diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index d7c073701..46f9e28e5 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 7ffa84445..1c69518e8 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 ;****************************************************************************************************************************** ; -----------------------------------------------------------------------------------------------------------------------------