diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index a9544a885..37a94106c 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -4579,3 +4579,17 @@ AI_SAFE_SUPPRESSION = TRUE MINI_EVENTS_ENABLED = FALSE MINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS = 120 MINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS = 240 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Rebel Command Settings] +;------------------------------------------------------------------------------------------------------------------------------ +; Rebel Command is a feature that allows you to control how the rebels operate at a strategic level. Rebel Command can be +; accessed through the laptop (A.R.C. bookmark) after completing the food delivery quest. +; Use Directives to guide the rebels at a national level and take Administrative Actions that affect regions/towns. +; Set this value to TRUE to enable Rebel Command. +; It is recommended to start a new campaign before enabling this option unless you're up for a challenge. +; See RebelCommand.ini for more settings. +;------------------------------------------------------------------------------------------------------------------------------ +REBEL_COMMAND_ENABLED = FALSE diff --git a/gamedir/Data-1.13/RebelCommand_Settings.ini b/gamedir/Data-1.13/RebelCommand_Settings.ini new file mode 100644 index 000000000..5dea66a34 --- /dev/null +++ b/gamedir/Data-1.13/RebelCommand_Settings.ini @@ -0,0 +1,174 @@ +[Rebel Command Settings] + +; Base supply income modifier. A higher number increases income. +; Valid range is 1.0-100.0. +INCOME_MODIFIER = 2 + +; Each town's maximum loyalty is reduced based on the game's difficulty setting. +; Maximum loyalty can be increased through an administrative action. +; Omerta's maximum loyalty is always 100%. +; Valid range is 20-100. +MAX_LOYALTY_NOVICE = 80 +MAX_LOYALTY_EXPERIENCED = 70 +MAX_LOYALTY_EXPERT = 60 +MAX_LOYALTY_INSANE = 50 + +; Each administrative action purchased increases the cost of all subsequent ones. +; Note that these costs stack, so purchasing an action in one region increases the cost of the next one +; in the same region by both regional and national modifiers. +; Valid range is 1-100. +ADMIN_ACTION_COST_INCREASE_REGIONAL = 7 +ADMIN_ACTION_COST_INCREASE_NATIONAL = 4 + +; Loyalty rises slower when playing with Rebel Command. Does not affect loyalty loss. +; Valid range is 0.1 (10% loyalty gain) to 1.0 (100% loyalty gain. ie, normal). +BASE_LOYALTY_GAIN_MODIFIER = 0.5 + +; Militia stats can be upgraded, making them perform better in tactical combat. +; The number of times that they can be upgraded is the number of values in the costs array. +; The stat bonus covers physical stats - Health, Strength, Dexterity, and Agility. +; Valid range for bonus per level is 0-10. +MILITIA_STATS_UPGRADE_COSTS = 2500, 6000, 15000, 40000, 100000 +MILITIA_STAT_BONUS_PER_LEVEL = 2 +MILITIA_MARKSMANSHIP_BONUS_PER_LEVEL = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; DIRECTIVES +;------------------------------------------------------------------------------------------------------------------------------ +; Each directive becomes available after a certain point in the game, represented as a value between 0 (just started +; a new game) and 100 (endgame, usually approaching Meduna). The progress requirement values below set when each directive +; becomes available. +; Valid range for progress requirement is 0-100. + +; Note that it is possible to chance the number of times a directive can be upgraded. To do this, add or remove integers +; from the _COSTS variable. Note that the number of values in the effect variable must be one more than the number of costs. +; For example, +; GATHER_SUPPLIES_COSTS = 1000,2000,4000,8000 +; GATHER_SUPPLIES_INCOME = 3, 6, 12, 25, 50 + +; Daily supply income boost +; This directive is always available. +GATHER_SUPPLIES_COSTS = 5000,10000,25000 +GATHER_SUPPLIES_INCOME = 3, 6, 12, 25 + +; Daily militia upkeep modifier +SUPPORT_MILITIA_PROGRESS_REQUIREMENT = 25 +SUPPORT_MILITIA_COSTS = 5000,10000,15000,20000 +SUPPORT_MILITIA_DISCOUNT = 0.95, 0.9, 0.85, 0.8, 0.75 + +; Militia training modifier, and militia training speed bonus +TRAIN_MILITIA_PROGRESS_REQUIREMENT = 10 +TRAIN_MILITIA_COSTS = 5000,10000,15000,20000 +TRAIN_MILITIA_DISCOUNT = 0.95, 0.9, 0.85, 0.8, 0.75 +TRAIN_MILITIA_SPEED_BONUS = 5, 10, 15, 20, 25 + +; Loyalty increase modifier +; This does not provide a daily loyalty gain, and it does not modify loyalty losses +CREATE_PROPAGANDA_PROGRESS_REQUIREMENT = 33 +CREATE_PROPAGANDA_COSTS = 5000,10000,15000,30000 +CREATE_PROPAGANDA_MODIFIER = 1.25, 1.5, 1.75, 2.0, 2.5 + +; Daily elite militia spawn +ELITE_MILITIA_PROGRESS_REQUIREMENT = 66 +ELITE_MILITIA_COSTS = 4000,10000,25000 +ELITE_MILITIA_PER_DAY = 1, 2, 3, 4 + +; Chance that the strike succeeds, per high value target +; Officers, medics, radio ops, snipers, and heavy weapons specialists are targetted +; Note that enemies can still spawn with specialist gear, but they won't have the skills to use them as effectively +; Requires Enemy Roles (ENEMYROLES) and enemy traits (ASSIGN_SKILL_TRAITS_TO_ENEMY) to be enabled +; Enemy officers (ENEMY_OFFICERS) and medics (ENEMY_MEDICS) are recommended to be enabled for a better experience +HVT_STRIKES_PROGRESS_REQUIREMENT = 33 +HVT_STRIKES_COSTS = 10000,20000 +HVT_STRIKES_CHANCE = 40, 70, 90 + +; Modifier values are indices for the ubResolutionTable160 and ubResolutionTable360 arrays defined in "overhead map.cpp" +; Changing modifier values is not recommended unless the above arrays also change. +; Basically, higher indices give more precision. +SPOTTERS_PROGRESS_REQUIREMENT = 50 +SPOTTERS_COSTS = 50000 +SPOTTERS_MODIFIER = 2, 4 + +; Stolen mine income modifier (0.1 = 10%), and chance that a raid completely fails +RAID_MINES_PROGRESS_REQUIREMENT = 0 +RAID_MINES_COSTS = 10000 +RAID_MINES_PERCENTAGE = 0.075, 0.15 +RAID_MINES_FAIL_CHANCE = 15 + +;------------------------------------------------------------------------------------------------------------------------------ +; ADMINISTRATIVE ACTIONS +;------------------------------------------------------------------------------------------------------------------------------ + +; Each Administrative Action can be purchased and then upgraded once, with the exception of Supply Line, which is repeatable +; until the region's max loyalty is >= 100. In-game, this is represented as the Tier of the action, for a maximum of Tier 2. +; This does not apply to the Supply Line action, which can be purchased until the town's max loyalty >= 100. + +; Supply Line +; Each time you upgrade a supply line, the towns max loyalty increases by this value. +; Valid range is 1-100. Maximum loyalty increases by this amount per Tier. +SUPPLY_LINE_MAX_LOYALTY_INCREASE = 10 + +; Rebel Radio +; This is the amount of loyalty points that a region gains. Unfortunately, there's no simple way to convert points +; to loyalty percentage. See Cities.xml. +; Valid range is 1-10000. Loyalty increases by this amount per day per Tier. +REBEL_RADIO_DAILY_LOYALTY_GAIN = 400 + +; Safehouses +; Free militia can show up at the beginning of a combat encounter. +; Valid range for reinforcechance is 1-100. +; Valid range for minimum and bonus soldiers is 0-10. +; Tier 1 gives MINIMUM + up to BONUS green militia, plus a 50/50 chance for one regular militia. +; Tier 2 gives MINIMUM + up to BONUS regular militia, plus a 50/50 chance for one elite militia. +SAFEHOUSE_REINFORCE_CHANCE = 75 +SAFEHOUSE_MINIMUM_SOLDIERS = 2 +SAFEHOUSE_BONUS_SOLDIERS = 4 + +; Supply Disruption +; In tactical, enemy soldiers lose this amount of stats per level of disruption. +; Valid range is 0-100. Enemy stats decrease by this amount per Tier. +SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5 + +; Scouts +; No variable effect, but included for completeness. +; Strategic vision expands by 1 sector per Tier. + +; Dead Drops +; Requires Intel (RESOURCE_INTEL) to be enabled. +; Valid range is 0-100. Intel granted per day is up to this value per Tier. +DEAD_DROPS_DAILY_INTEL = 25 + +; Smugglers +; Valid range is 0-100. Supplies granted per day is up to this value per Tier. +SMUGGLERS_DAILY_SUPPLIES = 10 + +; Warehouses +; Requires Militia Resources (MILITIA_REQUIRE_RESOURCES) to be enabled. +; Valid range is 0-100. Resources granted per day is up to these values per Tier. +WAREHOUSES_DAILY_MILITIA_RESOURCE_GUNS = 7.5 +WAREHOUSES_DAILY_MILITIA_RESOURCE_ARMOUR = 5 +WAREHOUSES_DAILY_MILITIA_RESOURCE_MISC = 2.5 + +; Taxes +; Daily income is modified by the "coolness" of a sector, so "harder" towns will provide higher tax income. +; Valid ranges are 0-10000 for both values. Taxes and loyalty daily changes are per Tier. +TAXES_DAILY_INCOME = 500 +; This is the amount of loyalty points that a region loses per day. Unfortunately, there's no simple way to convert +; points to loyalty percentage. See Cities.xml. +TAXES_DAILY_LOYALTY_LOSS = 250 + +; Assist Civilians +; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled. +; Valid range is 0-100. Up to this value will be granted per day per Tier. +ASSIST_CIVILIANS_DAILY_VOLUNTEERS = 10 + +; Merc Support +; This is a percentage boost to mercs who are on assignment (doctoring, training militia, repairing, etc). +; Valid range is 0-100. This boost is doubled at Tier 2. +MERC_SUPPORT_BONUS = 25 + +; Mining Policy Bonus +; Increase daily income by this percentage for captured mines. This action will only appear for towns that have mines. +; Valid range is 0-100. This boost is doubled at Tier 2. +MINING_POLICY_BONUS = 10 + diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 1a5a96950..b510ab36e 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -4579,3 +4579,17 @@ AI_SAFE_SUPPRESSION = TRUE MINI_EVENTS_ENABLED = FALSE MINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS = 120 MINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS = 240 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Rebel Command Settings] +;------------------------------------------------------------------------------------------------------------------------------ +; Rebel Command is a feature that allows you to control how the rebels operate at a strategic level. Rebel Command can be +; accessed through the laptop (A.R.C. bookmark) after completing the rebel's food delivery quest. +; Use Directives to guide the rebels at a national level and take Administrative Actions that affect regions/towns. +; Set this value to TRUE to enable Rebel Command. +; It is recommended to start a new campaign before enabling this option unless you're up for a challenge. +; See RebelCommand.ini for more settings. +;------------------------------------------------------------------------------------------------------------------------------ +REBEL_COMMAND_ENABLED = FALSE diff --git a/gamedir/Data/RebelCommand_Settings.ini b/gamedir/Data/RebelCommand_Settings.ini new file mode 100644 index 000000000..5dea66a34 --- /dev/null +++ b/gamedir/Data/RebelCommand_Settings.ini @@ -0,0 +1,174 @@ +[Rebel Command Settings] + +; Base supply income modifier. A higher number increases income. +; Valid range is 1.0-100.0. +INCOME_MODIFIER = 2 + +; Each town's maximum loyalty is reduced based on the game's difficulty setting. +; Maximum loyalty can be increased through an administrative action. +; Omerta's maximum loyalty is always 100%. +; Valid range is 20-100. +MAX_LOYALTY_NOVICE = 80 +MAX_LOYALTY_EXPERIENCED = 70 +MAX_LOYALTY_EXPERT = 60 +MAX_LOYALTY_INSANE = 50 + +; Each administrative action purchased increases the cost of all subsequent ones. +; Note that these costs stack, so purchasing an action in one region increases the cost of the next one +; in the same region by both regional and national modifiers. +; Valid range is 1-100. +ADMIN_ACTION_COST_INCREASE_REGIONAL = 7 +ADMIN_ACTION_COST_INCREASE_NATIONAL = 4 + +; Loyalty rises slower when playing with Rebel Command. Does not affect loyalty loss. +; Valid range is 0.1 (10% loyalty gain) to 1.0 (100% loyalty gain. ie, normal). +BASE_LOYALTY_GAIN_MODIFIER = 0.5 + +; Militia stats can be upgraded, making them perform better in tactical combat. +; The number of times that they can be upgraded is the number of values in the costs array. +; The stat bonus covers physical stats - Health, Strength, Dexterity, and Agility. +; Valid range for bonus per level is 0-10. +MILITIA_STATS_UPGRADE_COSTS = 2500, 6000, 15000, 40000, 100000 +MILITIA_STAT_BONUS_PER_LEVEL = 2 +MILITIA_MARKSMANSHIP_BONUS_PER_LEVEL = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; DIRECTIVES +;------------------------------------------------------------------------------------------------------------------------------ +; Each directive becomes available after a certain point in the game, represented as a value between 0 (just started +; a new game) and 100 (endgame, usually approaching Meduna). The progress requirement values below set when each directive +; becomes available. +; Valid range for progress requirement is 0-100. + +; Note that it is possible to chance the number of times a directive can be upgraded. To do this, add or remove integers +; from the _COSTS variable. Note that the number of values in the effect variable must be one more than the number of costs. +; For example, +; GATHER_SUPPLIES_COSTS = 1000,2000,4000,8000 +; GATHER_SUPPLIES_INCOME = 3, 6, 12, 25, 50 + +; Daily supply income boost +; This directive is always available. +GATHER_SUPPLIES_COSTS = 5000,10000,25000 +GATHER_SUPPLIES_INCOME = 3, 6, 12, 25 + +; Daily militia upkeep modifier +SUPPORT_MILITIA_PROGRESS_REQUIREMENT = 25 +SUPPORT_MILITIA_COSTS = 5000,10000,15000,20000 +SUPPORT_MILITIA_DISCOUNT = 0.95, 0.9, 0.85, 0.8, 0.75 + +; Militia training modifier, and militia training speed bonus +TRAIN_MILITIA_PROGRESS_REQUIREMENT = 10 +TRAIN_MILITIA_COSTS = 5000,10000,15000,20000 +TRAIN_MILITIA_DISCOUNT = 0.95, 0.9, 0.85, 0.8, 0.75 +TRAIN_MILITIA_SPEED_BONUS = 5, 10, 15, 20, 25 + +; Loyalty increase modifier +; This does not provide a daily loyalty gain, and it does not modify loyalty losses +CREATE_PROPAGANDA_PROGRESS_REQUIREMENT = 33 +CREATE_PROPAGANDA_COSTS = 5000,10000,15000,30000 +CREATE_PROPAGANDA_MODIFIER = 1.25, 1.5, 1.75, 2.0, 2.5 + +; Daily elite militia spawn +ELITE_MILITIA_PROGRESS_REQUIREMENT = 66 +ELITE_MILITIA_COSTS = 4000,10000,25000 +ELITE_MILITIA_PER_DAY = 1, 2, 3, 4 + +; Chance that the strike succeeds, per high value target +; Officers, medics, radio ops, snipers, and heavy weapons specialists are targetted +; Note that enemies can still spawn with specialist gear, but they won't have the skills to use them as effectively +; Requires Enemy Roles (ENEMYROLES) and enemy traits (ASSIGN_SKILL_TRAITS_TO_ENEMY) to be enabled +; Enemy officers (ENEMY_OFFICERS) and medics (ENEMY_MEDICS) are recommended to be enabled for a better experience +HVT_STRIKES_PROGRESS_REQUIREMENT = 33 +HVT_STRIKES_COSTS = 10000,20000 +HVT_STRIKES_CHANCE = 40, 70, 90 + +; Modifier values are indices for the ubResolutionTable160 and ubResolutionTable360 arrays defined in "overhead map.cpp" +; Changing modifier values is not recommended unless the above arrays also change. +; Basically, higher indices give more precision. +SPOTTERS_PROGRESS_REQUIREMENT = 50 +SPOTTERS_COSTS = 50000 +SPOTTERS_MODIFIER = 2, 4 + +; Stolen mine income modifier (0.1 = 10%), and chance that a raid completely fails +RAID_MINES_PROGRESS_REQUIREMENT = 0 +RAID_MINES_COSTS = 10000 +RAID_MINES_PERCENTAGE = 0.075, 0.15 +RAID_MINES_FAIL_CHANCE = 15 + +;------------------------------------------------------------------------------------------------------------------------------ +; ADMINISTRATIVE ACTIONS +;------------------------------------------------------------------------------------------------------------------------------ + +; Each Administrative Action can be purchased and then upgraded once, with the exception of Supply Line, which is repeatable +; until the region's max loyalty is >= 100. In-game, this is represented as the Tier of the action, for a maximum of Tier 2. +; This does not apply to the Supply Line action, which can be purchased until the town's max loyalty >= 100. + +; Supply Line +; Each time you upgrade a supply line, the towns max loyalty increases by this value. +; Valid range is 1-100. Maximum loyalty increases by this amount per Tier. +SUPPLY_LINE_MAX_LOYALTY_INCREASE = 10 + +; Rebel Radio +; This is the amount of loyalty points that a region gains. Unfortunately, there's no simple way to convert points +; to loyalty percentage. See Cities.xml. +; Valid range is 1-10000. Loyalty increases by this amount per day per Tier. +REBEL_RADIO_DAILY_LOYALTY_GAIN = 400 + +; Safehouses +; Free militia can show up at the beginning of a combat encounter. +; Valid range for reinforcechance is 1-100. +; Valid range for minimum and bonus soldiers is 0-10. +; Tier 1 gives MINIMUM + up to BONUS green militia, plus a 50/50 chance for one regular militia. +; Tier 2 gives MINIMUM + up to BONUS regular militia, plus a 50/50 chance for one elite militia. +SAFEHOUSE_REINFORCE_CHANCE = 75 +SAFEHOUSE_MINIMUM_SOLDIERS = 2 +SAFEHOUSE_BONUS_SOLDIERS = 4 + +; Supply Disruption +; In tactical, enemy soldiers lose this amount of stats per level of disruption. +; Valid range is 0-100. Enemy stats decrease by this amount per Tier. +SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5 + +; Scouts +; No variable effect, but included for completeness. +; Strategic vision expands by 1 sector per Tier. + +; Dead Drops +; Requires Intel (RESOURCE_INTEL) to be enabled. +; Valid range is 0-100. Intel granted per day is up to this value per Tier. +DEAD_DROPS_DAILY_INTEL = 25 + +; Smugglers +; Valid range is 0-100. Supplies granted per day is up to this value per Tier. +SMUGGLERS_DAILY_SUPPLIES = 10 + +; Warehouses +; Requires Militia Resources (MILITIA_REQUIRE_RESOURCES) to be enabled. +; Valid range is 0-100. Resources granted per day is up to these values per Tier. +WAREHOUSES_DAILY_MILITIA_RESOURCE_GUNS = 7.5 +WAREHOUSES_DAILY_MILITIA_RESOURCE_ARMOUR = 5 +WAREHOUSES_DAILY_MILITIA_RESOURCE_MISC = 2.5 + +; Taxes +; Daily income is modified by the "coolness" of a sector, so "harder" towns will provide higher tax income. +; Valid ranges are 0-10000 for both values. Taxes and loyalty daily changes are per Tier. +TAXES_DAILY_INCOME = 500 +; This is the amount of loyalty points that a region loses per day. Unfortunately, there's no simple way to convert +; points to loyalty percentage. See Cities.xml. +TAXES_DAILY_LOYALTY_LOSS = 250 + +; Assist Civilians +; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled. +; Valid range is 0-100. Up to this value will be granted per day per Tier. +ASSIST_CIVILIANS_DAILY_VOLUNTEERS = 10 + +; Merc Support +; This is a percentage boost to mercs who are on assignment (doctoring, training militia, repairing, etc). +; Valid range is 0-100. This boost is doubled at Tier 2. +MERC_SUPPORT_BONUS = 25 + +; Mining Policy Bonus +; Increase daily income by this percentage for captured mines. This action will only appear for towns that have mines. +; Valid range is 0-100. This boost is doubled at Tier 2. +MINING_POLICY_BONUS = 10 +