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New ja2.exe (build: 2651)
New Features: - Headrock's HAM 2.8: - Zathras' Multiplayer UI Patch Bugfixes: - New option "Force turn mode" is always disabled when playing a multiplayer game - Max Merc limit in multiplayer was not evaluated when hiring merc - Press "ESC" while green progress bar on laptop loads -> Buttons are still visible although Laptop is closes - Fixed szSoundEffects definition - Minor fix to allow the bullet graphic to render properly when the shopkeeper panel is open. - Fixed a bug when creating the application, it was only possible to start ONE instance of the game. Now it is possible to start as many instances of the game you would like. - Temporary fix for game freeze when a path contains duplicate tiles Also non English Versions (German and Russian) of ja2.exe are available How to update these Versions from SVN, take a look at the Bears Pit thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1104 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -943,4 +943,413 @@ USE_ENHANCED_DESCRIPTION_BOX = 0
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;******************************************************************************************************************************
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; Use the file "prof.dat" for all difficult settings instead of the specific ones.
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;******************************************************************************************************************************
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ALWAYS_USE_PROF_DAT = FALSE
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ALWAYS_USE_PROF_DAT = FALSE
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[JA2 HAM Settings]
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;******************************************************************************************************************************
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; HEADROCK: Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
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; JA2 profits. This value goes all the way up to 65535%, but that's not recommended.
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;
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; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
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;******************************************************************************************************************************
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MINE_INCOME_PERCENTAGE = 100
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;******************************************************************************************************************************
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; HEADROCK: H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
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; Maximum and minimum values go from 0 to 100.
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; Divisor only works when minimum is 0.
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; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
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; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
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; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
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;
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; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
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; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
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; 100.
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; With Divisor 2, we get a 1/200 ratio.
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; With Divisor 10, we get a 1/1000 ratio. And so on.
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;******************************************************************************************************************************
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MAXIMUM_POSSIBLE_CTH = 99
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MINIMUM_POSSIBLE_CTH = 0
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MINIMUM_CTH_DIVISOR = 100
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;******************************************************************************************************************************
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; HEADROCK: Allow restricted militia to move through visited sectors regardless of XML restrictions?
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; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file).
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;******************************************************************************************************************************
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ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
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;******************************************************************************************************************************
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; HEADROCK: Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
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; been liberated?
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; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file), but overrides XML definitions.
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;******************************************************************************************************************************
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ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
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;******************************************************************************************************************************
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; HEADROCK: Enable Suppression Bugfix/feature.
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;
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; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
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; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
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; 1 = The suppression counter is cleared at the start of the character's turn.
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; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression.
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;
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;******************************************************************************************************************************
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CLEAR_SUPPRESSION_COUNTER = 1
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;******************************************************************************************************************************
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; HEADROCK: Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
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; gets at the end of the attack.
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;
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; 100 = Normal
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; 0 = No suppression at all.
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;
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; This value can be raised to 65535... But don't. Values over 200 are already excessive.
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;******************************************************************************************************************************
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SUPPRESSION_EFFECTIVENESS = 120
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;******************************************************************************************************************************
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; HEADROCK: Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
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; Set to 0 to remove the limit (suppression will not be limited in the number of APs it can drain). Either value can be set
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; to 0 independently.
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;
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; Range is 0 to 255. I wouldn't raise it that far if I were you, though. Could cause crashes.
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;
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;******************************************************************************************************************************
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MAX_SUPPRESSION_AP_LOSS_PER_TURN = 50
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MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
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;******************************************************************************************************************************
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; HEADROCK: This is the absolute minimum number of APs a character can reach due to suppression. Naturally, it can be negative
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; (negative values carry over to the next turn).
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;
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; Range = -128 to +128. Of course, a value of 20 or more would probably render suppression useless. Keep a bit below 0 for best
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; results.
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;******************************************************************************************************************************
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MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
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;******************************************************************************************************************************
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; HEADROCK: Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
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; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock
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; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn).
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;
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; FALSE = No Suppression Shock.
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; TRUE = activated.
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;******************************************************************************************************************************
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SUPPRESSION_SHOCK = TRUE
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;******************************************************************************************************************************
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; HEADROCK: This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
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; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared
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; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points
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; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach
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; the limit), but please note that very high suppression may cause a character to surpass the limit and take a while before they
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; can even fire a shot again at more than minimum CTH.
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;
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; Range is 0 (no suppression shock) to 65535 (65535% effect). 100 is "normal" effect.
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; PLEASE PLEASE don't mess around - use values no higher than 300%, otherwise you risk throwing game balance out of whack.
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; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway.
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;******************************************************************************************************************************
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SUPPRESSION_SHOCK_EFFECTIVENESS = 100
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;******************************************************************************************************************************
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; HEADROCK: This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
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; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can.
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;
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; The effect when the target is crouched is 1/3 of the full value.
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;
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; Set to 0 to turn off "Cowering". By doing so, you'll also reduce the frequency of enemies dropping - the trained mercs will
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; still drop, but will also remain more accurate.
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;******************************************************************************************************************************
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AIM_PENALTY_PER_TARGET_SHOCK = 2
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;******************************************************************************************************************************
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; HEADROCK: If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
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; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character
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; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been
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; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get
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; out of the way. They will subsequently also become more shocked.
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;******************************************************************************************************************************
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COWER_EFFECT_ON_SUPPRESSION = 150
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;******************************************************************************************************************************
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; HEADROCK: This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
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; default is 2 AP per morale loss. Set this higher to reduce the effect of suppression on morale (helps prevent enemies running
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; away too soon after being suppressed).
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;******************************************************************************************************************************
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AP_LOST_PER_MORALE_DROP = 3
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;******************************************************************************************************************************
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; HEADROCK: The next three settings control realistic tracer fire.
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;
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; REALISTIC_TRACERS: Toggle Realistic Tracers.
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; 0 = off (regular tracers).
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; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
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; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
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;
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; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any magazine. 0 = no tracers. 1 = every bullet
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; is a tracer. 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
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;
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; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
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; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
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; seriously, keep it around 20, willya?
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;
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;******************************************************************************************************************************
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REALISTIC_TRACERS = 2
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NUM_BULLETS_PER_TRACER = 5
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CTH_BUMP_PER_TRACER = 10
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;******************************************************************************************************************************
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; HEADROCK: New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
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;
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; Any aiming (with/without scope) = +1/2 of the weapon's draw cost
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; Any aiming with a scope = +1 AP for the first aiming level only.
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; Aiming level 1-4 = increased by 1 AP per aiming point as normal
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; Aiming level 5-6 = 4 AP + 2 for each aiming point beyond 4
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; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
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;******************************************************************************************************************************
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INCREASED_AIM_COST = TRUE
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;******************************************************************************************************************************
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; HEADROCK: The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
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; and bipod use.(TRUE/FALSE)
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;
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; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do.
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;******************************************************************************************************************************
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DYNAMIC_AIM_LIMITS = TRUE
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;******************************************************************************************************************************
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; HEADROCK: How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
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; Please note, the maximum CTH loss is 30, no matter how high you set this.
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;******************************************************************************************************************************
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MOVEMENT_EFFECT_ON_AIMING = 2.5
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;******************************************************************************************************************************
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; HEADROCK: This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
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; but won't lower B/5AP below 0.
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; 0 = No change from normal
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; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
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;
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;******************************************************************************************************************************
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AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 1
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;******************************************************************************************************************************
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; HEADROCK: This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
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; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0.
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;******************************************************************************************************************************
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AUTORESOLVE_LUCK_FACTOR = 1.0
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;******************************************************************************************************************************
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; HEADROCK: This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
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; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the
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; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note
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; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less.
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;******************************************************************************************************************************
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MAXIMUM_SUPPRESSION_SHOCK = 30
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;******************************************************************************************************************************
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; HEADROCK: Toggles new CTH bars for Burst and Autofire.
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; 0 = No new CTH bars.
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; 1 = New Burst and Autofire CTH bars
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; 2 = New Burst CTH Bars only
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; 3 = New Autofire CTH Bars only
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;******************************************************************************************************************************
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NEW_BURST-AUTO_CTH_BARS = 1
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;******************************************************************************************************************************
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; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression
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; values above. Otherwise, you'll want to turn this on, otherwise the AI will be very stupid about suppressing you, and about
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; running away from suppression fire.
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;******************************************************************************************************************************
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INCREASE_AI_WILLINGNESS_TO_SUPPRESS = TRUE
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;******************************************************************************************************************************
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; HEADROCK: You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
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; number of "sub-points" you need to acquire to gain a new level. JA2 defaults are:
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; Skills: 25 Sub-Points to advance
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; Attribs: 50 Sub-Points to advance
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; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
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;
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; Double the values, and progression will get become as slow. Half them, it becomes twice as fast.
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; Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
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;
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; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
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; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
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; campaign, or suffer(??) the consequences!!
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;******************************************************************************************************************************
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SKILLS_SUBPOINTS_TO_IMPROVE = 25
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ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
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LEVEL_SUBPOINTS_TO_IMPROVE = 350
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;******************************************************************************************************************************
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; HEADROCK: When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
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; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
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; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
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; character will see the exact results.
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;******************************************************************************************************************************
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APPROXIMATE_CTH = TRUE
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;******************************************************************************************************************************
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; HEADROCK: This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
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; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
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; have already been liberated once in the past.
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;
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; In the JA2 campaign, this allows travel through:
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; San Mona, Tixa, Orta, Estoni, and Omerta.
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;
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; For this feature to work, "RESTRICT_ROAMING" (in JA2_Options.INI) and at least one of the militia restriction options in this INI
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; must be set to TRUE.
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;******************************************************************************************************************************
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ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
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;******************************************************************************************************************************
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; HEADROCK: The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
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; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained
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; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city.
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;
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; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE (in
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; JA2_Options.INI)
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;******************************************************************************************************************************
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SMART_ROAMING_MILITIA_GENERATOR = TRUE
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;******************************************************************************************************************************
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; HEADROCK: With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
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; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia
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; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle.
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;
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; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE (in JA2_Options.INI)
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;******************************************************************************************************************************
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DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
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;******************************************************************************************************************************
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; HEADROCK: This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
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; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them.
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; If the roll fails, one group will fill up, while the other disappears or gets the leftovers.
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;
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; Range 0 to 100.
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; 0 = JA2 default, militia will always try to join up into the largest groups possible.
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; 100 = Militia will always average out with one another, eventually spreading out in groups of half the maximum size over a
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; large area. Naturally, if you keep training militia, they'll eventually fill up, but until then they will try to stay average
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; with each other as much as possible.
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; 50 = Militia will join up into large groups only half of the time. This will create a situation where there are several large
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; groups of militia in different places at different times, while most groups are smaller.
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;******************************************************************************************************************************
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ROAMING_MILITIA_SPREADOUT_CHANCE = 50
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;******************************************************************************************************************************
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; HEADROCK: It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
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; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults
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||||
; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs.
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;
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; Range: 1 to 255
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; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
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; cowering at all.
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||||
;******************************************************************************************************************************
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CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
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CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3
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CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
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CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
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||||
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;******************************************************************************************************************************
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; HEADROCK: This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
|
||||
; shooter is any closer than this, he will receive a proportionally lower penalty.
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||||
;
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; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be
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||||
; possible set this higher (200 should be nice. 300 tactically resembles JA2, sort of).
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;
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||||
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
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; cowering at all.
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||||
;******************************************************************************************************************************
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||||
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MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
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||||
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;******************************************************************************************************************************
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||||
; HEADROCK: These are the maximum possible CTH penalties we can get from cowering.
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;
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; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured.
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||||
; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it.
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||||
;
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; Range: 0 to 65535. A value of 0 means that there is no flat limit (except what's imposed by other limits for suppression shock
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||||
; and cowering, if applicable)
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||||
;******************************************************************************************************************************
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||||
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MAX_SHOOTER_COWERING_PENALTY = 0
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MAX_TARGET_COWERING_PENALTY = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This setting determines whether militia can drop their equipment when they die, like enemies do.
|
||||
;
|
||||
; 0 = JA2 Default. Militia can't drop any equipment.
|
||||
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
|
||||
; 2 = Militia can drop their equipment regardless of who killed them.
|
||||
;
|
||||
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
|
||||
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
|
||||
; (or none at all).
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MILITIA_DROP_EQUIPMENT = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
|
||||
;
|
||||
; 0 = Disabled. Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
|
||||
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
|
||||
; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
|
||||
; 1 = Both options on.
|
||||
;
|
||||
; Different combinations may cause training to function differently from what you'd expect. I suggest setting both of these to
|
||||
; 1, or both to 0, but feel free to experiment.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SMART_TRAINING-SLEEP_HANDLER = 1
|
||||
SMART_TRAINING-WAKE_HANDLER = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
|
||||
;
|
||||
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
|
||||
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
|
||||
; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
|
||||
; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
|
||||
; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
|
||||
; 1 = Both options on.
|
||||
;
|
||||
; Notice that if set to 1 or 3, students will NOT study while all trainers are asleep! They'll only study if there's a
|
||||
; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SMART_TRAINING_REST = 1
|
||||
@@ -10,72 +10,124 @@ Up to 256 sectors (all of them) can be listed here though.
|
||||
-->
|
||||
|
||||
<RESTRICTED_SECTORS>
|
||||
<SECTOR>A4</SECTOR>
|
||||
<SECTOR>A5</SECTOR>
|
||||
<SECTOR>A6</SECTOR>
|
||||
<SECTOR>A7</SECTOR>
|
||||
<SECTOR>A8</SECTOR>
|
||||
<SECTOR>A9</SECTOR>
|
||||
<SECTOR>A10</SECTOR>
|
||||
<SECTOR>A11</SECTOR>
|
||||
<SECTOR>A15</SECTOR>
|
||||
<SECTOR>A16</SECTOR>
|
||||
<SECTOR>B4</SECTOR>
|
||||
<SECTOR>B5</SECTOR>
|
||||
<SECTOR>B6</SECTOR>
|
||||
<SECTOR>B7</SECTOR>
|
||||
<SECTOR>B8</SECTOR>
|
||||
<SECTOR>B9</SECTOR>
|
||||
<SECTOR>B10</SECTOR>
|
||||
<SECTOR>B11</SECTOR>
|
||||
<SECTOR>B15</SECTOR>
|
||||
<SECTOR>B16</SECTOR>
|
||||
<SECTOR>C4</SECTOR>
|
||||
<SECTOR>C5</SECTOR>
|
||||
<SECTOR>C6</SECTOR>
|
||||
<SECTOR>C7</SECTOR>
|
||||
<SECTOR>C8</SECTOR>
|
||||
<SECTOR>C9</SECTOR>
|
||||
<SECTOR>C10</SECTOR>
|
||||
<SECTOR>C11</SECTOR>
|
||||
<SECTOR>C15</SECTOR>
|
||||
<SECTOR>D11</SECTOR>
|
||||
<SECTOR>D15</SECTOR>
|
||||
<SECTOR>E11</SECTOR>
|
||||
<SECTOR>E15</SECTOR>
|
||||
<SECTOR>F11</SECTOR>
|
||||
<SECTOR>F12</SECTOR>
|
||||
<SECTOR>F13</SECTOR>
|
||||
<SECTOR>F14</SECTOR>
|
||||
<SECTOR>F15</SECTOR>
|
||||
<SECTOR>C16</SECTOR>
|
||||
<SECTOR>D1</SECTOR>
|
||||
<SECTOR>D2</SECTOR>
|
||||
<SECTOR>D3</SECTOR>
|
||||
<SECTOR>D4</SECTOR>
|
||||
<SECTOR>A4</SECTOR>
|
||||
<SECTOR>B4</SECTOR>
|
||||
<SECTOR>C4</SECTOR>
|
||||
<SECTOR>E1</SECTOR>
|
||||
<SECTOR>E2</SECTOR>
|
||||
<SECTOR>E3</SECTOR>
|
||||
<SECTOR>E4</SECTOR>
|
||||
<SECTOR>F4</SECTOR>
|
||||
<SECTOR>F5</SECTOR>
|
||||
<SECTOR>G5</SECTOR>
|
||||
<SECTOR>H5</SECTOR>
|
||||
<SECTOR>I5</SECTOR>
|
||||
<SECTOR>J1</SECTOR>
|
||||
<SECTOR>J2</SECTOR>
|
||||
<SECTOR>J3</SECTOR>
|
||||
<SECTOR>J4</SECTOR>
|
||||
<SECTOR>J5</SECTOR>
|
||||
<SECTOR>D5</SECTOR>
|
||||
<SECTOR>D6</SECTOR>
|
||||
<SECTOR>D7</SECTOR>
|
||||
<SECTOR>D8</SECTOR>
|
||||
<SECTOR>D9</SECTOR>
|
||||
<SECTOR>D10</SECTOR>
|
||||
<SECTOR>D11</SECTOR>
|
||||
<SECTOR>D15</SECTOR>
|
||||
<SECTOR>D16</SECTOR>
|
||||
<SECTOR>E1</SECTOR>
|
||||
<SECTOR>E2</SECTOR>
|
||||
<SECTOR>E3</SECTOR>
|
||||
<SECTOR>E4</SECTOR>
|
||||
<SECTOR>E5</SECTOR>
|
||||
<SECTOR>E6</SECTOR>
|
||||
<SECTOR>E11</SECTOR>
|
||||
<SECTOR>E15</SECTOR>
|
||||
<SECTOR>F4</SECTOR>
|
||||
<SECTOR>F5</SECTOR>
|
||||
<SECTOR>F6</SECTOR>
|
||||
<SECTOR>F11</SECTOR>
|
||||
<SECTOR>F12</SECTOR>
|
||||
<SECTOR>F13</SECTOR>
|
||||
<SECTOR>F14</SECTOR>
|
||||
<SECTOR>F15</SECTOR>
|
||||
<SECTOR>G5</SECTOR>
|
||||
<SECTOR>G6</SECTOR>
|
||||
<SECTOR>G11</SECTOR>
|
||||
<SECTOR>G16</SECTOR>
|
||||
<SECTOR>H5</SECTOR>
|
||||
<SECTOR>H6</SECTOR>
|
||||
<SECTOR>H11</SECTOR>
|
||||
<SECTOR>H16</SECTOR>
|
||||
<SECTOR>I5</SECTOR>
|
||||
<SECTOR>I6</SECTOR>
|
||||
<SECTOR>I8</SECTOR>
|
||||
<SECTOR>I10</SECTOR>
|
||||
<SECTOR>I11</SECTOR>
|
||||
<SECTOR>I16</SECTOR>
|
||||
<SECTOR>J1</SECTOR>
|
||||
<SECTOR>J2</SECTOR>
|
||||
<SECTOR>J3</SECTOR>
|
||||
<SECTOR>J4</SECTOR>
|
||||
<SECTOR>J5</SECTOR>
|
||||
<SECTOR>J6</SECTOR>
|
||||
<SECTOR>J7</SECTOR>
|
||||
<SECTOR>J8</SECTOR>
|
||||
<SECTOR>J9</SECTOR>
|
||||
<SECTOR>J10</SECTOR>
|
||||
<SECTOR>J11</SECTOR>
|
||||
<SECTOR>J16</SECTOR>
|
||||
<SECTOR>K1</SECTOR>
|
||||
<SECTOR>K2</SECTOR>
|
||||
<SECTOR>K3</SECTOR>
|
||||
<SECTOR>K4</SECTOR>
|
||||
<SECTOR>K5</SECTOR>
|
||||
<SECTOR>K6</SECTOR>
|
||||
<SECTOR>K7</SECTOR>
|
||||
<SECTOR>K8</SECTOR>
|
||||
<SECTOR>K9</SECTOR>
|
||||
<SECTOR>L9</SECTOR>
|
||||
<SECTOR>M9</SECTOR>
|
||||
<SECTOR>N9</SECTOR>
|
||||
<SECTOR>O9</SECTOR>
|
||||
<SECTOR>P9</SECTOR>
|
||||
<SECTOR>K14</SECTOR>
|
||||
<SECTOR>L14</SECTOR>
|
||||
<SECTOR>M14</SECTOR>
|
||||
<SECTOR>K15</SECTOR>
|
||||
<SECTOR>G16</SECTOR>
|
||||
<SECTOR>H16</SECTOR>
|
||||
<SECTOR>I16</SECTOR>
|
||||
<SECTOR>L1</SECTOR>
|
||||
<SECTOR>L2</SECTOR>
|
||||
<SECTOR>L3</SECTOR>
|
||||
<SECTOR>L4</SECTOR>
|
||||
<SECTOR>L5</SECTOR>
|
||||
<SECTOR>L6</SECTOR>
|
||||
<SECTOR>L7</SECTOR>
|
||||
<SECTOR>L8</SECTOR>
|
||||
<SECTOR>L9</SECTOR>
|
||||
<SECTOR>L14</SECTOR>
|
||||
<SECTOR>L15</SECTOR>
|
||||
<SECTOR>M1</SECTOR>
|
||||
<SECTOR>M7</SECTOR>
|
||||
<SECTOR>M8</SECTOR>
|
||||
<SECTOR>M9</SECTOR>
|
||||
<SECTOR>M14</SECTOR>
|
||||
<SECTOR>N7</SECTOR>
|
||||
<SECTOR>N8</SECTOR>
|
||||
<SECTOR>N9</SECTOR>
|
||||
<SECTOR>N10</SECTOR>
|
||||
<SECTOR>O8</SECTOR>
|
||||
<SECTOR>O9</SECTOR>
|
||||
<SECTOR>P8</SECTOR>
|
||||
<SECTOR>P9</SECTOR>
|
||||
</RESTRICTED_SECTORS>
|
||||
Binary file not shown.
@@ -942,3 +942,412 @@ USE_ENHANCED_DESCRIPTION_BOX = 0
|
||||
; Use the file "prof.dat" for all difficult settings instead of the specific ones.
|
||||
;******************************************************************************************************************************
|
||||
ALWAYS_USE_PROF_DAT = FALSE
|
||||
|
||||
|
||||
[JA2 HAM Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
|
||||
; JA2 profits. This value goes all the way up to 65535%, but that's not recommended.
|
||||
;
|
||||
; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MINE_INCOME_PERCENTAGE = 100
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
|
||||
; Maximum and minimum values go from 0 to 100.
|
||||
; Divisor only works when minimum is 0.
|
||||
; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
|
||||
; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
|
||||
; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
|
||||
;
|
||||
; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
|
||||
; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
|
||||
; 100.
|
||||
; With Divisor 2, we get a 1/200 ratio.
|
||||
; With Divisor 10, we get a 1/1000 ratio. And so on.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MAXIMUM_POSSIBLE_CTH = 99
|
||||
MINIMUM_POSSIBLE_CTH = 0
|
||||
MINIMUM_CTH_DIVISOR = 100
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Allow restricted militia to move through visited sectors regardless of XML restrictions?
|
||||
; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file).
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
|
||||
; been liberated?
|
||||
; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file), but overrides XML definitions.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Enable Suppression Bugfix/feature.
|
||||
;
|
||||
; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
|
||||
; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
|
||||
; 1 = The suppression counter is cleared at the start of the character's turn.
|
||||
; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression.
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
CLEAR_SUPPRESSION_COUNTER = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
|
||||
; gets at the end of the attack.
|
||||
;
|
||||
; 100 = Normal
|
||||
; 0 = No suppression at all.
|
||||
;
|
||||
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SUPPRESSION_EFFECTIVENESS = 120
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
|
||||
; Set to 0 to remove the limit (suppression will not be limited in the number of APs it can drain). Either value can be set
|
||||
; to 0 independently.
|
||||
;
|
||||
; Range is 0 to 255. I wouldn't raise it that far if I were you, though. Could cause crashes.
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MAX_SUPPRESSION_AP_LOSS_PER_TURN = 50
|
||||
|
||||
MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This is the absolute minimum number of APs a character can reach due to suppression. Naturally, it can be negative
|
||||
; (negative values carry over to the next turn).
|
||||
;
|
||||
; Range = -128 to +128. Of course, a value of 20 or more would probably render suppression useless. Keep a bit below 0 for best
|
||||
; results.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
|
||||
; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock
|
||||
; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn).
|
||||
;
|
||||
; FALSE = No Suppression Shock.
|
||||
; TRUE = activated.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SUPPRESSION_SHOCK = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
|
||||
; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared
|
||||
; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points
|
||||
; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach
|
||||
; the limit), but please note that very high suppression may cause a character to surpass the limit and take a while before they
|
||||
; can even fire a shot again at more than minimum CTH.
|
||||
;
|
||||
; Range is 0 (no suppression shock) to 65535 (65535% effect). 100 is "normal" effect.
|
||||
; PLEASE PLEASE don't mess around - use values no higher than 300%, otherwise you risk throwing game balance out of whack.
|
||||
; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SUPPRESSION_SHOCK_EFFECTIVENESS = 100
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
|
||||
; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can.
|
||||
;
|
||||
; The effect when the target is crouched is 1/3 of the full value.
|
||||
;
|
||||
; Set to 0 to turn off "Cowering". By doing so, you'll also reduce the frequency of enemies dropping - the trained mercs will
|
||||
; still drop, but will also remain more accurate.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
AIM_PENALTY_PER_TARGET_SHOCK = 2
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
|
||||
; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character
|
||||
; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been
|
||||
; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get
|
||||
; out of the way. They will subsequently also become more shocked.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
COWER_EFFECT_ON_SUPPRESSION = 150
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
|
||||
; default is 2 AP per morale loss. Set this higher to reduce the effect of suppression on morale (helps prevent enemies running
|
||||
; away too soon after being suppressed).
|
||||
;******************************************************************************************************************************
|
||||
|
||||
AP_LOST_PER_MORALE_DROP = 3
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: The next three settings control realistic tracer fire.
|
||||
;
|
||||
; REALISTIC_TRACERS: Toggle Realistic Tracers.
|
||||
; 0 = off (regular tracers).
|
||||
; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
|
||||
; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
|
||||
;
|
||||
; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any magazine. 0 = no tracers. 1 = every bullet
|
||||
; is a tracer. 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
|
||||
;
|
||||
; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
|
||||
; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
|
||||
; seriously, keep it around 20, willya?
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
REALISTIC_TRACERS = 2
|
||||
|
||||
NUM_BULLETS_PER_TRACER = 5
|
||||
|
||||
CTH_BUMP_PER_TRACER = 10
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
|
||||
;
|
||||
; Any aiming (with/without scope) = +1/2 of the weapon's draw cost
|
||||
; Any aiming with a scope = +1 AP for the first aiming level only.
|
||||
; Aiming level 1-4 = increased by 1 AP per aiming point as normal
|
||||
; Aiming level 5-6 = 4 AP + 2 for each aiming point beyond 4
|
||||
; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
|
||||
;******************************************************************************************************************************
|
||||
|
||||
INCREASED_AIM_COST = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
|
||||
; and bipod use.(TRUE/FALSE)
|
||||
;
|
||||
; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
DYNAMIC_AIM_LIMITS = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
|
||||
; Please note, the maximum CTH loss is 30, no matter how high you set this.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MOVEMENT_EFFECT_ON_AIMING = 2.5
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
|
||||
; but won't lower B/5AP below 0.
|
||||
; 0 = No change from normal
|
||||
; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
|
||||
; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
AUTORESOLVE_LUCK_FACTOR = 1.0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
|
||||
; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the
|
||||
; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note
|
||||
; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MAXIMUM_SUPPRESSION_SHOCK = 30
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Toggles new CTH bars for Burst and Autofire.
|
||||
; 0 = No new CTH bars.
|
||||
; 1 = New Burst and Autofire CTH bars
|
||||
; 2 = New Burst CTH Bars only
|
||||
; 3 = New Autofire CTH Bars only
|
||||
;******************************************************************************************************************************
|
||||
|
||||
NEW_BURST-AUTO_CTH_BARS = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression
|
||||
; values above. Otherwise, you'll want to turn this on, otherwise the AI will be very stupid about suppressing you, and about
|
||||
; running away from suppression fire.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
|
||||
; number of "sub-points" you need to acquire to gain a new level. JA2 defaults are:
|
||||
; Skills: 25 Sub-Points to advance
|
||||
; Attribs: 50 Sub-Points to advance
|
||||
; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
|
||||
;
|
||||
; Double the values, and progression will get become as slow. Half them, it becomes twice as fast.
|
||||
; Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||||
;
|
||||
; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
|
||||
; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
|
||||
; campaign, or suffer(??) the consequences!!
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SKILLS_SUBPOINTS_TO_IMPROVE = 25
|
||||
ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
|
||||
LEVEL_SUBPOINTS_TO_IMPROVE = 350
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
|
||||
; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
|
||||
; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
|
||||
; character will see the exact results.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
APPROXIMATE_CTH = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
|
||||
; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
|
||||
; have already been liberated once in the past.
|
||||
;
|
||||
; In the JA2 campaign, this allows travel through:
|
||||
; San Mona, Tixa, Orta, Estoni, and Omerta.
|
||||
;
|
||||
; For this feature to work, "RESTRICT_ROAMING" (in JA2_Options.INI) and at least one of the militia restriction options in this INI
|
||||
; must be set to TRUE.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
|
||||
; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained
|
||||
; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city.
|
||||
;
|
||||
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE (in
|
||||
; JA2_Options.INI)
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SMART_ROAMING_MILITIA_GENERATOR = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
|
||||
; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia
|
||||
; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle.
|
||||
;
|
||||
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE (in JA2_Options.INI)
|
||||
;******************************************************************************************************************************
|
||||
|
||||
DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
|
||||
; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them.
|
||||
; If the roll fails, one group will fill up, while the other disappears or gets the leftovers.
|
||||
;
|
||||
; Range 0 to 100.
|
||||
; 0 = JA2 default, militia will always try to join up into the largest groups possible.
|
||||
; 100 = Militia will always average out with one another, eventually spreading out in groups of half the maximum size over a
|
||||
; large area. Naturally, if you keep training militia, they'll eventually fill up, but until then they will try to stay average
|
||||
; with each other as much as possible.
|
||||
; 50 = Militia will join up into large groups only half of the time. This will create a situation where there are several large
|
||||
; groups of militia in different places at different times, while most groups are smaller.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ROAMING_MILITIA_SPREADOUT_CHANCE = 50
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
|
||||
; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults
|
||||
; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs.
|
||||
;
|
||||
; Range: 1 to 255
|
||||
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
|
||||
; cowering at all.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
|
||||
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
|
||||
; shooter is any closer than this, he will receive a proportionally lower penalty.
|
||||
;
|
||||
; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be
|
||||
; possible set this higher (200 should be nice. 300 tactically resembles JA2, sort of).
|
||||
;
|
||||
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
|
||||
; cowering at all.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: These are the maximum possible CTH penalties we can get from cowering.
|
||||
;
|
||||
; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured.
|
||||
; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it.
|
||||
;
|
||||
; Range: 0 to 65535. A value of 0 means that there is no flat limit (except what's imposed by other limits for suppression shock
|
||||
; and cowering, if applicable)
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MAX_SHOOTER_COWERING_PENALTY = 0
|
||||
MAX_TARGET_COWERING_PENALTY = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This setting determines whether militia can drop their equipment when they die, like enemies do.
|
||||
;
|
||||
; 0 = JA2 Default. Militia can't drop any equipment.
|
||||
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
|
||||
; 2 = Militia can drop their equipment regardless of who killed them.
|
||||
;
|
||||
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
|
||||
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
|
||||
; (or none at all).
|
||||
;******************************************************************************************************************************
|
||||
|
||||
MILITIA_DROP_EQUIPMENT = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
|
||||
;
|
||||
; 0 = Disabled. Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
|
||||
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
|
||||
; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
|
||||
; 1 = Both options on.
|
||||
;
|
||||
; Different combinations may cause training to function differently from what you'd expect. I suggest setting both of these to
|
||||
; 1, or both to 0, but feel free to experiment.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SMART_TRAINING-SLEEP_HANDLER = 1
|
||||
SMART_TRAINING-WAKE_HANDLER = 1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; HEADROCK: This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
|
||||
;
|
||||
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
|
||||
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
|
||||
; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
|
||||
; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
|
||||
; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
|
||||
; 1 = Both options on.
|
||||
;
|
||||
; Notice that if set to 1 or 3, students will NOT study while all trainers are asleep! They'll only study if there's a
|
||||
; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
SMART_TRAINING_REST = 1
|
||||
|
||||
@@ -10,72 +10,124 @@ Up to 256 sectors (all of them) can be listed here though.
|
||||
-->
|
||||
|
||||
<RESTRICTED_SECTORS>
|
||||
<SECTOR>A4</SECTOR>
|
||||
<SECTOR>A5</SECTOR>
|
||||
<SECTOR>A6</SECTOR>
|
||||
<SECTOR>A7</SECTOR>
|
||||
<SECTOR>A8</SECTOR>
|
||||
<SECTOR>A9</SECTOR>
|
||||
<SECTOR>A10</SECTOR>
|
||||
<SECTOR>A11</SECTOR>
|
||||
<SECTOR>A15</SECTOR>
|
||||
<SECTOR>A16</SECTOR>
|
||||
<SECTOR>B4</SECTOR>
|
||||
<SECTOR>B5</SECTOR>
|
||||
<SECTOR>B6</SECTOR>
|
||||
<SECTOR>B7</SECTOR>
|
||||
<SECTOR>B8</SECTOR>
|
||||
<SECTOR>B9</SECTOR>
|
||||
<SECTOR>B10</SECTOR>
|
||||
<SECTOR>B11</SECTOR>
|
||||
<SECTOR>B15</SECTOR>
|
||||
<SECTOR>B16</SECTOR>
|
||||
<SECTOR>C4</SECTOR>
|
||||
<SECTOR>C5</SECTOR>
|
||||
<SECTOR>C6</SECTOR>
|
||||
<SECTOR>C7</SECTOR>
|
||||
<SECTOR>C8</SECTOR>
|
||||
<SECTOR>C9</SECTOR>
|
||||
<SECTOR>C10</SECTOR>
|
||||
<SECTOR>C11</SECTOR>
|
||||
<SECTOR>C15</SECTOR>
|
||||
<SECTOR>D11</SECTOR>
|
||||
<SECTOR>D15</SECTOR>
|
||||
<SECTOR>E11</SECTOR>
|
||||
<SECTOR>E15</SECTOR>
|
||||
<SECTOR>F11</SECTOR>
|
||||
<SECTOR>F12</SECTOR>
|
||||
<SECTOR>F13</SECTOR>
|
||||
<SECTOR>F14</SECTOR>
|
||||
<SECTOR>F15</SECTOR>
|
||||
<SECTOR>C16</SECTOR>
|
||||
<SECTOR>D1</SECTOR>
|
||||
<SECTOR>D2</SECTOR>
|
||||
<SECTOR>D3</SECTOR>
|
||||
<SECTOR>D4</SECTOR>
|
||||
<SECTOR>A4</SECTOR>
|
||||
<SECTOR>B4</SECTOR>
|
||||
<SECTOR>C4</SECTOR>
|
||||
<SECTOR>E1</SECTOR>
|
||||
<SECTOR>E2</SECTOR>
|
||||
<SECTOR>E3</SECTOR>
|
||||
<SECTOR>E4</SECTOR>
|
||||
<SECTOR>F4</SECTOR>
|
||||
<SECTOR>F5</SECTOR>
|
||||
<SECTOR>G5</SECTOR>
|
||||
<SECTOR>H5</SECTOR>
|
||||
<SECTOR>I5</SECTOR>
|
||||
<SECTOR>J1</SECTOR>
|
||||
<SECTOR>J2</SECTOR>
|
||||
<SECTOR>J3</SECTOR>
|
||||
<SECTOR>J4</SECTOR>
|
||||
<SECTOR>J5</SECTOR>
|
||||
<SECTOR>D5</SECTOR>
|
||||
<SECTOR>D6</SECTOR>
|
||||
<SECTOR>D7</SECTOR>
|
||||
<SECTOR>D8</SECTOR>
|
||||
<SECTOR>D9</SECTOR>
|
||||
<SECTOR>D10</SECTOR>
|
||||
<SECTOR>D11</SECTOR>
|
||||
<SECTOR>D15</SECTOR>
|
||||
<SECTOR>D16</SECTOR>
|
||||
<SECTOR>E1</SECTOR>
|
||||
<SECTOR>E2</SECTOR>
|
||||
<SECTOR>E3</SECTOR>
|
||||
<SECTOR>E4</SECTOR>
|
||||
<SECTOR>E5</SECTOR>
|
||||
<SECTOR>E6</SECTOR>
|
||||
<SECTOR>E11</SECTOR>
|
||||
<SECTOR>E15</SECTOR>
|
||||
<SECTOR>F4</SECTOR>
|
||||
<SECTOR>F5</SECTOR>
|
||||
<SECTOR>F6</SECTOR>
|
||||
<SECTOR>F11</SECTOR>
|
||||
<SECTOR>F12</SECTOR>
|
||||
<SECTOR>F13</SECTOR>
|
||||
<SECTOR>F14</SECTOR>
|
||||
<SECTOR>F15</SECTOR>
|
||||
<SECTOR>G5</SECTOR>
|
||||
<SECTOR>G6</SECTOR>
|
||||
<SECTOR>G11</SECTOR>
|
||||
<SECTOR>G16</SECTOR>
|
||||
<SECTOR>H5</SECTOR>
|
||||
<SECTOR>H6</SECTOR>
|
||||
<SECTOR>H11</SECTOR>
|
||||
<SECTOR>H16</SECTOR>
|
||||
<SECTOR>I5</SECTOR>
|
||||
<SECTOR>I6</SECTOR>
|
||||
<SECTOR>I8</SECTOR>
|
||||
<SECTOR>I10</SECTOR>
|
||||
<SECTOR>I11</SECTOR>
|
||||
<SECTOR>I16</SECTOR>
|
||||
<SECTOR>J1</SECTOR>
|
||||
<SECTOR>J2</SECTOR>
|
||||
<SECTOR>J3</SECTOR>
|
||||
<SECTOR>J4</SECTOR>
|
||||
<SECTOR>J5</SECTOR>
|
||||
<SECTOR>J6</SECTOR>
|
||||
<SECTOR>J7</SECTOR>
|
||||
<SECTOR>J8</SECTOR>
|
||||
<SECTOR>J9</SECTOR>
|
||||
<SECTOR>J10</SECTOR>
|
||||
<SECTOR>J11</SECTOR>
|
||||
<SECTOR>J16</SECTOR>
|
||||
<SECTOR>K1</SECTOR>
|
||||
<SECTOR>K2</SECTOR>
|
||||
<SECTOR>K3</SECTOR>
|
||||
<SECTOR>K4</SECTOR>
|
||||
<SECTOR>K5</SECTOR>
|
||||
<SECTOR>K6</SECTOR>
|
||||
<SECTOR>K7</SECTOR>
|
||||
<SECTOR>K8</SECTOR>
|
||||
<SECTOR>K9</SECTOR>
|
||||
<SECTOR>L9</SECTOR>
|
||||
<SECTOR>M9</SECTOR>
|
||||
<SECTOR>N9</SECTOR>
|
||||
<SECTOR>O9</SECTOR>
|
||||
<SECTOR>P9</SECTOR>
|
||||
<SECTOR>K14</SECTOR>
|
||||
<SECTOR>L14</SECTOR>
|
||||
<SECTOR>M14</SECTOR>
|
||||
<SECTOR>K15</SECTOR>
|
||||
<SECTOR>G16</SECTOR>
|
||||
<SECTOR>H16</SECTOR>
|
||||
<SECTOR>I16</SECTOR>
|
||||
<SECTOR>L1</SECTOR>
|
||||
<SECTOR>L2</SECTOR>
|
||||
<SECTOR>L3</SECTOR>
|
||||
<SECTOR>L4</SECTOR>
|
||||
<SECTOR>L5</SECTOR>
|
||||
<SECTOR>L6</SECTOR>
|
||||
<SECTOR>L7</SECTOR>
|
||||
<SECTOR>L8</SECTOR>
|
||||
<SECTOR>L9</SECTOR>
|
||||
<SECTOR>L14</SECTOR>
|
||||
<SECTOR>L15</SECTOR>
|
||||
<SECTOR>M1</SECTOR>
|
||||
<SECTOR>M7</SECTOR>
|
||||
<SECTOR>M8</SECTOR>
|
||||
<SECTOR>M9</SECTOR>
|
||||
<SECTOR>M14</SECTOR>
|
||||
<SECTOR>N7</SECTOR>
|
||||
<SECTOR>N8</SECTOR>
|
||||
<SECTOR>N9</SECTOR>
|
||||
<SECTOR>N10</SECTOR>
|
||||
<SECTOR>O8</SECTOR>
|
||||
<SECTOR>O9</SECTOR>
|
||||
<SECTOR>P8</SECTOR>
|
||||
<SECTOR>P9</SECTOR>
|
||||
</RESTRICTED_SECTORS>
|
||||
Reference in New Issue
Block a user