diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 5e7af4cc2..196b694b5 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -2078,6 +2078,7 @@ ENEMYROLES = TRUE ; - radio operators ; - snipers ; - mortarmen +; - generals (a special kind of officer) ; Default 4, values between 0 and 20. ENEMYROLES_TURNSTOUNCOVER = 4 @@ -2137,6 +2138,43 @@ ENEMY_OFFICERS_MORALE_MODIFIER = 0.1 ; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1 +;****************************************************************************************************************************** +; GENERALS +;****************************************************************************************************************************** + +; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old +; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are - +; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector +; and try to assassinate the generals. +; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small +; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player +; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky. +; Generals are important targets, as long as they are alive, the enemy will get significant boni to +; - its decision speed +; - its travelling speed +ENEMY_GENERALS = FALSE + +; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely. +; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move +; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10. +ENEMY_GENERALS_NUMBER = 5 + +; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them +; Default 4, values between 0 and 10. +ENEMY_GENERALS_BODYGUARDS_NUMBER = 4 + +; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions, +; making the game more difficult. +; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%. +; Default 0.05, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05 + +; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this +; speeds up enemy AI travel times per general alive GLOBALLY. +; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%. +; Default 0.03, values between 0.0 and 0.1. +ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03 + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3050,13 +3088,19 @@ PRISONER_INFO_DIRECTION_CHANCE = 40 PRISONER_RANSOM_CHANCE = 25 ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners -; Interrogation first removes admin prisoners, then regulars and then elites +; Interrogation first removes admin prisoners, then regulars then elites and then officers (see Tactical Enemy Role for an explanation on officers) ; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia -; special prisoners do not exist... yet. PRISONER_INTERROGATION_POINTS_ADMIN = 80 PRISONER_INTERROGATION_POINTS_REGULAR = 100 PRISONER_INTERROGATION_POINTS_ELITE = 140 -PRISONER_INTERROGATION_POINTS_SPECIAL = 250 +PRISONER_INTERROGATION_POINTS_OFFICER = 250 + +; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals. +; See also Tactical Enemy Role Settings for this +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0 +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1 +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10 +PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60 ;------------------------------------------------------------------------------------------------------------------------------ ; Helicopter Repair diff --git a/gamedir/Data-1.13/Skills_Settings.INI b/gamedir/Data-1.13/Skills_Settings.INI index 966611d3b..fac6d03a7 100644 --- a/gamedir/Data-1.13/Skills_Settings.INI +++ b/gamedir/Data-1.13/Skills_Settings.INI @@ -740,6 +740,9 @@ COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5 ; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy COVERT_ELITES_DETECT_NEXTTILE = TRUE +; if set to TRUE, disguises will blow if you are bleeding and close to the enemy +COVERT_DETECTEDIFBLEEDING = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Radio Operator]