From be80da650c8c7a1d86fff0a851c8ecb8540df6da Mon Sep 17 00:00:00 2001 From: Sevenfm Date: Mon, 3 Jan 2022 22:49:43 +0000 Subject: [PATCH] Various improvements by rftr: - added more toggles to the features screen: drop all, suppression, drassen/city counterattacks, dynamic opinions and dialogue, and weather - fixed weather rendering check for individual weather types - added mousewheel support to options screen and features screen to navigate through pages - added keyboard inputs to options screen and features screen: TAB toggles between features and options, and A/D/leftarrow/rightarrow navigates through pages git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9230 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- FeaturesScreen.cpp | 156 ++++++++++++++++++++++++++++++++----- GameSettings.cpp | 169 +++++++++++++++++++++++------------------ GameSettings.h | 12 +++ Options Screen.cpp | 104 +++++++++++++++++++++---- Tactical/Rain.cpp | 10 ++- Utils/_ChineseText.cpp | 36 +++++++++ Utils/_DutchText.cpp | 36 +++++++++ Utils/_EnglishText.cpp | 36 +++++++++ Utils/_FrenchText.cpp | 36 +++++++++ Utils/_GermanText.cpp | 36 +++++++++ Utils/_ItalianText.cpp | 36 +++++++++ Utils/_PolishText.cpp | 36 +++++++++ Utils/_RussianText.cpp | 36 +++++++++ 13 files changed, 629 insertions(+), 110 deletions(-) diff --git a/FeaturesScreen.cpp b/FeaturesScreen.cpp index 2c43f151..3c4df473 100644 --- a/FeaturesScreen.cpp +++ b/FeaturesScreen.cpp @@ -108,7 +108,6 @@ void Establish_Features_Screen_Rules(void); // define the display rules void Build_Features_List_Reinterpretation(void); // interpret rules and build a set of which options are used for use in options screen void Create_Toggle_Buttons(void); // these two are blcok removals from functions, an isolation of toggle create/destroy void Destroy_Toggle_Buttons(void); -void Handle_ButtonStyle_Options(UINT8 Button_UserData_1); // Next Button void BtnOptNextCallback(GUI_BUTTON* btn, INT32 reason); @@ -163,6 +162,8 @@ void HandleScreen(); void GetUserInput(); void SetToggleBoxes(); void SetExitScreen(UINT32 uiExitScreen); +void NextPage(); +void PreviousPage(); void ConfirmQuitToMainMenuMessageBoxCallBack(UINT8 bExitValue); void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEAN fState, BOOLEAN fDown, BOOLEAN fPlaySound); @@ -197,6 +198,7 @@ UINT32 Handle() gfFeaturesScreenEntry = FALSE; gfFeaturesScreenExit = FALSE; gfRedrawFeaturesScreen = TRUE; + RenderScreen(); //Blit the background to the save buffer BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); @@ -328,7 +330,7 @@ void Build_Features_List_Reinterpretation(void) void Create_Toggle_Buttons(void) { UINT16 counter1; - UINT16 usPosY, usBoxPosX, usTextPosX; + UINT16 usPosY = 0, usBoxPosX, usTextPosX; UINT16 usTextWidth, usTextHeight; // @@ -706,19 +708,21 @@ void HandleScreen() void RenderScreen() { HVOBJECT hPixHandle; - UINT16 usPosY, usPosX; + UINT16 usPosY = 0, usPosX; UINT16 usWidth = 0; UINT8 count; CHAR16 sPage[60]; //Get and display the background image - GetVideoObject(&hPixHandle, guiFeaturesBackGroundImage); - BltVideoObject(FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset, iScreenHeightOffset, VO_BLT_SRCTRANSPARENCY, NULL); + if (GetVideoObject(&hPixHandle, guiFeaturesBackGroundImage)) + BltVideoObject(FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset, iScreenHeightOffset, VO_BLT_SRCTRANSPARENCY, NULL); //Get and display the titla image - GetVideoObject(&hPixHandle, guiFeaturesAddOnImages); - BltVideoObject(FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset, iScreenHeightOffset, VO_BLT_SRCTRANSPARENCY, NULL); - BltVideoObject(FRAME_BUFFER, hPixHandle, 1, iScreenWidthOffset, iScreenHeightOffset + 434, VO_BLT_SRCTRANSPARENCY, NULL); + if (GetVideoObject(&hPixHandle, guiFeaturesAddOnImages)) + { + BltVideoObject(FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset, iScreenHeightOffset, VO_BLT_SRCTRANSPARENCY, NULL); + BltVideoObject(FRAME_BUFFER, hPixHandle, 1, iScreenWidthOffset, iScreenHeightOffset + 434, VO_BLT_SRCTRANSPARENCY, NULL); + } DrawLeftPanel(); @@ -751,7 +755,8 @@ void RenderScreen() usWidth = StringPixLength(z113FeaturesToggleText[toggle_box_array[count]], OPT_MAIN_FONT); - UINT8 fontColor = (count == 0 || gGameSettings.fFeatures[FF_FEATURES_SCREEN]) ? + // set the colour of the toggle box text + UINT8 fontColor = (count == 0 && OptionsList_Column_Offset == 0) || gGameSettings.fFeatures[FF_FEATURES_SCREEN] ? OPT_MAIN_COLOR : FONT_GRAY7; //if the string is going to wrap, move the string up a bit @@ -813,6 +818,24 @@ void GetUserInput() gfSaveGame = FALSE; break; + // toggle between features and options screen + case TAB: + SetExitScreen(OPTIONS_SCREEN); + break; + + // page left + case 'a': + case 'A': + case LEFTARROW: + PreviousPage(); + break; + + // page right + case 'd': + case 'D': + case RIGHTARROW: + NextPage(); + break; #ifdef JA2TESTVERSION @@ -876,6 +899,75 @@ void GetUserInput() } } } + + // mousewheel input + if (OptionsList_Column_Offset > 0) + { + BOOL act = FALSE; + + // check general screen mouseregion + if (gSelectedToggleBoxAreaRegion.WheelState > 0) + { + act = TRUE; + } + + // check toggle box mouseregions + for (int i = 0; i < MAX_NUMBER_OF_OPTION_TOGGLES; ++i) + { + if (act) break; + if (gSelectedOptionTextRegion[i].WheelState > 0) + { + act = TRUE; + } + } + + if (act) PreviousPage(); + } + + if (OptionsList_Column_Offset < Max_Number_Of_Pages-2) + { + BOOL act = FALSE; + + // check general screen mouseregion + if (gSelectedToggleBoxAreaRegion.WheelState < 0) + { + act = TRUE; + } + + // check toggle box mouseregions + for (int i = 0; i < MAX_NUMBER_OF_OPTION_TOGGLES; ++i) + { + if (act) break; + if (gSelectedOptionTextRegion[i].WheelState < 0) + { + act = TRUE; + } + } + + if (act) NextPage(); + } +} + +void NextPage() +{ + ExitScreen(); + + OptionsList_Column_Offset++; + if (OptionsList_Column_Offset >= Max_Number_Of_Pages - 1) // ary-05/05/2009 : Max_Number_Of_Pages + OptionsList_Column_Offset = (Max_Number_Of_Pages - 2); + + Init(); +} + +void PreviousPage() +{ + ExitScreen(); + + OptionsList_Column_Offset--; + if(OptionsList_Column_Offset < 0) + OptionsList_Column_Offset = 0; + + Init(); } void SetExitScreen(UINT32 uiExitScreen) @@ -1099,13 +1191,6 @@ void BtnOptionsTogglesCallback(GUI_BUTTON* btn, INT32 reason) } } -void Handle_ButtonStyle_Options(UINT8 Button_UserData_1) -{ - // note : This function is where all immediately apply effects occur - // : These options represent button like applications. - // : They are meant to be clicked on, then performed, then reset to off -} - void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEAN fState, BOOLEAN fDown, BOOLEAN fPlaySound) { //Button_UserData_0 = which toggle box within guiFeaturesToggles[Button_UserData_0] @@ -1117,6 +1202,22 @@ void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEA { switch (Button_UserData_1) { + // FF_DROP_ALL and FF_DROP_ALL_DAMAGED are mutually exclusive + case FF_DROP_ALL: + gGameSettings.fFeatures[FF_DROP_ALL_DAMAGED] = FALSE; + break; + case FF_DROP_ALL_DAMAGED: + gGameSettings.fFeatures[FF_DROP_ALL] = FALSE; + break; + + // counterattack/aggressive AI mutual exclusive toggles + case FF_AGGRESSIVE_STRATEGIC_AI: + gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI_2] = FALSE; + break; + case FF_AGGRESSIVE_STRATEGIC_AI_2: + gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI] = FALSE; + break; + // FF_MILITIA_USE_SECTOR_EQUIPMENT and FF_MILITIA_REQUIRE_RESOURCES are mutually exclusive case FF_MILITIA_REQUIRE_RESOURCES: gGameSettings.fFeatures[FF_MILITIA_USE_SECTOR_EQUIPMENT] = FALSE; @@ -1131,6 +1232,11 @@ void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEA case FF_ENEMY_ROLE_GENERAL: gGameSettings.fFeatures[FF_ENEMY_ROLES] = TRUE; break; + + // dynamic opinions and dialogue + case FF_DYNAMIC_DIALOGUE: + gGameSettings.fFeatures[FF_DYNAMIC_OPINIONS] = TRUE; + break; // arulco strategic division case FF_ASD_HELICOPTERS: @@ -1141,15 +1247,17 @@ void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEA case FF_ZOMBIE_RAIDS: gGameSettings.fFeatures[FF_ZOMBIES] = TRUE; break; + + // rain/lightning + case FF_ALLOW_LIGHTNING: + gGameSettings.fFeatures[FF_ALLOW_RAIN] = TRUE; + break; } gGameSettings.fFeatures[Button_UserData_1] = TRUE; if (fDown) DrawCheckBoxButtonOn(guiFeaturesToggles[Button_UserData_0]); - - Handle_ButtonStyle_Options(Button_UserData_1); - } else { @@ -1162,6 +1270,11 @@ void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEA gGameSettings.fFeatures[FF_ENEMY_ROLE_GENERAL] = FALSE; break; + // dynamic opinions and dialogue + case FF_DYNAMIC_OPINIONS: + gGameSettings.fFeatures[FF_DYNAMIC_DIALOGUE] = FALSE; + break; + // arulco strategic division case FF_ASD: gGameSettings.fFeatures[FF_ASD_HELICOPTERS] = FALSE; @@ -1172,6 +1285,11 @@ void HandleOptionToggle(UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEA case FF_ZOMBIES: gGameSettings.fFeatures[FF_ZOMBIE_RAIDS] = FALSE; break; + + // rain/lightning + case FF_ALLOW_RAIN: + gGameSettings.fFeatures[FF_ALLOW_LIGHTNING] = FALSE; + break; } gGameSettings.fFeatures[Button_UserData_1] = FALSE; diff --git a/GameSettings.cpp b/GameSettings.cpp index 65d3e833..54f9bd76 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -194,6 +194,74 @@ BOOLEAN IsNIVModeValid(bool checkRes) return isValid; } +void UpdateFeatureFlags() +{ + // do we need to override some ini settings? + if (gGameSettings.fFeatures[FF_FEATURES_SCREEN]) + { + gGameExternalOptions.fUseNCTH = gGameSettings.fFeatures[FF_NCTH]; + if (gGameSettings.fFeatures[FF_DROP_ALL]) + gGameExternalOptions.fEnemiesDropAllItems = 1; + else if (gGameSettings.fFeatures[FF_DROP_ALL_DAMAGED]) + gGameExternalOptions.fEnemiesDropAllItems = 2; + else + gGameExternalOptions.fEnemiesDropAllItems = 0; + + gGameExternalOptions.sSuppressionEffectiveness = gGameSettings.fFeatures[FF_SUPPRESSION] ? 100 : 0; + gGameExternalOptions.ubSendTroopsToDrassen = gGameSettings.fFeatures[FF_TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN]; + if (gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI]) + gGameExternalOptions.ubAgressiveStrategicAI = 1; + else if (gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI_2]) + gGameExternalOptions.ubAgressiveStrategicAI = 2; + else + gGameExternalOptions.ubAgressiveStrategicAI = 0; + + gGameExternalOptions.fIntelResource = gGameSettings.fFeatures[FF_INTEL]; + gGameExternalOptions.fAllowPrisonerSystem = gGameSettings.fFeatures[FF_PRISONERS]; + gGameExternalOptions.fMineRequiresWorkers = gGameSettings.fFeatures[FF_MINES_REQUIRE_WORKERS]; + gGameExternalOptions.fEnableChanceOfEnemyAmbushes = gGameSettings.fFeatures[FF_ENEMY_AMBUSHES]; + gGameExternalOptions.fEnemyAssassins = gGameSettings.fFeatures[FF_ENEMY_ASSASSINS]; + gGameExternalOptions.fEnemyRoles = gGameSettings.fFeatures[FF_ENEMY_ROLES]; + gGameExternalOptions.fEnemyMedics = gGameSettings.fFeatures[FF_ENEMY_ROLE_MEDIC]; + gGameExternalOptions.fEnemyOfficers = gGameSettings.fFeatures[FF_ENEMY_ROLE_OFFICER]; + gGameExternalOptions.fEnemyGenerals = gGameSettings.fFeatures[FF_ENEMY_ROLE_GENERAL]; + gGameExternalOptions.fPMC = gGameSettings.fFeatures[FF_KERBERUS]; + gGameExternalOptions.fFoodSystem = gGameSettings.fFeatures[FF_FOOD]; + gGameExternalOptions.fDisease = gGameSettings.fFeatures[FF_DISEASE]; + gGameExternalOptions.fDynamicOpinions = gGameSettings.fFeatures[FF_DYNAMIC_OPINIONS]; + gGameExternalOptions.fDynamicDialogue = gGameSettings.fFeatures[FF_DYNAMIC_DIALOGUE]; + gGameExternalOptions.fASDActive = gGameSettings.fFeatures[FF_ASD]; + gGameExternalOptions.fEnemyHeliActive = gGameSettings.fFeatures[FF_ASD_HELICOPTERS]; + gGameExternalOptions.fEnemyTanksCanMoveInTactical = gGameSettings.fFeatures[FF_ENEMY_VEHICLES_CAN_MOVE]; + gGameSettings.fOptions[TOPTION_ZOMBIES] = gGameSettings.fFeatures[FF_ZOMBIES]; + gGameExternalOptions.gRaid_Bloodcats = gGameSettings.fFeatures[FF_BLOODCAT_RAIDS]; + gGameExternalOptions.gRaid_Bandits = gGameSettings.fFeatures[FF_BANDIT_RAIDS]; + gGameExternalOptions.gRaid_Zombies = gGameSettings.fFeatures[FF_ZOMBIE_RAIDS]; + gGameExternalOptions.fMilitiaVolunteerPool = gGameSettings.fFeatures[FF_MILITIA_VOLUNTEER_POOL]; + gGameExternalOptions.fAllowTacticalMilitiaCommand = gGameSettings.fFeatures[FF_ALLOW_TACTICAL_MILITIA_COMMAND]; + gGameExternalOptions.fMilitiaStrategicCommand = gGameSettings.fFeatures[FF_ALLOW_STRATEGIC_MILITIA_COMMAND]; + gGameExternalOptions.fMilitiaUseSectorInventory = gGameSettings.fFeatures[FF_MILITIA_USE_SECTOR_EQUIPMENT]; + gGameExternalOptions.fMilitiaResources = gGameSettings.fFeatures[FF_MILITIA_REQUIRE_RESOURCES]; + gGameExternalOptions.fEnhancedCloseCombatSystem = gGameSettings.fFeatures[FF_ENHANCED_CLOSE_COMBAT_SYSTEM]; + gGameExternalOptions.fImprovedInterruptSystem = gGameSettings.fFeatures[FF_IMPROVED_INTERRUPT_SYSTEM]; + gGameExternalOptions.fWeaponOverheating = gGameSettings.fFeatures[FF_OVERHEATING]; + gGameExternalOptions.gfAllowRain = gGameSettings.fFeatures[FF_ALLOW_RAIN]; + gGameExternalOptions.gfAllowLightning = gGameSettings.fFeatures[FF_ALLOW_LIGHTNING]; + gGameExternalOptions.gfAllowSandStorms = gGameSettings.fFeatures[FF_ALLOW_SANDSTORM]; + gGameExternalOptions.gfAllowSnow = gGameSettings.fFeatures[FF_ALLOW_SNOW]; + gGameExternalOptions.fMiniEventsEnabled = gGameSettings.fFeatures[FF_MINI_EVENTS]; + gGameExternalOptions.fRebelCommandEnabled = gGameSettings.fFeatures[FF_REBEL_COMMAND]; + } + else + { + // reload options, since we may have overwritten them + CIniReader iniReader(GAME_SETTINGS_FILE, TRUE); + gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES",FALSE); + LoadGameExternalOptions(); + } +} + + BOOLEAN LoadGameSettings() { try @@ -390,6 +458,12 @@ BOOLEAN LoadFeatureFlags() // don't show an error if we can't find the setting gGameSettings.fFeatures[FF_FEATURES_SCREEN] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_FEATURES_SCREEN", FALSE, FALSE); gGameSettings.fFeatures[FF_NCTH] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_NCTH", FALSE, FALSE); + gGameSettings.fFeatures[FF_DROP_ALL] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_DROP_ALL", FALSE, FALSE); + gGameSettings.fFeatures[FF_DROP_ALL_DAMAGED] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_DROP_ALL_DAMAGED", FALSE, FALSE); + gGameSettings.fFeatures[FF_SUPPRESSION] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_SUPPRESSION", TRUE, FALSE); + gGameSettings.fFeatures[FF_TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN]= iniReader.ReadBoolean("JA2 Feature Flags", "FF_TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN", FALSE, FALSE); + gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_AGGRESSIVE_STRATEGIC_AI", FALSE, FALSE); + gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI_2] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_AGGRESSIVE_STRATEGIC_AI_2", FALSE, FALSE); gGameSettings.fFeatures[FF_INTEL] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_INTEL", TRUE, FALSE); gGameSettings.fFeatures[FF_PRISONERS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_PRISONERS", TRUE, FALSE); gGameSettings.fFeatures[FF_MINES_REQUIRE_WORKERS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_MINES_REQUIRE_WORKERS", FALSE, FALSE); @@ -402,6 +476,8 @@ BOOLEAN LoadFeatureFlags() gGameSettings.fFeatures[FF_KERBERUS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_KERBERUS", TRUE, FALSE); gGameSettings.fFeatures[FF_FOOD] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_FOOD", FALSE, FALSE); gGameSettings.fFeatures[FF_DISEASE] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_DISEASE", FALSE, FALSE); + gGameSettings.fFeatures[FF_DYNAMIC_OPINIONS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_DYNAMIC_OPINIONS", FALSE, FALSE); + gGameSettings.fFeatures[FF_DYNAMIC_DIALOGUE] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_DYNAMIC_DIALOGUE", FALSE, FALSE); gGameSettings.fFeatures[FF_ASD] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ASD", FALSE, FALSE); gGameSettings.fFeatures[FF_ASD_HELICOPTERS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ASD_HELICOPTERS", FALSE, FALSE); gGameSettings.fFeatures[FF_ENEMY_VEHICLES_CAN_MOVE] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ENEMY_VEHICLES_CAN_MOVE", FALSE, FALSE); @@ -417,6 +493,10 @@ BOOLEAN LoadFeatureFlags() gGameSettings.fFeatures[FF_ENHANCED_CLOSE_COMBAT_SYSTEM] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ENHANCED_CLOSE_COMBAT_SYSTEM", TRUE, FALSE); gGameSettings.fFeatures[FF_IMPROVED_INTERRUPT_SYSTEM] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_IMPROVED_INTERRUPT_SYSTEM", TRUE, FALSE); gGameSettings.fFeatures[FF_OVERHEATING] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_OVERHEATING", FALSE, FALSE); + gGameSettings.fFeatures[FF_ALLOW_RAIN] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ALLOW_RAIN", TRUE, FALSE); + gGameSettings.fFeatures[FF_ALLOW_LIGHTNING] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ALLOW_LIGHTNING", TRUE, FALSE); + gGameSettings.fFeatures[FF_ALLOW_SANDSTORM] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ALLOW_SANDSTORM", TRUE, FALSE); + gGameSettings.fFeatures[FF_ALLOW_SNOW] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ALLOW_SNOW", TRUE, FALSE); gGameSettings.fFeatures[FF_MINI_EVENTS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_MINI_EVENTS", FALSE, FALSE); gGameSettings.fFeatures[FF_REBEL_COMMAND] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_REBEL_COMMAND", FALSE, FALSE); } @@ -428,40 +508,7 @@ BOOLEAN LoadFeatureFlags() InitFeatureFlags(); } - // do we need to override some ini settings? - if (gGameSettings.fFeatures[FF_FEATURES_SCREEN]) - { - gGameExternalOptions.fUseNCTH = gGameSettings.fFeatures[FF_NCTH]; - gGameExternalOptions.fIntelResource = gGameSettings.fFeatures[FF_INTEL]; - gGameExternalOptions.fAllowPrisonerSystem = gGameSettings.fFeatures[FF_PRISONERS]; - gGameExternalOptions.fMineRequiresWorkers = gGameSettings.fFeatures[FF_MINES_REQUIRE_WORKERS]; - gGameExternalOptions.fEnableChanceOfEnemyAmbushes = gGameSettings.fFeatures[FF_ENEMY_AMBUSHES]; - gGameExternalOptions.fEnemyAssassins = gGameSettings.fFeatures[FF_ENEMY_ASSASSINS]; - gGameExternalOptions.fEnemyRoles = gGameSettings.fFeatures[FF_ENEMY_ROLES]; - gGameExternalOptions.fEnemyMedics = gGameSettings.fFeatures[FF_ENEMY_ROLE_MEDIC]; - gGameExternalOptions.fEnemyOfficers = gGameSettings.fFeatures[FF_ENEMY_ROLE_OFFICER]; - gGameExternalOptions.fEnemyGenerals = gGameSettings.fFeatures[FF_ENEMY_ROLE_GENERAL]; - gGameExternalOptions.fPMC = gGameSettings.fFeatures[FF_KERBERUS]; - gGameExternalOptions.fFoodSystem = gGameSettings.fFeatures[FF_FOOD]; - gGameExternalOptions.fDisease = gGameSettings.fFeatures[FF_DISEASE]; - gGameExternalOptions.fASDActive = gGameSettings.fFeatures[FF_ASD]; - gGameExternalOptions.fEnemyHeliActive = gGameSettings.fFeatures[FF_ASD_HELICOPTERS]; - gGameExternalOptions.fEnemyTanksCanMoveInTactical = gGameSettings.fFeatures[FF_ENEMY_VEHICLES_CAN_MOVE]; - gGameSettings.fOptions[TOPTION_ZOMBIES] = gGameSettings.fFeatures[FF_ZOMBIES]; - gGameExternalOptions.gRaid_Bloodcats = gGameSettings.fFeatures[FF_BLOODCAT_RAIDS]; - gGameExternalOptions.gRaid_Bandits = gGameSettings.fFeatures[FF_BANDIT_RAIDS]; - gGameExternalOptions.gRaid_Zombies = gGameSettings.fFeatures[FF_ZOMBIE_RAIDS]; - gGameExternalOptions.fMilitiaVolunteerPool = gGameSettings.fFeatures[FF_MILITIA_VOLUNTEER_POOL]; - gGameExternalOptions.fAllowTacticalMilitiaCommand = gGameSettings.fFeatures[FF_ALLOW_TACTICAL_MILITIA_COMMAND]; - gGameExternalOptions.fMilitiaStrategicCommand = gGameSettings.fFeatures[FF_ALLOW_STRATEGIC_MILITIA_COMMAND]; - gGameExternalOptions.fMilitiaUseSectorInventory = gGameSettings.fFeatures[FF_MILITIA_USE_SECTOR_EQUIPMENT]; - gGameExternalOptions.fMilitiaResources = gGameSettings.fFeatures[FF_MILITIA_REQUIRE_RESOURCES]; - gGameExternalOptions.fEnhancedCloseCombatSystem = gGameSettings.fFeatures[FF_ENHANCED_CLOSE_COMBAT_SYSTEM]; - gGameExternalOptions.fImprovedInterruptSystem = gGameSettings.fFeatures[FF_IMPROVED_INTERRUPT_SYSTEM]; - gGameExternalOptions.fWeaponOverheating = gGameSettings.fFeatures[FF_OVERHEATING]; - gGameExternalOptions.fMiniEventsEnabled = gGameSettings.fFeatures[FF_MINI_EVENTS]; - gGameExternalOptions.fRebelCommandEnabled = gGameSettings.fFeatures[FF_REBEL_COMMAND]; - } + UpdateFeatureFlags(); return TRUE; } @@ -638,6 +685,12 @@ BOOLEAN SaveFeatureFlags() settings << "[JA2 Feature Flags]" << endl; settings << "FF_FEATURES_SCREEN = " << (gGameSettings.fFeatures[FF_FEATURES_SCREEN] ? "TRUE" : "FALSE") << endl; settings << "FF_NCTH = " << (gGameSettings.fFeatures[FF_NCTH] ? "TRUE" : "FALSE") << endl; + settings << "FF_DROP_ALL = " << (gGameSettings.fFeatures[FF_DROP_ALL] ? "TRUE" : "FALSE") << endl; + settings << "FF_DROP_ALL_DAMAGED = " << (gGameSettings.fFeatures[FF_DROP_ALL_DAMAGED] ? "TRUE" : "FALSE") << endl; + settings << "FF_SUPPRESSION = " << (gGameSettings.fFeatures[FF_SUPPRESSION] ? "TRUE" : "FALSE") << endl; + settings << "FF_TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN= " << (gGameSettings.fFeatures[FF_TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN] ? "TRUE" : "FALSE") << endl; + settings << "FF_AGGRESSIVE_STRATEGIC_AI = " << (gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI] ? "TRUE" : "FALSE") << endl; + settings << "FF_AGGRESSIVE_STRATEGIC_AI_2 = " << (gGameSettings.fFeatures[FF_AGGRESSIVE_STRATEGIC_AI_2] ? "TRUE" : "FALSE") << endl; settings << "FF_INTEL = " << (gGameSettings.fFeatures[FF_INTEL] ? "TRUE" : "FALSE") << endl; settings << "FF_PRISONERS = " << (gGameSettings.fFeatures[FF_PRISONERS] ? "TRUE" : "FALSE") << endl; settings << "FF_MINES_REQUIRE_WORKERS = " << (gGameSettings.fFeatures[FF_MINES_REQUIRE_WORKERS] ? "TRUE" : "FALSE") << endl; @@ -650,6 +703,8 @@ BOOLEAN SaveFeatureFlags() settings << "FF_KERBERUS = " << (gGameSettings.fFeatures[FF_KERBERUS] ? "TRUE" : "FALSE") << endl; settings << "FF_FOOD = " << (gGameSettings.fFeatures[FF_FOOD] ? "TRUE" : "FALSE") << endl; settings << "FF_DISEASE = " << (gGameSettings.fFeatures[FF_DISEASE] ? "TRUE" : "FALSE") << endl; + settings << "FF_DYNAMIC_OPINIONS = " << (gGameSettings.fFeatures[FF_DYNAMIC_OPINIONS] ? "TRUE" : "FALSE") << endl; + settings << "FF_DYNAMIC_DIALOGUE = " << (gGameSettings.fFeatures[FF_DYNAMIC_DIALOGUE] ? "TRUE" : "FALSE") << endl; settings << "FF_ASD = " << (gGameSettings.fFeatures[FF_ASD] ? "TRUE" : "FALSE") << endl; settings << "FF_ASD_HELICOPTERS = " << (gGameSettings.fFeatures[FF_ASD_HELICOPTERS] ? "TRUE" : "FALSE") << endl; settings << "FF_ENEMY_VEHICLES_CAN_MOVE = " << (gGameSettings.fFeatures[FF_ENEMY_VEHICLES_CAN_MOVE] ? "TRUE" : "FALSE") << endl; @@ -665,6 +720,10 @@ BOOLEAN SaveFeatureFlags() settings << "FF_ENHANCED_CLOSE_COMBAT_SYSTEM = " << (gGameSettings.fFeatures[FF_ENHANCED_CLOSE_COMBAT_SYSTEM] ? "TRUE" : "FALSE") << endl; settings << "FF_IMPROVED_INTERRUPT_SYSTEM = " << (gGameSettings.fFeatures[FF_IMPROVED_INTERRUPT_SYSTEM] ? "TRUE" : "FALSE") << endl; settings << "FF_OVERHEATING = " << (gGameSettings.fFeatures[FF_OVERHEATING] ? "TRUE" : "FALSE") << endl; + settings << "FF_ALLOW_RAIN = " << (gGameSettings.fFeatures[FF_ALLOW_RAIN] ? "TRUE" : "FALSE") << endl; + settings << "FF_ALLOW_LIGHTNING = " << (gGameSettings.fFeatures[FF_ALLOW_LIGHTNING] ? "TRUE" : "FALSE") << endl; + settings << "FF_ALLOW_SANDSTORM = " << (gGameSettings.fFeatures[FF_ALLOW_SANDSTORM] ? "TRUE" : "FALSE") << endl; + settings << "FF_ALLOW_SNOW = " << (gGameSettings.fFeatures[FF_ALLOW_SNOW] ? "TRUE" : "FALSE") << endl; settings << "FF_MINI_EVENTS = " << (gGameSettings.fFeatures[FF_MINI_EVENTS] ? "TRUE" : "FALSE") << endl; settings << "FF_REBEL_COMMAND = " << (gGameSettings.fFeatures[FF_REBEL_COMMAND] ? "TRUE" : "FALSE") << endl; @@ -684,47 +743,7 @@ BOOLEAN SaveFeatureFlags() } } - // do we need to override some ini settings? - if (gGameSettings.fFeatures[FF_FEATURES_SCREEN]) - { - gGameExternalOptions.fUseNCTH = gGameSettings.fFeatures[FF_NCTH]; - gGameExternalOptions.fIntelResource = gGameSettings.fFeatures[FF_INTEL]; - gGameExternalOptions.fAllowPrisonerSystem = gGameSettings.fFeatures[FF_PRISONERS]; - gGameExternalOptions.fMineRequiresWorkers = gGameSettings.fFeatures[FF_MINES_REQUIRE_WORKERS]; - gGameExternalOptions.fEnableChanceOfEnemyAmbushes = gGameSettings.fFeatures[FF_ENEMY_AMBUSHES]; - gGameExternalOptions.fEnemyAssassins = gGameSettings.fFeatures[FF_ENEMY_ASSASSINS]; - gGameExternalOptions.fEnemyRoles = gGameSettings.fFeatures[FF_ENEMY_ROLES]; - gGameExternalOptions.fEnemyMedics = gGameSettings.fFeatures[FF_ENEMY_ROLE_MEDIC]; - gGameExternalOptions.fEnemyOfficers = gGameSettings.fFeatures[FF_ENEMY_ROLE_OFFICER]; - gGameExternalOptions.fEnemyGenerals = gGameSettings.fFeatures[FF_ENEMY_ROLE_GENERAL]; - gGameExternalOptions.fPMC = gGameSettings.fFeatures[FF_KERBERUS]; - gGameExternalOptions.fFoodSystem = gGameSettings.fFeatures[FF_FOOD]; - gGameExternalOptions.fDisease = gGameSettings.fFeatures[FF_DISEASE]; - gGameExternalOptions.fASDActive = gGameSettings.fFeatures[FF_ASD]; - gGameExternalOptions.fEnemyHeliActive = gGameSettings.fFeatures[FF_ASD_HELICOPTERS]; - gGameExternalOptions.fEnemyTanksCanMoveInTactical = gGameSettings.fFeatures[FF_ENEMY_VEHICLES_CAN_MOVE]; - gGameSettings.fOptions[TOPTION_ZOMBIES] = gGameSettings.fFeatures[FF_ZOMBIES]; - gGameExternalOptions.gRaid_Bloodcats = gGameSettings.fFeatures[FF_BLOODCAT_RAIDS]; - gGameExternalOptions.gRaid_Bandits = gGameSettings.fFeatures[FF_BANDIT_RAIDS]; - gGameExternalOptions.gRaid_Zombies = gGameSettings.fFeatures[FF_ZOMBIE_RAIDS]; - gGameExternalOptions.fMilitiaVolunteerPool = gGameSettings.fFeatures[FF_MILITIA_VOLUNTEER_POOL]; - gGameExternalOptions.fAllowTacticalMilitiaCommand = gGameSettings.fFeatures[FF_ALLOW_TACTICAL_MILITIA_COMMAND]; - gGameExternalOptions.fMilitiaStrategicCommand = gGameSettings.fFeatures[FF_ALLOW_STRATEGIC_MILITIA_COMMAND]; - gGameExternalOptions.fMilitiaUseSectorInventory = gGameSettings.fFeatures[FF_MILITIA_USE_SECTOR_EQUIPMENT]; - gGameExternalOptions.fMilitiaResources = gGameSettings.fFeatures[FF_MILITIA_REQUIRE_RESOURCES]; - gGameExternalOptions.fEnhancedCloseCombatSystem = gGameSettings.fFeatures[FF_ENHANCED_CLOSE_COMBAT_SYSTEM]; - gGameExternalOptions.fImprovedInterruptSystem = gGameSettings.fFeatures[FF_IMPROVED_INTERRUPT_SYSTEM]; - gGameExternalOptions.fWeaponOverheating = gGameSettings.fFeatures[FF_OVERHEATING]; - gGameExternalOptions.fMiniEventsEnabled = gGameSettings.fFeatures[FF_MINI_EVENTS]; - gGameExternalOptions.fRebelCommandEnabled = gGameSettings.fFeatures[FF_REBEL_COMMAND]; - } - else - { - // reload options, since we may have overwritten them - CIniReader iniReader(GAME_SETTINGS_FILE, TRUE); - gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES",FALSE); - LoadGameExternalOptions(); - } + UpdateFeatureFlags(); } return( TRUE ); diff --git a/GameSettings.h b/GameSettings.h index 3c6d2cb9..09ecce33 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -142,6 +142,12 @@ enum { FF_FEATURES_SCREEN, // meta! FF_NCTH, + FF_DROP_ALL, + FF_DROP_ALL_DAMAGED, + FF_SUPPRESSION, + FF_TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN, + FF_AGGRESSIVE_STRATEGIC_AI, + FF_AGGRESSIVE_STRATEGIC_AI_2, FF_INTEL, // potential issue: enabling this feature mid-campaign may require users to manually re-open the email for the RIS website... FF_PRISONERS, FF_MINES_REQUIRE_WORKERS, @@ -154,6 +160,8 @@ enum FF_KERBERUS, FF_FOOD, FF_DISEASE, + FF_DYNAMIC_OPINIONS, + FF_DYNAMIC_DIALOGUE, FF_ASD, FF_ASD_HELICOPTERS, FF_ENEMY_VEHICLES_CAN_MOVE, @@ -169,6 +177,10 @@ enum FF_ENHANCED_CLOSE_COMBAT_SYSTEM, FF_IMPROVED_INTERRUPT_SYSTEM, FF_OVERHEATING, + FF_ALLOW_RAIN, + FF_ALLOW_LIGHTNING, + FF_ALLOW_SANDSTORM, + FF_ALLOW_SNOW, FF_MINI_EVENTS, FF_REBEL_COMMAND, diff --git a/Options Screen.cpp b/Options Screen.cpp index b80eaec1..f1aa4954 100644 --- a/Options Screen.cpp +++ b/Options Screen.cpp @@ -175,6 +175,8 @@ void RenderOptionsScreen(); void ExitOptionsScreen(); void HandleOptionsScreen(); void GetOptionsScreenUserInput(); +void NextPage(); +void PreviousPage(); void SoundFXSliderChangeCallBack( INT32 iNewValue ); void SpeechSliderChangeCallBack( INT32 iNewValue ); @@ -983,6 +985,24 @@ void GetOptionsScreenUserInput() gfSaveGame = FALSE; break; + // toggle between features and options screen + case TAB: + SetOptionsExitScreen(FEATURES_SCREEN); + break; + + // page left + case 'a': + case 'A': + case LEFTARROW: + PreviousPage(); + break; + + // page right + case 'd': + case 'D': + case RIGHTARROW: + NextPage(); + break; #ifdef JA2TESTVERSION @@ -1046,6 +1066,75 @@ void GetOptionsScreenUserInput() } } } + + // mousewheel input + if (OptionsList_Column_Offset > 0) + { + BOOL act = FALSE; + + // check general screen mouseregion + if (gSelectedToggleBoxAreaRegion.WheelState > 0) + { + act = TRUE; + } + + // check toggle box mouseregions + for (int i = 0; i < MAX_NUMBER_OF_OPTION_TOGGLES; ++i) + { + if (act) break; + if (gSelectedOptionTextRegion[i].WheelState > 0) + { + act = TRUE; + } + } + + if (act) PreviousPage(); + } + + if (OptionsList_Column_Offset < Max_Number_Of_Pages-2) + { + BOOL act = FALSE; + + // check general screen mouseregion + if (gSelectedToggleBoxAreaRegion.WheelState < 0) + { + act = TRUE; + } + + // check toggle box mouseregions + for (int i = 0; i < MAX_NUMBER_OF_OPTION_TOGGLES; ++i) + { + if (act) break; + if (gSelectedOptionTextRegion[i].WheelState < 0) + { + act = TRUE; + } + } + + if (act) NextPage(); + } +} + +void NextPage() +{ + ExitOptionsScreen(); + + OptionsList_Column_Offset++; + if (OptionsList_Column_Offset >= Max_Number_Of_Pages - 1) // ary-05/05/2009 : Max_Number_Of_Pages + OptionsList_Column_Offset = (Max_Number_Of_Pages - 2); + + OptionsScreenInit(); // ary-05/05/2009 : This is important to refresh the screen properly, it stores a new SAVE_BUFFER +} + +void PreviousPage() +{ + ExitOptionsScreen(); + + OptionsList_Column_Offset--; + if(OptionsList_Column_Offset < 0) + OptionsList_Column_Offset = 0; + + OptionsScreenInit(); // ary-05/05/2009 : This is important to refresh the screen properly, it stores a new SAVE_BUFFER } void SetOptionsExitScreen( UINT32 uiExitScreen ) @@ -1170,12 +1259,7 @@ void BtnOptPrevCallback(GUI_BUTTON *btn,INT32 reason) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); - ExitOptionsScreen(); - - OptionsList_Column_Offset--; - if(OptionsList_Column_Offset < 0) OptionsList_Column_Offset = 0; - - OptionsScreenInit(); // ary-05/05/2009 : This is important to refresh the screen properly, it stores a new SAVE_BUFFER + PreviousPage(); InvalidateRegion( btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); @@ -1200,13 +1284,7 @@ void BtnOptNextCallback(GUI_BUTTON *btn,INT32 reason) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); - ExitOptionsScreen(); - - OptionsList_Column_Offset++; - if( OptionsList_Column_Offset >= Max_Number_Of_Pages) // ary-05/05/2009 : Max_Number_Of_Pages - OptionsList_Column_Offset = (Max_Number_Of_Pages-1); - - OptionsScreenInit(); // ary-05/05/2009 : This is important to refresh the screen properly, it stores a new SAVE_BUFFER + NextPage(); InvalidateRegion( btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); diff --git a/Tactical/Rain.cpp b/Tactical/Rain.cpp index d9de04ea..b417bb8d 100644 --- a/Tactical/Rain.cpp +++ b/Tactical/Rain.cpp @@ -135,11 +135,15 @@ extern MercPopUpBox *gPopUpTextBox; BOOLEAN IsItAllowedToRenderRain() { - if ( !(gGameExternalOptions.gfAllowRain || gGameExternalOptions.gfAllowSandStorms || gGameExternalOptions.gfAllowSnow) ) + const UINT8 currentWeather = GetWeatherInCurrentSector(); + + if( (!gGameExternalOptions.gfAllowRain && currentWeather == WEATHER_FORECAST_RAIN) + || (!gGameExternalOptions.gfAllowSandStorms && currentWeather == WEATHER_FORECAST_SANDSTORM) + || (!gGameExternalOptions.gfAllowSnow && currentWeather == WEATHER_FORECAST_SNOW) ) return FALSE; - if ( !(GetWeatherInCurrentSector( ) == WEATHER_FORECAST_RAIN || GetWeatherInCurrentSector( ) == WEATHER_FORECAST_THUNDERSHOWERS - || GetWeatherInCurrentSector( ) == WEATHER_FORECAST_SANDSTORM || GetWeatherInCurrentSector( ) == WEATHER_FORECAST_SNOW ) ) + if ( !(currentWeather == WEATHER_FORECAST_RAIN || currentWeather == WEATHER_FORECAST_THUNDERSHOWERS + || currentWeather == WEATHER_FORECAST_SANDSTORM || currentWeather == WEATHER_FORECAST_SNOW ) ) return FALSE; if( guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != SHOPKEEPER_SCREEN ) diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index 27389cd9..86b2ddc5 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -6202,6 +6202,12 @@ STR16 z113FeaturesToggleText[] = { L"开启特征功能", //L"Use These Overrides", L"新NCTH瞄准系统", //L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"情报功能", //L"Intel", L"俘虏功能", //L"Prisoners", L"矿井管理功能", //L"Mines Require Workers", @@ -6214,6 +6220,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus安保公司功能", //L"Kerberus", L"食物系统", //L"Mercs Need Food", L"疾病系统", //L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"敌军战略司令部功能", //L"Arulco Strategic Division", L"敌军直升机功能", //L"ASD: Helicopters", L"敌军战斗车功能", //L"Enemy Vehicles Can Move", @@ -6229,6 +6237,10 @@ STR16 z113FeaturesToggleText[] = L"强化近战功能", //L"Enhanced Close Combat", L"新中断功能", //L"Improved Interrupt System", L"武器过热功能", //L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"随机事件功能", //L"Mini Events", L"反抗军司令部功能", //L"Arulco Rebel Command", }; @@ -6237,6 +6249,12 @@ STR16 z113FeaturesHelpText[] = { L"|开|启|特|征|功|能\n \n允许以下功能覆盖JA2_Options.ini中的设置。\n \n将鼠标悬停在按钮上查看具体替换的项目内容。\n \n如果禁用此选项功能将以JA2_Options.ini中设置为准。\n \n", //L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|新|N|C|T|H|瞄|准|系|统\n \n[Tactical Gameplay Settings] NCTH\n \n启用新命中系统。\n \n详细的内容设定请查看CTHConstants.ini。\n \n", //L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|情|报|功|能\n \n[Intel Settings] RESOURCE_INTEL\n \n通过一些秘密行动获得的新资源。\n \n", //L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|俘|虏|功|能\n \n[Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \n允许俘虏敌军并审问他们。\n \n配置选项:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN\n \n", //L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|矿|井|管|理|功|能\n \n[Financial Settings] MINE_REQUIRES_WORKERS\n \n矿井需要培训工人。\n \n配置选项:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS\n \n", //L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6249,6 +6267,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s|安|保|公|司|功|能\n \n一家私人军事承包商,允许玩家雇佣安保力量。\n \n配置选项:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS\n \n", //L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|食|物|系|统\n \n[Tactical Food Settings] FOOD\n \n你的佣兵需要食物和水才能生存。\n \n配置选项:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS\n \n", //L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|疾|病|系|统\n \n[Disease Settings] DISEASE\n \n你的佣兵会生病。\n \n配置选项:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS\n \n", //L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|敌|军|战|略|司|令|部|功|能\n \n[Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \n女王将获得机械化部队。\n \n配置选项:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS\n \n", //L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|敌|军|直|升|机|功|能\n \n[Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \n女王将使用直升机快速部署部队。\n \n需要开启\"敌军战略司令部功能\"。\n \n配置选项:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME\n \n", //L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|敌|军|战|斗|车|功|能\n \n[Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \n敌军的战斗吉普车和坦克可以在战斗中移动。\n \n配置选项:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", //L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6264,6 +6284,10 @@ STR16 z113FeaturesHelpText[] = L"|强|化|近|战|功|能\n \n[Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \n对近战系统的全面改进。\n \n", //L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|新|中|断|功|能\n \n[Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \n对中断机制的全面改进。\n \n配置选项:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING\n \n", //L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|武|器|过|热|功|能\n \n[Tactical Weapon Overheating Settings] OVERHEATING\n \n连续射击将导致武器过热。\n \n配置选项:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL\n \n", //L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|随|机|事|件|功|能\n \n[Mini Events Settings] MINI_EVENTS_ENABLED\n \n可能发生一些随机互动事件。\n \n配置选项:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \n详细信息请查看MiniEvents.lua。\n \n", //L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|反|抗|军|司|令|部|功|能\n \n[Rebel Command Settings] REBEL_COMMAND_ENABLED\n \n允许你升级占领的城镇,控制反抗军在战略层面上运作。\n \n详细的内容设定请查看RebelCommand_Settings.ini。\n \n", //L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6272,6 +6296,12 @@ STR16 z113FeaturesPanelText[] = { L"这个选项可以开启一些1.13新功能,启用后以下选项的生效优先级将高于JA2_Options.ini文件中的设置。如果禁用此项,以下选项将不生效。", //L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"新NCTH瞄准系统对命中机制进行了全面改进,在射击时需要更复杂的计算和更多的变量。", //L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"你可以获取和消耗情报点数。这种资源与间谍和情报贩子密切相关。可以通过间谍活动、审讯俘虏或其他方式获得情报点数。可以在黑市购买稀有武器,也可以在情报网站上购买敌人的信息。", //L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"允许抓捕俘虏。可以通过在战斗中劝降或者用手铐铐住不能行动的敌人来抓捕俘虏。被俘虏的敌人可以送到监狱中进行审问。审问会带来金钱、情报或者将敌人策反进你的民兵队伍。", //L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"在矿场上先投资才能获得它的全部收益。工人像民兵一样需要金钱和时间来训练。注意!如果失去对城镇的控制将导致工人流失!", //L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6284,6 +6314,8 @@ STR16 z113FeaturesPanelText[] = L"Kerberus安保公司将会为您提供安保人员,您可以从他们的网站上雇佣有经验的安保人员充当民兵。虽然价格很高,但是你不必在花时间训练他们。", //L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"你的佣兵需要食物和水才能生存。挨饿将遭受严厉的惩罚。要注意食物的质量,小心吃坏肚子!", //L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"伤口、尸体、沼泽、昆虫都可能导致您的佣兵生病,一些疾病会引起并发症,严重时会导致死亡。医生和药品可以治疗大多数疾病,还有一些装备可以预防疾病。", //L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"敌军战略司令部负责订购并向陆军部署机械化部队,使用从矿山获得的收入购买战车来对付你!", //L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"需要开启\"敌军战略司令部功能\",当游戏达到一定进度时,敌军战略司令部开始使用直升机部署精锐小队士兵来骚扰你。", //L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"敌人的战斗吉普车和坦克可以在战斗中四处移动,移动撞击会摧毁一些障碍物,甚至会试图碾过你的佣兵。", //L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6299,6 +6331,10 @@ STR16 z113FeaturesPanelText[] = L"对近战系统的全面改进。头部更难被击中但会造成更多伤害,击中腿部更容易倒地,但伤害更小。偷袭将造成更多的伤害。可以拿走被击晕目标身上的道具。还有一些其它小调整。", //L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"新的中断系统(IIS)完全改变了中断发生的方式,不在是目标进入视野时发生中断,而是以若干个变量模拟士兵的反应能力来判断是否发生中断。", //L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"武器的枪管在开火时会升温,这会导致频繁的武器故障。带有可更换枪管的武器对保持冷却非常有用。", //L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"在游戏过程中,可能会弹出简短的事件。您可以从两个选项中选择一个,这可能会产生积极或消极的影响。事件可以影响各种各样的事情,但主要是你的佣兵。", //L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"在完成反抗军食物运送任务后,你可以访问他们的(A.R.C)指挥部网站。在这里你可以设定反抗军的政策,也可以为占领区单独设置地方政策。这将带来丰厚的奖励。作为代价,城镇的民忠会上升得更慢,所以你需要更加努力地让当地人信任你。", //L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index cc16def5..afd6470c 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -6191,6 +6191,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6203,6 +6209,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6218,6 +6226,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6226,6 +6238,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6238,6 +6256,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6253,6 +6273,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6261,6 +6285,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6273,6 +6303,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6288,6 +6320,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index aa77a594..d5f988db 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -6202,6 +6202,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6214,6 +6220,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6229,6 +6237,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6237,6 +6249,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6249,6 +6267,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6264,6 +6284,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6272,6 +6296,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6284,6 +6314,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6299,6 +6331,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index a9231a13..81d5fa99 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -6196,6 +6196,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6208,6 +6214,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6223,6 +6231,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6231,6 +6243,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6243,6 +6261,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6258,6 +6278,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6266,6 +6290,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6278,6 +6308,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6293,6 +6325,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index cfac0e7e..013391fc 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -6059,6 +6059,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6071,6 +6077,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6086,6 +6094,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6094,6 +6106,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6106,6 +6124,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6121,6 +6141,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6129,6 +6153,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6141,6 +6171,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6156,6 +6188,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 1955f090..0ad7e15f 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -6177,6 +6177,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6189,6 +6195,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6204,6 +6212,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6212,6 +6224,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6224,6 +6242,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6239,6 +6259,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6247,6 +6271,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6259,6 +6289,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6274,6 +6306,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index a129a01f..5e708ae8 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -6192,6 +6192,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6204,6 +6210,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6219,6 +6227,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6227,6 +6239,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6239,6 +6257,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6254,6 +6274,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6262,6 +6286,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6274,6 +6304,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6289,6 +6321,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", }; diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index 8835876b..68bd7dd6 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -6197,6 +6197,12 @@ STR16 z113FeaturesToggleText[] = { L"Use These Overrides", L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", L"Intel", L"Prisoners", L"Mines Require Workers", @@ -6209,6 +6215,8 @@ STR16 z113FeaturesToggleText[] = L"Kerberus", L"Mercs Need Food", L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", L"Arulco Strategic Division", L"ASD: Helicopters", L"Enemy Vehicles Can Move", @@ -6224,6 +6232,10 @@ STR16 z113FeaturesToggleText[] = L"Enhanced Close Combat", L"Improved Interrupt System", L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", L"Mini Events", L"Arulco Rebel Command", }; @@ -6232,6 +6244,12 @@ STR16 z113FeaturesHelpText[] = { L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", @@ -6244,6 +6262,8 @@ STR16 z113FeaturesHelpText[] = L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", @@ -6259,6 +6279,10 @@ STR16 z113FeaturesHelpText[] = L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", }; @@ -6267,6 +6291,12 @@ STR16 z113FeaturesPanelText[] = { L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", @@ -6279,6 +6309,8 @@ STR16 z113FeaturesPanelText[] = L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", @@ -6294,6 +6326,10 @@ STR16 z113FeaturesPanelText[] = L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", };