Rebel command balance pass (by rftr).

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2623 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Sevenfm
2021-10-22 09:30:30 +00:00
parent c0d1b91fef
commit 8e6efa0d52
2 changed files with 22 additions and 12 deletions
+11 -6
View File
@@ -124,14 +124,15 @@ DRAFT_LOYALTY_LOSS_PER_DAY = 5000,7500,10000
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
; This is the amount of loyalty points that a region gains per day. 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
REBEL_RADIO_DAILY_LOYALTY_GAIN = 500
; Safehouses
; Free militia can show up at the beginning of a combat encounter.
; Valid range for reinforcechance is 1-100.
; Free militia can show up at the beginning of a combat encounter in or adjacent to the town.
; Valid range for reinforce chance is 1-100. Note that the actual reinforce chance is whatever is the LOWER value of this value
; and the region's loyalty.
; 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.
@@ -141,8 +142,9 @@ SAFEHOUSE_BONUS_SOLDIERS = 4
; Supply Disruption
; In tactical, enemy soldiers lose this amount of stats per level of disruption.
; Success rate is determined by the region's loyalty.
; Valid range is 0-100. Enemy stats decrease by this amount per Tier.
SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 4
; Scouts
; No variable effect, but included for completeness.
@@ -150,8 +152,9 @@ SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
; Dead Drops
; Requires Intel (RESOURCE_INTEL) to be enabled.
; Regions with higher loyalty will provide more Intel.
; Valid range is 0-100. Intel granted per day is up to this value per Tier.
DEAD_DROPS_DAILY_INTEL = 25
DEAD_DROPS_DAILY_INTEL = 10
; Smugglers
; Valid range is 0-100. Supplies granted per day is up to this value per Tier.
@@ -166,6 +169,7 @@ 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.
; Regions with higher loyalty will provide more taxes.
; 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
@@ -174,6 +178,7 @@ TAXES_DAILY_LOYALTY_LOSS = 250
; Civilian Aid
; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled.
; Regions with higher loyalty will provide more volunteers.
; Valid range is 0-100. Up to this value will be granted per day per Tier.
ASSIST_CIVILIANS_DAILY_VOLUNTEERS = 10
+11 -6
View File
@@ -124,14 +124,15 @@ DRAFT_LOYALTY_LOSS_PER_DAY = 5000,7500,10000
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
; This is the amount of loyalty points that a region gains per day. 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
REBEL_RADIO_DAILY_LOYALTY_GAIN = 500
; Safehouses
; Free militia can show up at the beginning of a combat encounter.
; Valid range for reinforcechance is 1-100.
; Free militia can show up at the beginning of a combat encounter in or adjacent to the town.
; Valid range for reinforce chance is 1-100. Note that the actual reinforce chance is whatever is the LOWER value of this value
; and the region's loyalty.
; 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.
@@ -141,8 +142,9 @@ SAFEHOUSE_BONUS_SOLDIERS = 4
; Supply Disruption
; In tactical, enemy soldiers lose this amount of stats per level of disruption.
; Success rate is determined by the region's loyalty.
; Valid range is 0-100. Enemy stats decrease by this amount per Tier.
SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 4
; Scouts
; No variable effect, but included for completeness.
@@ -150,8 +152,9 @@ SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
; Dead Drops
; Requires Intel (RESOURCE_INTEL) to be enabled.
; Regions with higher loyalty will provide more Intel.
; Valid range is 0-100. Intel granted per day is up to this value per Tier.
DEAD_DROPS_DAILY_INTEL = 25
DEAD_DROPS_DAILY_INTEL = 10
; Smugglers
; Valid range is 0-100. Supplies granted per day is up to this value per Tier.
@@ -166,6 +169,7 @@ 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.
; Regions with higher loyalty will provide more taxes.
; 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
@@ -174,6 +178,7 @@ TAXES_DAILY_LOYALTY_LOSS = 250
; Civilian Aid
; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled.
; Regions with higher loyalty will provide more volunteers.
; Valid range is 0-100. Up to this value will be granted per day per Tier.
ASSIST_CIVILIANS_DAILY_VOLUNTEERS = 10