Some "cosmetic" changes in Ja2_Options.INI

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@667 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2007-01-29 08:29:58 +00:00
parent 3b49006981
commit 7c0943bc58
2 changed files with 78 additions and 124 deletions
+40 -62
View File
@@ -1,6 +1,6 @@
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 Mod Release Version 2006.06.27 Build 305
; Jagged Alliance 2: 1.13
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -53,19 +53,11 @@ EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; After each players turn the game will save. You see a "Save" notification in tactical screen.
; To load an auto save go to options screen -> save/load screen and press ALT+A (for the latest save) or ALT+B (for former save).
;******************************************************************************************************************************
; Moved to option screen
;USE_AUTO_SAVE = FALSE
;******************************************************************************************************************************
; 0 = Use default drop item system for enemies (militia).
; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in the
; option screen, to use the new drop system
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in
; the option screen, to use the new drop system.
;******************************************************************************************************************************
ENEMIES_ITEM_DROP = 1
@@ -86,8 +78,8 @@ VEHICLE_INVENTORY = TRUE
; Basic values
;******************************************************************************************************************************
;the amount time must be on assignment before it can have any effect
;theoretically, everything will go faster if this is lower...
; The amount time must be on assignment before it can have any effect
; theoretically, everything will go faster if this is lower...
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
@@ -96,34 +88,34 @@ MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
; Skill Training
;******************************************************************************************************************************
;min value required to train a skill
; Min value required to train a skill
TRAINING_SKILL_MIN = 0
;max value to which a skill can be trained
; Max value to which a skill can be trained
TRAINING_SKILL_MAX = 100
;divisor for rate of self-training; reduce to speed all skill training
; Divisor for rate of self-training; reduce to speed all skill training
SELF_TRAINING_DIVISOR = 1000
;the divisor for rate of training bonus due to instructors influence
;reduce to speed trainer/student training
;this value gets added to the self training divisor when calculating training points
; The divisor for rate of training bonus due to instructors influence
; Reduce to speed trainer/student training
; This value gets added to the self training divisor when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
;the bonus to training in marksmanship in the Alma gun range sector
; The bonus to training in marksmanship in the Alma gun range sector
GUN_RANGE_TRAINING_BONUS = 25
;the minimum skill rating that is need to teach a fellow teammate
; The minimum skill rating that is need to teach a fellow teammate
MIN_RATING_TO_TEACH = 25
;training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
;also applies to training militia
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
; Also applies to training militia
TEACH_BONUS_TO_TRAIN = 30
@@ -132,14 +124,14 @@ TEACH_BONUS_TO_TRAIN = 30
; Militia Training
;******************************************************************************************************************************
;this controls how fast town militia gets trained
; This controls how fast town militia gets trained
MILITIA_TRAINING_RATE = 4
;limits the number of mercs assigned to militia training in a single sector
; Limits the number of mercs assigned to militia training in a single sector
MAX_MILITIA_TRAINERS_PER_SECTOR = 2
;militia training bonus for RPC (percentage points)
;RPCs (Ira, Miguel, etc) train militia a bit faster
; Militia training bonus for RPC (percentage points)
; RPCs (Ira, Miguel, etc) train militia a bit faster
RPC_BONUS_TO_TRAIN_MILITIA = 10
@@ -148,15 +140,15 @@ RPC_BONUS_TO_TRAIN_MILITIA = 10
; Repairing
;******************************************************************************************************************************
;number we divide the total pts accumlated per day by for each assignment period
;Higher number = slower repair rate
; Number we divide the total pts accumlated per day by for each assignment period
; Higher number = slower repair rate
ASSIGNMENT_UNITS_PER_DAY = 24
;cost to unjam a weapon in repair pts
; Cost to unjam a weapon in repair pts
REPAIR_COST_PER_JAM = 2
;increase to reduce repair pts, or vice versa
; Increase to reduce repair pts, or vice versa
REPAIR_RATE_DIVISOR = 2500
@@ -165,32 +157,32 @@ REPAIR_RATE_DIVISOR = 2500
; for reference: OKLIFE = 15
;******************************************************************************************************************************
;activity levels for natural healing ( the higher the number, the slower the natural recover rate)
;Low = patient, high = working
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working
LOW_ACTIVITY_LEVEL = 1
MEDIUM_ACTIVITY_LEVEL = 4
HIGH_ACTIVITY_LEVEL = 12
;increase to reduce doctoring pts, or vice versa
;at 2400, the theoretical maximum is 150 full healing pts/day
; Increase to reduce doctoring pts, or vice versa
; At 2400, the theoretical maximum is 150 full healing pts/day
DOCTORING_RATE_DIVISOR = 2400
;how many points of healing each hospital patients gains per hour in the hospital
;a top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
; How many points of healing each hospital patients gains per hour in the hospital
; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
HOSPITAL_HEALING_RATE = 5
;base skill to deal with an emergency (when a patient has less than OKLIFE health left)
; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
;multiplier for skill needed for each point below OKLIFE
; Multiplier for skill needed for each point below OKLIFE
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
;number of pts needed for each point below OKLIFE
; Number of pts needed for each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
@@ -205,27 +197,23 @@ DYNAMIC_AMMO_WEIGHT = TRUE
; START OF GAME OPTIONS
; The following options require a new game in order to work:
;******************************************************************************************************************************
;
;
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
ENABLE_CREPITUS = TRUE
;
; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
;
ENABLE_ALL_WEAPON_CACHES = FALSE
;
; Determines whether all the terrorists are available, or whether they're chosen at random (default)
;
ENABLE_ALL_TERRORISTS = FALSE
;
; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
; Can be switched in the middle of your campagin, but will break weapon balance in such case.
; It's better to change this before starting a new game
;
SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
;******************************************************************************************************************************
@@ -302,7 +290,6 @@ EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
; Percent of troops converted to extra elites in enemy groups
EXPERIENCED_ELITE_BONUS = 0
EXPERT_ELITE_BONUS = 25
@@ -450,19 +437,19 @@ VETERAN_COST_MODIFIER = 2
; for Mobile Militia Groups.
;******************************************************************************************************************************
;Delay ability to train veteran militia till this day
; Delay ability to train veteran militia till this day
TRAIN_VETERAN_MILITIA_DELAY = 1
;Delay ability to train mobile militia till this day
; Delay ability to train mobile militia till this day
ALLOW_MILITIA_MOBILE_DELAY = 1
;Allows the training of Veteran Militia
; Allows the training of Veteran Militia
TRAIN_VETERAN_MILITIA = FALSE
; Allows militia to move on strategic map
ALLOW_MILITIA_MOBILE_GROUPS = TRUE
;Forces paying and training mobile militia.
; Forces paying and training mobile militia.
MUST_TRAIN_MOBILE_MILITIA = TRUE
; Allows militia reinforcements from near sectors
@@ -731,15 +718,6 @@ SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change some tactical AI settings (NOT IMPLEMENTED)
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
;[JA2 Tactical AI Settings]
;MAX_TOSS_SEARCH_DIST=3
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change sounds settings
+38 -62
View File
@@ -1,6 +1,6 @@
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 Mod Release Version 2006.06.27 Build 305
; Jagged Alliance 2: 1.13
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -53,14 +53,6 @@ EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; After each players turn the game will save. You see a "Save" notification in tactical screen.
; To load an auto save go to options screen -> save/load screen and press ALT+A (for the latest save) or ALT+B (for former save).
;******************************************************************************************************************************
; Moved to option screen
;USE_AUTO_SAVE = FALSE
;******************************************************************************************************************************
; 0 = Use default drop item system for enemies (militia).
; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
@@ -86,8 +78,8 @@ VEHICLE_INVENTORY = FALSE
; Basic values
;******************************************************************************************************************************
;the amount time must be on assignment before it can have any effect
;theoretically, everything will go faster if this is lower...
; The amount time must be on assignment before it can have any effect
; Theoretically, everything will go faster if this is lower...
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
@@ -96,34 +88,34 @@ MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
; Skill Training
;******************************************************************************************************************************
;min value required to train a skill
; Min value required to train a skill
TRAINING_SKILL_MIN = 1
;max value to which a skill can be trained
; Max value to which a skill can be trained
TRAINING_SKILL_MAX = 85
;divisor for rate of self-training; reduce to speed all skill training
; Divisor for rate of self-training; reduce to speed all skill training
SELF_TRAINING_DIVISOR = 1000
;the divisor for rate of training bonus due to instructors influence
;reduce to speed trainer/student training
;this value gets added to the self training divisor when calculating training points
; The divisor for rate of training bonus due to instructors influence
; Reduce to speed trainer/student training
; This value gets added to the self training divisor when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
;the bonus to training in marksmanship in the Alma gun range sector
; The bonus to training in marksmanship in the Alma gun range sector
GUN_RANGE_TRAINING_BONUS = 25
;the minimum skill rating that is need to teach a fellow teammate
; The minimum skill rating that is need to teach a fellow teammate
MIN_RATING_TO_TEACH = 25
;training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
;also applies to training militia
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
; Also applies to training militia
TEACH_BONUS_TO_TRAIN = 30
@@ -132,32 +124,31 @@ TEACH_BONUS_TO_TRAIN = 30
; Militia Training
;******************************************************************************************************************************
;this controls how fast town militia gets trained
; This controls how fast town militia gets trained
MILITIA_TRAINING_RATE = 4
;limits the number of mercs assigned to militia training in a single sector
; Limits the number of mercs assigned to militia training in a single sector
MAX_MILITIA_TRAINERS_PER_SECTOR = 2
;militia training bonus for RPC (percentage points)
;RPCs (Ira, Miguel, etc) train militia a bit faster
; Militia training bonus for RPC (percentage points)
; RPCs (Ira, Miguel, etc) train militia a bit faster
RPC_BONUS_TO_TRAIN_MILITIA = 10
;******************************************************************************************************************************
; Repairing
;******************************************************************************************************************************
;number we divide the total pts accumlated per day by for each assignment period
;Higher number = slower repair rate
; Number we divide the total pts accumlated per day by for each assignment period
; Higher number = slower repair rate
ASSIGNMENT_UNITS_PER_DAY = 24
;cost to unjam a weapon in repair pts
; Cost to unjam a weapon in repair pts
REPAIR_COST_PER_JAM = 2
;increase to reduce repair pts, or vice versa
; Increase to reduce repair pts, or vice versa
REPAIR_RATE_DIVISOR = 2500
@@ -166,32 +157,32 @@ REPAIR_RATE_DIVISOR = 2500
; for reference: OKLIFE = 15
;******************************************************************************************************************************
;activity levels for natural healing ( the higher the number, the slower the natural recover rate)
;Low = patient, high = working
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working
LOW_ACTIVITY_LEVEL = 1
MEDIUM_ACTIVITY_LEVEL = 4
HIGH_ACTIVITY_LEVEL = 12
;increase to reduce doctoring pts, or vice versa
;at 2400, the theoretical maximum is 150 full healing pts/day
; Increase to reduce doctoring pts, or vice versa
; At 2400, the theoretical maximum is 150 full healing pts/day
DOCTORING_RATE_DIVISOR = 2400
;how many points of healing each hospital patients gains per hour in the hospital
;a top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
; How many points of healing each hospital patients gains per hour in the hospital
; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
HOSPITAL_HEALING_RATE = 5
;base skill to deal with an emergency (when a patient has less than OKLIFE health left)
; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
;multiplier for skill needed for each point below OKLIFE
; Multiplier for skill needed for each point below OKLIFE
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
;number of pts needed for each point below OKLIFE
; Number of pts needed for each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
@@ -205,27 +196,23 @@ DYNAMIC_AMMO_WEIGHT = FALSE
; START OF GAME OPTIONS
; The following options require a new game in order to work:
;******************************************************************************************************************************
;
;
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
ENABLE_CREPITUS = TRUE
;
; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
;
ENABLE_ALL_WEAPON_CACHES = FALSE
;
; Determines whether all the terrorists are available, or whether they're chosen at random (default)
;
ENABLE_ALL_TERRORISTS = FALSE
;
; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
; Can be switched in the middle of your campagin, but will break weapon balance in such case.
; It's better to change this before starting a new game
;
SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
;******************************************************************************************************************************
@@ -448,19 +435,19 @@ VETERAN_COST_MODIFIER = 2
; for Mobile Militia Groups.
;******************************************************************************************************************************
;Delay ability to train veteran militia till this day
; Delay ability to train veteran militia till this day
TRAIN_VETERAN_MILITIA_DELAY = 1
;Delay ability to train mobile militia till this day
; Delay ability to train mobile militia till this day
ALLOW_MILITIA_MOBILE_DELAY = 1
;Allows the training of Veteran Militia
; Allows the training of Veteran Militia
TRAIN_VETERAN_MILITIA = FALSE
; Allows militia to move on strategic map
ALLOW_MILITIA_MOBILE_GROUPS = FALSE
;Forces paying and training mobile militia.
; Forces paying and training mobile militia.
MUST_TRAIN_MOBILE_MILITIA = FALSE
; Allows militia reinforcements from near sectors
@@ -484,9 +471,6 @@ MINIMUM_MILITIA_SQUAD_SIZE = 5
; Maximum possible militia squad size
MAXIMUM_MILITIA_SQUAD_SIZE = 20
; Not used anymore
;MAXIMUM_MILITIA_SQUAD_SIZE_BATTLE = 20
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change settings which uses the IMP generation
@@ -728,14 +712,6 @@ SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change some tactical AI settings (NOT IMPLEMENTED)
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
;[JA2 Tactical AI Settings]
;MAX_TOSS_SEARCH_DIST=3
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------