diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 68b46997c..4788dbf67 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -943,4 +943,413 @@ USE_ENHANCED_DESCRIPTION_BOX = 0 ;****************************************************************************************************************************** ; Use the file "prof.dat" for all difficult settings instead of the specific ones. ;****************************************************************************************************************************** -ALWAYS_USE_PROF_DAT = FALSE \ No newline at end of file +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 \ No newline at end of file diff --git a/gamedir/Data-1.13/TableData/Map/RestrictedRoamingMilitia.xml b/gamedir/Data-1.13/TableData/Map/RestrictedRoamingMilitia.xml index c8e8f2e38..9a87f83c9 100644 --- a/gamedir/Data-1.13/TableData/Map/RestrictedRoamingMilitia.xml +++ b/gamedir/Data-1.13/TableData/Map/RestrictedRoamingMilitia.xml @@ -10,72 +10,124 @@ Up to 256 sectors (all of them) can be listed here though. --> + A4 + A5 + A6 + A7 + A8 + A9 + A10 A11 A15 + A16 + B4 + B5 + B6 + B7 + B8 + B9 + B10 B11 B15 + B16 + C4 + C5 + C6 + C7 + C8 + C9 + C10 C11 C15 - D11 - D15 - E11 - E15 - F11 - F12 - F13 - F14 - F15 + C16 D1 D2 D3 D4 - A4 - B4 - C4 - E1 - E2 - E3 - E4 - F4 - F5 - G5 - H5 - I5 - J1 - J2 - J3 - J4 - J5 + D5 D6 D7 D8 D9 D10 + D11 + D15 + D16 + E1 + E2 + E3 + E4 + E5 E6 + E11 + E15 + F4 + F5 F6 + F11 + F12 + F13 + F14 + F15 + G5 G6 G11 + G16 + H5 H6 H11 + H16 + I5 I6 + I8 I10 I11 + I16 + J1 + J2 + J3 + J4 + J5 J6 J7 J8 J9 J10 + J11 + J16 + K1 + K2 + K3 + K4 + K5 + K6 + K7 + K8 K9 - L9 - M9 - N9 - O9 - P9 K14 - L14 - M14 K15 - G16 - H16 - I16 + L1 + L2 + L3 + L4 + L5 + L6 + L7 + L8 + L9 + L14 + L15 + M1 + M7 + M8 + M9 + M14 + N7 + N8 + N9 + N10 + O8 + O9 + P8 + P9 \ No newline at end of file diff --git a/gamedir/Data/CURSORS/CUR_TR.STI b/gamedir/Data/CURSORS/CUR_TR.STI new file mode 100644 index 000000000..d711f41b2 Binary files /dev/null and b/gamedir/Data/CURSORS/CUR_TR.STI differ diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index a588de7c5..e763eef2d 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 diff --git a/gamedir/Data/TableData/Map/RestrictedRoamingMilitia.xml b/gamedir/Data/TableData/Map/RestrictedRoamingMilitia.xml index c8e8f2e38..9a87f83c9 100644 --- a/gamedir/Data/TableData/Map/RestrictedRoamingMilitia.xml +++ b/gamedir/Data/TableData/Map/RestrictedRoamingMilitia.xml @@ -10,72 +10,124 @@ Up to 256 sectors (all of them) can be listed here though. --> + A4 + A5 + A6 + A7 + A8 + A9 + A10 A11 A15 + A16 + B4 + B5 + B6 + B7 + B8 + B9 + B10 B11 B15 + B16 + C4 + C5 + C6 + C7 + C8 + C9 + C10 C11 C15 - D11 - D15 - E11 - E15 - F11 - F12 - F13 - F14 - F15 + C16 D1 D2 D3 D4 - A4 - B4 - C4 - E1 - E2 - E3 - E4 - F4 - F5 - G5 - H5 - I5 - J1 - J2 - J3 - J4 - J5 + D5 D6 D7 D8 D9 D10 + D11 + D15 + D16 + E1 + E2 + E3 + E4 + E5 E6 + E11 + E15 + F4 + F5 F6 + F11 + F12 + F13 + F14 + F15 + G5 G6 G11 + G16 + H5 H6 H11 + H16 + I5 I6 + I8 I10 I11 + I16 + J1 + J2 + J3 + J4 + J5 J6 J7 J8 J9 J10 + J11 + J16 + K1 + K2 + K3 + K4 + K5 + K6 + K7 + K8 K9 - L9 - M9 - N9 - O9 - P9 K14 - L14 - M14 K15 - G16 - H16 - I16 + L1 + L2 + L3 + L4 + L5 + L6 + L7 + L8 + L9 + L14 + L15 + M1 + M7 + M8 + M9 + M14 + N7 + N8 + N9 + N10 + O8 + O9 + P8 + P9 \ No newline at end of file