------------------------------------------------------------------------------ @@ -2737,6 +3352,14 @@ FACILITY_EVENT_RARITY = 1000 ; noticeable. Increase this for the opposite. Default = 50. FACILITY_DANGER_RATE = 50 +;------------------------------------------------------------------------------------------------------------------------------ +; Facilities can produce items. +; This requires defining production lines for each item in FacilityTypes.xml and some set up in SetFactoryLeftoverProgress(...) +; and GetFactoryLeftoverProgress(...) in scripts/strategicmap.lua. +;------------------------------------------------------------------------------------------------------------------------------ + +FACTORIES = FALSE + ;****************************************************************************************************************************** ; Activates the new additional repair mode. ; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing @@ -2756,23 +3379,12 @@ ADDITIONAL_REPAIR_MODE = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. +; This can also be done by mercs with the 'technician' trait, see Skills_Settings.ini ADVANCED_REPAIR = FALSE ; the only items we can repair are guns and armour ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE -; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can -MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE - -; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming -DIRT_SYSTEM = FALSE - -; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) -FULL_REPAIR_CLEANS_GUN = FALSE - -; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number -SECTOR_DIRT_DIVIDER = 1000 - ; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 DIRT_GLOBAL_MODIFIER = 1.25 @@ -2820,7 +3432,7 @@ ALLOW_TAKE_PRISONERS = FALSE ; can you offer enemies a surrender option? ENEMY_CAN_SURRENDER = FALSE -; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds. +; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds. DISPLAY_SURRENDER_VALUES = FALSE ; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 @@ -2836,26 +3448,21 @@ PRISONER_RETURN_TO_ARMY_CHANCE = 50 ; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) PRISONER_DEFECT_CHANCE = 25 -; chance that interrogated soldiers can give info on enemy positions -PRISONER_INFO_BASECHANCE = 25 - -; chance that interrogated soldiers can give info on enemy numbers -PRISONER_INFO_NUMBER_CHANCE = 30 - -; chance that interrogated soldiers can give info on enemy movement directions -PRISONER_INFO_DIRECTION_CHANCE = 40 +; chance that interrogated soldiers give us intel (see Intel Settings) +PRISONER_INTEL_CHANCE = 25 ; chance that interrogated soldiers get you ransom money PRISONER_RANSOM_CHANCE = 25 ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners -; Interrogation first removes admin prisoners, then regulars and then elites -; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia -; special prisoners do not exist... yet. -PRISONER_INTERROGATION_POINTS_ADMIN = 80 -PRISONER_INTERROGATION_POINTS_REGULAR = 100 -PRISONER_INTERROGATION_POINTS_ELITE = 140 -PRISONER_INTERROGATION_POINTS_SPECIAL = 250 +; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types +PRISONER_INTERROGATION_POINTS_ADMIN = 30 +PRISONER_INTERROGATION_POINTS_REGULAR = 50 +PRISONER_INTERROGATION_POINTS_ELITE = 80 +PRISONER_INTERROGATION_POINTS_OFFICER = 150 +PRISONER_INTERROGATION_POINTS_GENERAL = 250 +PRISONER_INTERROGATION_POINTS_CIVILIAN = 25 + ;------------------------------------------------------------------------------------------------------------------------------ ; Helicopter Repair ;------------------------------------------------------------------------------------------------------------------------------ @@ -2932,7 +3539,7 @@ MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 ; If set to TRUE, you can browse to the briefing room website on the laptop BRIEFING_ROOM = FALSE -; If set to TRUE, you can browse to the encyclopedia website on the laptop +; If set to TRUE, you can browse to the encyclopedia website on the laptop (Note: Feature is currently deactivated and does not do anything) ENCYCLOPEDIA = FALSE ; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), @@ -2954,6 +3561,9 @@ CAMPAIGN_HISTORY = FALSE ; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! CAMPAIGN_HISTORY_MAX_REPORTS = -1 +; Show details in background tooltip +BACKGROUND_TOOLTIP_DETAILS = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3020,6 +3630,7 @@ ENABLE_ARMOR_COVERAGE = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. ; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. +; This setting also applies to consumable items (food, drugs, canteens, camo kits). ;------------------------------------------------------------------------------------------------------------------------------ DYNAMIC_AMMO_WEIGHT = FALSE @@ -3096,128 +3707,6 @@ SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE NEW_AGGRESSIVE_AI = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; Enemy army composition -; -; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. -;------------------------------------------------------------------------------------------------------------------------------ - -; Percentage of troops that are actually placed on the map at the start of the game. -; 100 = All "default" troops are placed. -; 200 = Twice as many troops are placed. -INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 -INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 -INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 -INITIAL_GARRISON_PERCENTAGES_INSANE = 200 - -; Minimum enemy group size. Enemy groups will never be smaller than this! -MIN_ENEMY_GROUP_SIZE_NOVICE = 3 -MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 -MIN_ENEMY_GROUP_SIZE_EXPERT = 6 -MIN_ENEMY_GROUP_SIZE_INSANE = 12 - -; Percent of troops converted to extra elites in enemy groups -PERCENT_EXTRA_ELITES_EXPERIENCED = 0 -PERCENT_EXTRA_ELITES_EXPERT = 25 -PERCENT_EXTRA_ELITES_INSANE = 50 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Pool -; -; These settings control how many troops the queen has for using against you, how many new troops she gets every day, -; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. -UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE -UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE -UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE - -; Amount of troops avaliable to the queen at game start -QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 -QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 -QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 - -; Amount of troops that will be added to queens army when the troops pool is empty -QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 - -;------------------------------------------------------------------------------------------------------------------------------ -; Alert Levels -; -; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes -; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better -; chance of spotting your mercs in the wilderness and chasing them around. -; -; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in -; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. -; -; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. -;------------------------------------------------------------------------------------------------------------------------------ - -; Sets the starting alert chances. -ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 -ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 -ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 -ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 - -; When an enemy spots and chases a player group, the alertness value decrements by this value. -; Ranges from 1-100 (but recommend 20-60). -ENEMY_ALERT_DECAY_NOVICE = 75 -ENEMY_ALERT_DECAY_EXPERIENCED = 50 -ENEMY_ALERT_DECAY_EXPERT = 25 -ENEMY_ALERT_DECAY_INSANE = 10 - -; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's -; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable -; is what is used to determine the free checks. -NUM_AWARE_BATTLES_NOVICE = 1 -NUM_AWARE_BATTLES_EXPERIENCED = 2 -NUM_AWARE_BATTLES_EXPERT = 3 -NUM_AWARE_BATTLES_INSANE = 4 - -;------------------------------------------------------------------------------------------------------------------------------ -; Queen's Army AI / Behavior -; -; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive -; she is about it. -;------------------------------------------------------------------------------------------------------------------------------ - -; The base interval between the queen's decisions. She can only make one decision at a time. -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 -BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 - -; A random variation to the interval between queen's decisions. -EVALUATION_DELAY_VARIANCE_NOVICE = 240 -EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 -EVALUATION_DELAY_VARIANCE_EXPERT = 120 -EVALUATION_DELAY_VARIANCE_INSANE = 60 - -; This is a delay between the player taking a sector, and the queen being able to decide to attack it. -; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 -GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 - -; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. -; A longer grace period causes defeated enemy patrols to reappear less often. -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 -GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 - -; Determines whether the queen always prefers attacking your sectors to defending her own. -; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable -; unlimited reinforcements -AGGRESSIVE_QUEEN_AI_NOVICE = FALSE -AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE -AGGRESSIVE_QUEEN_AI_EXPERT = FALSE -AGGRESSIVE_QUEEN_AI_INSANE = TRUE - ;------------------------------------------------------------------------------------------------------------------------------ ; Individual Enemy Group Behavior ; @@ -3235,6 +3724,224 @@ ENEMY_INVESTIGATE_SECTOR = FALSE REASSIGN_PENDING_REINFORCEMENTS = FALSE +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Additional Enemy AI Settings] + +;****************************************************************************************************************************** +; These settings change the behavior of the queen's additional AI on the Strategy Map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Arulco Special Division +; +; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'. +; This should control if, how and when these new features are used by the AI. +; +; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions. +; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm. +; For example, part of the AI budget might come from mine income, which the player can take away. +; +; If possible, the AI should have to buy and maintain its assets. +; This way the player could harm the AI by specifically targetting those assets if he chooses so. +; Ideally this gives the player another immersive way to do sth. in the game. +; For example, enemy helicopters have to be bought, fuelled and repaired. +; In order to stop enemy heli raids, the player could +; - shoot them down +; - steal enemy fuel deliveries +; - sabotage enemy helis in their airfield +; +; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets. +; These assets then have to be ordered and can only be used once arrived. +; The AI also decides how to use these assets. +; +; This feature is not recommended for new players. +; +; For specific sector settings, see Mod_Settings.ini. +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE: Arulco Special Division is active +ASD_ACTIVE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them. +; These are the base costs in $ for AI resources. +; It is planned that at some point, the player and the AI will be able to influence these. +;------------------------------------------------------------------------------------------------------------------------------ +; one unit of fuel, valid from 1 to 100 +ASD_COST_FUEL = 10 + +; a helicopter, valid from 1 to 1000000 +ASD_COST_HELI = 30000 + +; a jeep (armed with a MG), valid from 1 to 1000000 +ASD_COST_JEEP = 20000 + +; a tank, valid from 1 to 1000000 +ASD_COST_TANK = 50000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Once bought, it takes time for resources to get to the country. +; These are the base times in minutes for the goods to arrive. +; It is planned that at some point, the player and the AI will be able to influence these. +;------------------------------------------------------------------------------------------------------------------------------ +; one unit of fuel, valid from 1 to 60 * 48 +ASD_TIME_FUEL = 480 + +; a helicopter, valid from 1 to 60 * 48 +ASD_TIME_HELI = 1200 + +; a jeep (armed with a MG), , valid from 1 to 60 * 48 +ASD_TIME_JEEP = 720 + +; a tank, , valid from 1 to 60 * 48 +ASD_TIME_TANK = 1440 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps +;------------------------------------------------------------------------------------------------------------------------------ +ASD_ASSIGNS_TANKS = TRUE +ASD_ASSIGNS_JEEPS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them +;------------------------------------------------------------------------------------------------------------------------------ +ASD_FUEL_REQUIRED_TANK = 100 +ASD_FUEL_REQUIRED_JEEP = 20 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Enemy Helicopter Settings] + +;****************************************************************************************************************************** +; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress, +; it can purchase some for itself. +; Just like the player, it can then fly a small squad around on the map and deploy them. +; Helicopters have to be fuelled and repaired, which consumes AI resources. +; +; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be +; done manually and happens automatically once a heli is known and in range. +; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player +; (downed pilots are counted as officers with regards to Prisoner Interrogation). +; +; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they +; are parking in their home base. +; +; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if +; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure. +; +; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes. +; +; For specific sector settings, see Mod_Settings.ini. +;------------------------------------------------------------------------------------------------------------------------------ +; TRUE: Arulco Special Division can use helicopters +ENEMYHELI_ACTIVE = FALSE + +; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value. +ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30 + +; heli hitpoints, valid from 1 to 255 +ENEMYHELI_HP = 100 + +; time to repair 1 HP at the home base in minutes, valid from 1 to 20 +ENEMYHELI_HP_REPAIRTIME = 6 + +; cost to repair 1 HP at the home base in $, valid from 10 to 1000 +ENEMYHELI_HP_COST = 200 + +; heli maximum fuel, valid from 25 to 200 +ENEMYHELI_FUEL = 50 + +; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999 +ENEMYHELI_FUEL_REFUELTIME = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Settings related to SAMs +; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead. +; +; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down. +; There are two kinds of anti-air-defense: +; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml). +; They require control of the sector. They can be rendered inactive by damaging their control computer. +; Damaged SAM sites can be repaired by the player in the strategic map. +; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present. +; CTH depends on quality of the staff and range to the target. +; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs. +; They can only be used on targets in the same or adjacent sectors. +; CTH depends on weapon status, range and the user's cth with launchers. +; The launchers have to be armed in the inventory, it is not required to have them in the hands. +; +; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than +; SAM damage. +;------------------------------------------------------------------------------------------------------------------------------ +; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors +; with an active, hostile SAM. Increasing this number will make helicopters more reckless. +; Valid from 0 to 10. +ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4 + +; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_SAM_DAMAGE_BASE = 25 + +; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_SAM_DAMAGE_VAR = 30 + +; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_MANPADS_DAMAGE_BASE = 40 + +; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100. +ENEMYHELI_MANPADS_DAMAGE_VAR = 80 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Raid Settings] + +;****************************************************************************************************************************** +; These settings control whether randomized raids occur in player-controlled sectors +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If the player doesn't defend his city sectors/SAM sites enough, opportunistic forces can attack them at night. +; These attacks occur if these sectors have only very few mercenaries or militia present. +; Raids can be done by +; - bloodcats +; - zombies (requires zombie feature to be active) +; - bandits +; These forces will attack anyone in a sector and can also fight in autoresolve. If your forces are defeated, this will result +; in a severe morale loss. +; +; Whether a raid can happen in a sector at all is set in TableData\Maps\SectorNames.xml with the +; //-tags. +; +; NOTE: THIS WILL MAKE THE GAME HARDER!!! +;------------------------------------------------------------------------------------------------------------------------------ +; set to TRUE to enable raids +RAID_BLOODCATS = FALSE +RAID_ZOMBIES = FALSE +RAID_BANDITS = FALSE + +; base value determining how fast the forces are replenished daily. Higher means more forces. +; Values from 1 to 100, default 3. +RAID_REPLENISH_BASEVALUE = 3 + +; how many troops are allowed in a raid at maximum? +; If the size of a bloodcat or bandit raid is lower than the defensive force' size, they will not attack. +; Zombies have no such inclination and will attack regardless. +RAID_MAXSIZE_BLOODCATS = 8 +RAID_MAXSIZE_ZOMBIES = 12 +RAID_MAXSIZE_BANDITS = 6 + +; How many attacks can happen potentially in a single night? Note that if player forces are strong enough, no attack will occur. +RAID_MAXATTACKSPERNIGHT_BLOODCATS = 3 +RAID_MAXATTACKSPERNIGHT_ZOMBIES = 3 +RAID_MAXATTACKSPERNIGHT_BANDITS = 3 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3258,6 +3965,9 @@ MIN_LOYALTY_TO_TRAIN_MILITIA = 20 ; This controls how fast town militia gets trained. MILITIA_TRAINING_RATE = 4 +; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished. +MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, ; and are almost as well-trained as enemy Blackshirts. @@ -3297,191 +4007,42 @@ TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Mobile Militia Training Settings] +[Militia Volunteer Pool Settings] -;****************************************************************************************************************************** -; These settings control the training of Mobile Militia. -;****************************************************************************************************************************** +; If MILITIA_VOLUNTEER_POOL is TRUE, we have a limited volunteer pool. If we train militia, the pool is lowered, if we run out +; of volunteers we cannot train militia any more. +; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next +; to a town's name in the strategic map). population times loyalty equals loyal population. +; We can also gain volunteers by interrogating prisoners or as a result of quests. -; Allows training militia that move around on the Strategy Map. -; If FALSE, all other settings in this category are disabled automatically. -ALLOW_MOBILE_MILITIA = FALSE +; toggles this feature on and off +MILITIA_VOLUNTEER_POOL = FALSE -; Delay ability to train Mobile Militia till this day -MOBILE_MILITIA_TRAINING_DELAY = 1 +; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly. +MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2 -; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). -NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4 +; Global loyal population size is increased by this factor for every farm sector we control. +; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously. +MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05 -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine if training of additional mobile militia is allowed when a certain number is allready active. -; You can still train mobiles if you are just below maximum. -; Base modes available: -; 0 = No maximum. -; 2 = Maximum calculated by town sectors you have currently under control. -; 4 = Maximum calculated by town sectors you have liberated at least one time. -; 8 = Maximum calculated by towns under player control. -; 16 = Maximum calculated by current progress. -; 32 = Maximum calculated by best progress. -; 64 = Maximum calculated by number of rebels in your team. -; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72). -; -; Advanced modes: -; 0 = If more then one base mode is chosen the lowest one is used. -; 128 = If more then one base mode is chosen the highest one is used. -; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and -; rebel limit dictates 60 are allowed the final maximum becomes 30. -; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200) -; -; Deserting modes: -; 0 = no deserters -; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached. -; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use. -; The number of deserters is randomly chosen but depends on the ratio active/maximum. -; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1). -; -; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0) -; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5) -;------------------------------------------------------------------------------------------------------------------------------ -MOBILE_MILITIA_MAX_ACTIVE_MODE = 0 -MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5 - -;------------------------------------------------------------------------------------------------------------------------------ -; Training method options. -; -; There are two methods: -; One is Manual Training - you pay money to train Mobile Militia whenever you desire. -; The second method is to have them created automatically (for free!) every N hours. -;------------------------------------------------------------------------------------------------------------------------------ - -; Determines which method of training is used. -; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all -; "Leadership and Mobile Militia Training settings", below. -MUST_TRAIN_MOBILE_MILITIA = TRUE - -; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile -; Militia group. -; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. -CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 - -;------------------------------------------------------------------------------------------------------------------------------ -; Leadership and Mobile Militia training -;------------------------------------------------------------------------------------------------------------------------------ - -; Minimum required leadership skill to train Mobile Militia -MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 - -; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the -; value dictated by DIV_OF_ORIGINAL_MILITIA. -; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE - -; Required leadership score to train the maximum number of Mobile Militia allowed. -; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) -REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90 - -; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). -LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE - -; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups -; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. -PERCENT_MOBILE_MILITIA_ELITES = 20 -PERCENT_MOBILE_MILITIA_REGULARS = 30 +; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY) +MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002 ;****************************************************************************************************************************** ;****************************************************************************************************************************** -[Mobile Militia Movement Settings] - -;****************************************************************************************************************************** -; These settings control how Mobile Militia move around the strategy map. -;****************************************************************************************************************************** +[Militia Strategic Movement Settings] ;------------------------------------------------------------------------------------------------------------------------------ -; If set to FALSE, Mobile Militia can move anywhere they want. -; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) +; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia just like for merc groups or the heli. +; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it. ;------------------------------------------------------------------------------------------------------------------------------ -RESTRICT_ROAMING = FALSE +ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE -;------------------------------------------------------------------------------------------------------------------------------ -; EXPLORATION-based restrictions -; -; Allow Mobile Militia to move through any EXPLORED sectors. -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; CONQUEST-based restrictions -; -; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. -; This utilizes the rules laid down in the file "DynamicRestrictions.XML". -; RESTRICT_ROAMING must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a -; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they -; have already been liberated once in the past. -; -; In the JA2 campaign, this allows travel through: -; San Mona, Tixa, Orta, Estoni, and Omerta. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. -; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. -; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. -; -; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE -ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE - -;------------------------------------------------------------------------------------------------------------------------------ -; This setting controls wether militia will follow the player on map in non combat situation. -; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there -; (default behaviour). This overwrites any manual restrictions. -; Set to FALSE if they dont worry about the player. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_FOLLOW_PLAYER = TRUE - -;------------------------------------------------------------------------------------------------------------------------------ -; These settings control the splitting of mobile militia groups. -; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and -; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia. -; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR. -; Remainder will eventually move along. -; If they decide to spread, the groups will end up equal in size. -; -; There are various chances to spread when there are NO threats: -; - 30% chance if origin sector is full and destination is empty, groups will become equal in size. -; - 50% chance if origin and destination have militia, groups become equal in size. -; - 0% chance if origin sector is not full and target is empty -; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above. -; For threatened sectors the chances are: -; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted. -; - 0% chance to spread if origin sector is not threatened but target is. -; - variable chance to spread if both target and source sectors are threatened based on enemy numbers: -; (NumEnemiesNearOrigin * 100) / TotalNumEnemies -; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal. -; And you can overwrite the chances with the settings below: -; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc. -; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE. -;------------------------------------------------------------------------------------------------------------------------------ - -ALLOW_MILITIA_SPREAD = FALSE -ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE +; if TRUE, this feature requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator +; in an adjacent sector. +MILITIA_STRATEGIC_COMMAND_REQUIRES_MERC = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3568,6 +4129,9 @@ MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE ; If this is set to TRUE, make sure to occasionally restock ammo for your militia. MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE +; determines whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced +MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = TRUE + ; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE @@ -3589,6 +4153,102 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** +[Militia Resource Settings] + +;****************************************************************************************************************************** +; These settings control whether we require resources to train and upgrade militia +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If this feature is used, the player can convert items to get 3 resources: +; Guns: obtained from weapons, ammo +; Armour: obtained from helmets, vests, pants, LBE and face items +; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs +; +; Whenever we train or promote militia, we spend these resources: +; - A green militia requires 1 Gun. +; - A promotion from green to regular militia requires 1 Gun + 1 Armour. +; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc.. +; +; If we don't have enough resources, the training/promotion won't happen. +; +; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC. +; +; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how +; SELL_ITEMS_WITH_ALT_LMB works. +; Resources will be shown in the strategic map while the Militia view is active. +; +; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress. +; +; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE. +;------------------------------------------------------------------------------------------------------------------------------ +MILITIA_REQUIRE_RESOURCES = FALSE + +; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far. +; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far +; values between 1.0 and 100.0, 10.0 recommended default +MILITIA_RESOURCES_PROGRESSFACTOR = 10.0 + +; class specific modifiers, values between 0.0 and 1.0 + +; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber +MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01 + +; the gun modifier covers all guns and launchers +MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9 +MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3 +MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2 +MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25 +MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17 +MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05 +MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03 + +; Different attachments have multiple modifiers. They also attribute to different resources +MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05 +MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1 +MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2 + +; guns are further modified by a weapon class specific modifier +MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6 +MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7 +MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8 +MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9 +MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0 +MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0 +MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0 +MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Intel Settings] + +;------------------------------------------------------------------------------------------------------------------------------ +; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering. +; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay. +; +; Intel can be gained in several ways: +; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources. +; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!) +; - interrogating prisoners can give us intel, the amount depends on prisoner type +; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs +; attempting to do so have the covert trait. +; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them +; on the R.I.S. website. After a few hours of verification, you will receive a intel reward. +; - Recruiting some NPCs gives you tiny bits of intel. +; +; You can spend intel in several ways: +; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the +; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here. +; - Rumours say that a special trader deals high-tech weaponry exclusively for intel. +; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini. +;------------------------------------------------------------------------------------------------------------------------------ + +RESOURCE_INTEL = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + [Shopkeeper Inventory Settings] ;****************************************************************************************************************************** @@ -3626,6 +4286,9 @@ FAST_BOBBY_RAY_SHIPMENTS = FALSE ; Theoretically, everything will go faster if this is lower... MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 +; if we order a merc to sleep in strategic view, notify us if this isn't possible +NOTIFY_IF_SLEEP_FAILS = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Skill Training ; @@ -3653,6 +4316,10 @@ TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 ; The minimum skill rating a character must have before he can train fellow teammates in that skill. MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 +; The -tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is +; disabled and increasing stats works normally. +DISABLE_EVOLUTION = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. ; @@ -3710,6 +4377,9 @@ MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 ; Number of "doctor" points used up to heal each point below OKLIFE POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 +; If retreating mercs are bleeding, their squad can bandage them while on the move +ALLOW_BANDAGING_DURING_TRAVEL = FALSE + ;------------------------------------------------------------------------------------------------------------------------------ ; Repairing ;------------------------------------------------------------------------------------------------------------------------------ @@ -3717,9 +4387,12 @@ POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 ; Cost to unjam a weapon in repair pts REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 -; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa REPAIR_RATE_DIVISOR = 2500 +; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa +CLEANING_RATE_DIVISOR = 500 + ; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points ; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows ; down repair. A lower value speeds it up. @@ -3781,22 +4454,12 @@ CLOCK_SPEED_PERCENT = 150 UPDATE_FREQUENCY = 16000 ;------------------------------------------------------------------------------------------------------------------------------ -; Improved auto fast forwarding. -; AUTO_FAST_FORWARD_ENEMIES: -; 0 - default behaviour -; 1 - auto fast forward only enemies that are not seen by player's team -; 2 - auto fast forward only invisible enemies -; 3 - auto fast forward all enemies -; AUTO_FAST_FORWARD_MILITIA: -; 0 - default behaviour -; 1 - auto fast forward only militia that does not see enemies -; 2 - auto fast forward militia always -; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed +; Improved auto fast forwarding. Do not accelerate visible soldiers +; Note: Even for invisible soldiers, only movement is accelerated +; most of specific actions like shooting and tossing grenades are performed at normal speed ;------------------------------------------------------------------------------------------------------------------------------ -AUTO_FAST_FORWARD_ENEMIES = 0 - -AUTO_FAST_FORWARD_MILITIA = 0 +IMPROVED_AUTO_FAST_FORWARD = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. @@ -3835,3 +4498,29 @@ DAYTIME_PRECISION = 4 NIGHTTIME_PRECISION = 5 ;Number of remaining Soldiers before their location gets marked MAX_SOLDIERS_LEFT = 1 + +[Tactical AI Settings] +; Allow enemy soldiers to retreat from battle +AI_TACTICAL_RETREAT = FALSE + +; allow AI to shoot more often for suppression (when using OCTH) by faking minimum CTH = 1 for autofire capable weapons +AI_EXTRA_SUPPRESSION = TRUE + +; AI morale with some additional tweaks +AI_NEW_MORALE = TRUE + +; AI will try to avoid enemy sight, fresh corpses and overcrowded locations +AI_BETTER_COVER = TRUE + +; disabled by default as it can be time consuming when playing covert +; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations +AI_YELLOW_FLANKING = FALSE + +; AI movement mode tweaks +AI_MOVEMENT_MODE = TRUE + +; Experimental path tweaks for AI: avoid gas, deep water, light at night +AI_PATH_TWEAKS = TRUE + +; Log AI decision info +AI_DECISION_INFO = TRUE \ No newline at end of file diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 7665280aa..8ed0ce223 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -4215,7 +4215,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ;------------------------------------------------------------------------------------------------------------------------------ ; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering. -; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay. +; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay. ; ; Intel can be gained in several ways: ; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources. @@ -4231,6 +4231,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the ; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here. ; - Rumours say that a special trader deals high-tech weaponry exclusively for intel. +; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini. ;------------------------------------------------------------------------------------------------------------------------------ RESOURCE_INTEL = FALSE diff --git a/gamedir/Data/Scripts/Overhead.lua b/gamedir/Data/Scripts/Overhead.lua index ed6ce141d..74fcde44e 100644 --- a/gamedir/Data/Scripts/Overhead.lua +++ b/gamedir/Data/Scripts/Overhead.lua @@ -708,6 +708,24 @@ PhotoFlag = -- sOptimalNumber: how many items the trader should have at maximum function AddArmsDealerAdditionalIntelData() + -- price is affected by player progress - on higher progress items get cheaper (as they are less useful at that point) + progress = CurrentPlayerProgressPercentage() + ratio = (200.0 - progress) / 100.0 + + -- black market: + -- guns + AddArmsDealerAdditionalIntelDataItem(68, 65, 40 * ratio, 1) -- Auto Rocket Rifle + AddArmsDealerAdditionalIntelDataItem(68, 335, 40 * ratio, 1) -- Barret M82A2 + + -- Ammo + AddArmsDealerAdditionalIntelDataItem(68, 113, 5 * ratio, 5) -- Minirocket 5 HEAP + AddArmsDealerAdditionalIntelDataItem(68, 116, 5 * ratio, 4) -- .50 BMG 10 AP + + -- Misc + AddArmsDealerAdditionalIntelDataItem(68, 216, 6 * ratio, 3) -- Compound 18 + AddArmsDealerAdditionalIntelDataItem(68, 235, 2 * ratio, 4) -- Regeneration Booster + AddArmsDealerAdditionalIntelDataItem(68, 324, 50 * ratio, 1) -- X-Ray Detector + AddArmsDealerAdditionalIntelDataItem(68, 327, 11 * ratio, 2) -- Tank of gas end