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