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- Updated UB ja2_options.ini
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1531 4f8fa57e-7814-0410-bad4-adc449f26b7c
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+193
-17
@@ -168,7 +168,7 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
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; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
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USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
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@@ -277,11 +277,11 @@ EXPERTS_GET_DIFFERENT_CHOICES = TRUE
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; The following values deal with M.E.R.C recruitment settings
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;------------------------------------------------------------------------------------------------------------------------------
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;When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
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; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
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MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE
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;When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
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MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE
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; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
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MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
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@@ -1183,6 +1183,67 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
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ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Alternative Weapon Holding settings
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;------------------------------------------------------------------------------------------------------------------------------
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; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
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; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
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; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
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; no use of scopes.
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; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and
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; here is explanation of each:
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; 0 - Turned off entirely.
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; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet.
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; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
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; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
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; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
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; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
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; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
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; the standard holding before the shot.
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; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
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; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
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; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
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; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
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; Of course, Scope Modes has to be allowed for this to work (they are as default).
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; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
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; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
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; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
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; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs.
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;
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ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3
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; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
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; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with
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; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
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; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
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;
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RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
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; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
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; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
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; semi-raised gun (quarter-raised by now actullay).
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; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
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;
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RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
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; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here
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; means -10% APs to shoot from hip / one-handed grip.
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;
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FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
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; The base (N)CtH penalty when firing from alternative weapon holding.
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CTH_PENALTY_FROM_ALTWEAPHOLD = 30
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; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
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AIMING_PENALY_FROM_ALTWEAPHOLD = 30
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; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
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; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
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AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
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;------------------------------------------------------------------------------------------------------------------------------
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; Weapon resting features
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1209,6 +1270,13 @@ USE_SCOPE_MODES = FALSE
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; Allow display of scope modes on weapon
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DISPLAY_SCOPE_MODES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; external feeding
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;------------------------------------------------------------------------------------------------------------------------------
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; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only fro other mercs 2 = from other mercs and dedicated slots from ourself
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EXTERNAL_FEEDING = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; Set the grid number for the initial merc arrival location.
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; The JA2 default grid number is 4870 (Sector A9 Omerta).
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@@ -1353,7 +1421,7 @@ VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
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; From what aiming bonus a scope is considered high power (Battle Scope 7x)
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HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
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; From what aiming bonus a scope is considered medium power (ACOG 10x)
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; From what aiming bonus a scope is considered medium power (ACOG 4x)
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MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1432,20 +1500,17 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
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; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_CIVILIAN_NAMES = TRUE
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@@ -1526,6 +1591,44 @@ ALLOW_COLLECTIVE_INTERRUPTS = TRUE
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ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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;Should the Robot be exempt from paying AP-to-Ready?
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ROBOT_NO_READYTIME = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
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; being spotted, to compensate it a marker and enemy quote is implemented.
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; This setting can be 0 or 1 or 2.
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; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
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; 1 = enemies will not do that
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; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
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NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; Energy cost on weapon manipulation
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; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
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; Weapon weight:
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; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
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; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
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; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
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; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
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; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
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; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
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; 0 = disabled. 100 = default. Max is 250 (rather excessive).
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ENERGY_COST_FOR_WEAPON_WEIGHT = 100
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; Weapon recoil kick:
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; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
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; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
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; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
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; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
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; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
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; (should) consider firing from hip as a more beneficial stance for it.
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; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
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; 0 = disabled. 100 = default. Max is 250 (rather excessive).
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ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1807,12 +1910,8 @@ OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
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; If a barrel is not in someone's inventory, it cools down a little bit better.
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OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
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; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
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; This can be exploited, but why would you do that?
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Zombie Settings]
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@@ -1844,9 +1943,12 @@ ZOMBIE_CAN_CLIMB = TRUE
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; This still results in deadlocks!
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ZOMBIE_EXPLODING_CIVS = TRUE
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; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
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; Damage is reduced by this percentage. Valid values from -50 to 95
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ZOMBIE_DAMAGE_RESISTANCE = 0
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; Breath damage is reduced by this percentage. Valid values from -50 to 95
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ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0
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; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
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ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
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@@ -1888,7 +1990,10 @@ ZOMBIE_RISE_WITH_ARMOUR = FALSE
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; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
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; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
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; A multiplicator that determines how many heal points are needed to cure one point of poison
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POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
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; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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@@ -1896,7 +2001,44 @@ ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
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; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
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; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
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; valid values from 1.0 to 10.0, 4.0 is recommended
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POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
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POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Food Settings]
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;******************************************************************************************************************************
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; In this section you can specify the food system
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;******************************************************************************************************************************
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; Your team needs water food, otherwise they'll starve...
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; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food
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; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts)
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; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks:
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; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...)
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; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep
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; - breath regenerates slower
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; - his performance on assignments (training milita, doctoring, repairing...) is worse
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; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this!
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; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0)
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; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250
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FOOD_DIGESTION_HOURLY_BASE_FOOD = 20
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FOOD_DIGESTION_HOURLY_BASE_DRINK = 130
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; The digestion value is modfied with the number corresponding to your current activity
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FOOD_DIGESTION_SLEEP = 0.6
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FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8
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FOOD_DIGESTION_TRAVEL = 1.5
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FOOD_DIGESTION_ASSIGNMENT = 0.9
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FOOD_DIGESTION_ONDUTY = 1.0
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FOOD_DIGESTION_COMBAT = 2.0
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; allow decay of food in every sector?
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FOOD_DECAY_IN_SECTORS = TRUE
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; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
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FOOD_DECAY_MODIFICATOR = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2202,6 +2344,20 @@ FACILITY_DANGER_RATE = 50
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ADDITIONAL_REPAIR_MODE = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; advanced repair/dirt system
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;------------------------------------------------------------------------------------------------------------------------------
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; determines wether a gun can suffer permanent damage that cannot be repaired other by local smiths.
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ADVANCED_REPAIR = TRUE
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; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
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DIRT_SYSTEM = TRUE
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; every trun, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
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SECTOR_DIRT_DIVIDER = 1000
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;******************************************************************************************************************************
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; Set how to handle Skyrider "hot LZ" options
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;
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@@ -2936,3 +3092,23 @@ FAST_FORWARD_PERIOD = 500
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;------------------------------------------------------------------------------------------------------------------------------
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FAST_FORWARD_KEY = SUBTRACT
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[Overhead Map Settings]
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;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
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;Modes:
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; 0 Off
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; 1 Draw Rectangles
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; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
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MARKER_MODE = 2
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;Precision governs how small the marked area will be
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; 0 Hostiles are in a general area 180 tiles across
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; 1 Hostiles are in a general area 120 tiles across
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; 2 Hostiles are in a general area 90 tiles across
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; 3 Hostiles are in a general area 60 tiles across
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; 4 Hostiles are in a general area 45 tiles across
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; 5 Hostiles are in a general area 30 tiles across
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DAYTIME_PRECISION = 4
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;Same as above, this time for Night
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NIGHTTIME_PRECISION = 5
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;Number of remaining Soldiers before their location gets marked
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MAX_SOLDIERS_LEFT = 1
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