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Merged from revision: 1949
- Added missing ini properties for UB-Version git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1950 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -431,6 +431,11 @@ AP_APPLYITEM = 50
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;***********************************************************************
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AP_INVENTORY_ARM = 20
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;***********************************************************************
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;* The APs for activating the spotter skill *
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;***********************************************************************
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AP_SPOTTER = 20
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[BPConstants]
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BP_RATIO_RED_PTS_TO_NORMAL = 100
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;***********************************************************************
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@@ -369,6 +369,12 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE
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; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
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; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
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; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
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; 4 = full randomization of mercs, including traits, gear kits and all statistics
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;
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; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4
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; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits.
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;
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; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution
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;
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; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
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; Valid +/- range (0-50)
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@@ -384,10 +390,12 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE
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; Exp = 4 will random between 2-6
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; Exp = 8 will random between 7-9 due to 9 maximum limit
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; Exp = 2 will random between 1-3 due to 1 minimum limit
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; Exp = 1/9 will will not random
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; Exp = 1/9 will not random
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;------------------------------------------------------------------------------------------------------------------------------
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MERCS_RANDOM_STATS = 1
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MERCS_RANDOM_GEAR_KITS = FALSE
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MERCS_RANDOM_BELL_DISTRIBUTION = FALSE
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MERCS_RANDOM_STAT_RANGE = 10
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MERCS_RANDOM_EXP_RANGE = 1
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@@ -502,7 +510,21 @@ HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
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;Cost for moving through sectors that are being controlled by an enemy SAM Site.
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HELICOPTER_BASE_COST_PER_RED_TILE = 1000
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;------------------------------------------------------------------------------------------------------------------------------
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; Change the cost of helicopter hovering in sector.
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;------------------------------------------------------------------------------------------------------------------------------
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;Cost for hovering in sectors that are free of enemy SAM Site control.
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HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50
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;Cost for hovering in sectors that are being controlled by an enemy SAM Site.
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HELICOPTER_HOVER_COST_ON_RED_TILE = 500
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;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money.
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HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE
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;If TRUE, Skyrider will demand money only after safely landing in base.
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HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -630,8 +652,12 @@ SMALL_SIZE_PB = FALSE
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WEAPON_SOUND_EFFECTS_VOLUME = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play
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; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level
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; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_PERCENT_NOISE_SILENCED_SOUND = 35
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@@ -800,26 +826,77 @@ TACTICAL_FACE_ICON_STYLE = 0
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SHOW_CAMOUFLAGE_FACES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If enabled, you do not see the health text when hovering the mouse over an enemy / creature.
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; Show health text when hovering the mouse over an enemy / creature.
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; 0 - do not show
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; 1 - show health as text
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; 2 - show health bar
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; 3 - show health + ap
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; 4 - show health + ap + shock
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; 5 - show health + ap + shock + morale
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; 6 - show health + ap + shock + morale + bp
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;------------------------------------------------------------------------------------------------------------------------------
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HIDE_ENEMY_HEALTH_TEXT = FALSE
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SHOW_ENEMY_HEALTH = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
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; Alt health bar additionally shows suppression shock level and current cover
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; 0 - nothing
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; 1 - default health bar
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; 2 - smaller alt health bar
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; 3 - larger alt health bar
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; 4 - small health bar + AP counter
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; 5 - large health bar + AP counter
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_HEALTHBARSOVERHEAD = TRUE
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SHOW_HEALTHBARSOVERHEAD = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; How should the game display the enemy hit counter?
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; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
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; 0 - do not show cover
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; 1 - show as small square to the right of the health bar
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; 2 - show using color of merc's name
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; 3 - same as 1, show only in stealth or when disguised
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; 4 - same as 2, show only in stealth or when disguised
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_COVER_INDICATOR = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; How should the game display the enemy/player hit counter?
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; 0 = Show damage inflicted as used to
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; 1 = Show "?" as indicator if you scored a hit
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; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
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; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100)
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; 4 = Show damage as red asterisks
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;------------------------------------------------------------------------------------------------------------------------------
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ENEMY_HIT_COUNT = 0
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PLAYER_HIT_COUNT = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Show additional suppression information above soldier:
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; light gray counter - suppression points from attack (they are calculated and shown after attack)
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; yellow - shock points from attack
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; blue - AP lost from attack
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; green - number of morale hit events from attack
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; 0 = do not show
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; 1 = show after damage counter
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; 2 = show above soldier
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; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack)
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; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers
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; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_SUPPRESSION_COUNT = 0
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SHOW_SHOCK_COUNT = 0
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SHOW_AP_COUNT = 0
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SHOW_MORALE_COUNT = 0
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SHOW_SUPPRESSION_USE_ASTERISK = FALSE
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SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE
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SHOW_SUPPRESSION_COUNT_ALT = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 10000
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; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
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@@ -837,6 +914,14 @@ STAMINA_HIT = 6900
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ENABLE_EXT_MOUSE_KEYS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Allow alternate mouse commands
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; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons
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; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx".
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;------------------------------------------------------------------------------------------------------------------------------
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ALTERNATE_MOUSE_COMMANDS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Alternative aiming-levels for targets.
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@@ -850,6 +935,8 @@ ALT_AIMING_ENABLED = TRUE
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; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
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; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel.
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; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
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;
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; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_AIMED_BURST = TRUE
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@@ -884,6 +971,36 @@ ALLOW_WEAR_SUPPRESSOR = TRUE
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ALLOW_LAZY_CIVILIANS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Neutral civilians can detect and avoid mines planted by player
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;------------------------------------------------------------------------------------------------------------------------------
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CIVILIANS_AVOID_PLAYER_MINES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
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;------------------------------------------------------------------------------------------------------------------------------
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ADD_SMOKE_AFTER_EXPLOSION = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and
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; one of attachments is rubber band or duct tape
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Allow special explosive attachments (items with tags <GasCan>, <Marbles> and <Alcohol> add special explosion effects)
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; one of attachments must be rubber band or duct tape
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 100
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; Chance to say annoying phrase.
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@@ -968,6 +1085,15 @@ ADMIN_CTH_BONUS_PERCENT = 0
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REGULAR_CTH_BONUS_PERCENT = 0
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ELITE_CTH_BONUS_PERCENT = 10
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;------------------------------------------------------------------------------------------------------------------------------
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; Enemy item quality modifiers
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; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10
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; Default is 0
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;------------------------------------------------------------------------------------------------------------------------------
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ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0
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REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0
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ELITE_EQUIPMENT_QUALITY_MODIFIER = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Enemy damage resistance bonus
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; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
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@@ -1289,6 +1415,11 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
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SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = TRUE
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SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE
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SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE
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SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE
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; Armor, Headgear
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SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
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@@ -1426,6 +1557,29 @@ USE_SCOPE_MODES = TRUE
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; Allow display of scope modes on weapon
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DISPLAY_SCOPE_MODES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Spotter skill
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;------------------------------------------------------------------------------------------------------------------------------
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; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter.
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; You need an item the usSpotting-tag in your hands.
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; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see.
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; Effectiveness depends on:
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; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%)
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; - lowered by being wounded or fatigues
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; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
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; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
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SPOTTER_PREPARATIONTURNS = 3
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; This variable intentionally has two meanings.
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; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
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; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away.
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SPOTTER_RANGE = 10
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; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns
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SPOTTER_MAX_CTHBOOST = 50
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;------------------------------------------------------------------------------------------------------------------------------
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; external feeding
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1649,6 +1803,22 @@ CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE
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CAN_CLIMB_ON_WALLS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show enemy weapon name in tactical
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_WEAPON = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show additional enemy info in tactical (awareness, gas mask, nvg, armour)
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; 0 - nothing
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; 1 - show awareness level
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; 2 - show gas mask and NVG
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; 3 - show armour
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_ADDITIONAL_INFO = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1659,13 +1829,21 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
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; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
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; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_NAMES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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INDIVIDUAL_ENEMY_RANK = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show enemy rank (exp. level) as icon
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_RANK_ICON = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1687,6 +1865,16 @@ SOLDIER_PROFILES_MILITIA = FALSE
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CAMO_REMOVING = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands
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; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored.
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; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless.
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; Valid values are from 0 to 100.
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; default is 5
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;------------------------------------------------------------------------------------------------------------------------------
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CAMO_KIT_USABLE_AREA = 5
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;------------------------------------------------------------------------------------------------------------------------------
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; Enhanced Close Combat System
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;
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@@ -1801,6 +1989,11 @@ ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
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; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
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ACCESS_OTHER_MERC_INVENTORIES = TRUE
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; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
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; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
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; TRUE: weightbased penalty, FALSE: no penalty
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BACKPACKWEIGHT_LOWERS_AP = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2085,18 +2278,22 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
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; In this section you can modify global settings for weapon overheating.
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;******************************************************************************************************************************
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; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically.
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; Weapons cool down over time.
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OVERHEATING = FALSE
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; Should a 'thermometer' for guns and replacable barrels be displayed?
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OVERHEATING_DISPLAY_THERMOMETER = TRUE
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; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
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OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
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; Starting amount of red colour in the temperature bar. Must be in [0, 255]
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OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
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; If a barrel is not in someone's inventory, it cools down a little bit better.
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OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0
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OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0
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;******************************************************************************************************************************
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||||
;******************************************************************************************************************************
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@@ -2450,11 +2647,12 @@ TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
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; 2: 1 + major offensives depending on game progress
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AGGRESSIVE_STRATEGIC_AI = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
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; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode)
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ENABLE_CREPITUS = TRUE
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; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE
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CREPITUS_ATTACK_ALL_TOWNS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Mine Shut-down Event
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;
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@@ -2501,6 +2699,31 @@ ALLOW_REINFORCEMENTS = FALSE
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; Allows reinforcements only between city sectors. Only affects militia, not enemies.
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913)
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||||
;------------------------------------------------------------------------------------------------------------------------------
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; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
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MIN_DELAY_ENEMY_REINFORCEMENTS = 0
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; Additional random delay added to minimum when reinforcements will arrive after they are called.
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RND_DELAY_ENEMY_REINFORCEMENTS = 5
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; Minimum enemy units which will enter after above delay is over.
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MIN_ENTER_ENEMY_REINFORCEMENTS = 8
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; Additional random enemy units to appear after passing delay.
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RND_ENTER_ENEMY_REINFORCEMENTS = 8
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; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
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MIN_DELAY_MILITIA_REINFORCEMENTS = 0
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; Additional random delay added to minimum when reinforcements will arrive after they are called.
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RND_DELAY_MILITIA_REINFORCEMENTS = 5
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; Minimum militia units which will enter after above delay is over.
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MIN_ENTER_MILITIA_REINFORCEMENTS = 6
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; Additional random militia units to appear after passing delay.
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RND_ENTER_MILITIA_REINFORCEMENTS = 6
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; Don't allow permanent items removal for no merc in that sector
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NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; Vehicle Inventory
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||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -2584,6 +2807,7 @@ DIRT_GLOBAL_MODIFIER = 1.25
|
||||
; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
|
||||
; 1 = Allow Skyrider to drop off mercs to center of map
|
||||
; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
|
||||
; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_SKYRIDER_HOT_LZ = 2
|
||||
@@ -2621,7 +2845,7 @@ ALLOW_TAKE_PRISONERS = TRUE
|
||||
; can you offer enemies a surrender option?
|
||||
ENEMY_CAN_SURRENDER = TRUE
|
||||
|
||||
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
|
||||
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds.
|
||||
DISPLAY_SURRENDER_VALUES = TRUE
|
||||
|
||||
; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
|
||||
@@ -2634,7 +2858,7 @@ PLAYER_CAN_ASK_TO_SURRENDER = TRUE
|
||||
; chance that released soldiers join the army again
|
||||
PRISONER_RETURN_TO_ARMY_CHANCE = 50
|
||||
|
||||
; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
|
||||
; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
|
||||
PRISONER_DEFECT_CHANCE = 25
|
||||
|
||||
; chance that interrogated soldiers can give info on enemy positions
|
||||
@@ -2646,18 +2870,82 @@ PRISONER_INFO_NUMBER_CHANCE = 30
|
||||
; chance that interrogated soldiers can give info on enemy movement directions
|
||||
PRISONER_INFO_DIRECTION_CHANCE = 40
|
||||
|
||||
; chance that interrogated soldiers get you ransom money
|
||||
; chance that interrogated soldiers pays you ransom money
|
||||
PRISONER_RANSOM_CHANCE = 25
|
||||
|
||||
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
|
||||
; Interrogation first removes admin prisoners, then regulars and then elites
|
||||
; If regulars and elites join your militia, there is a chance that they will be ddmoted, otherwise they will join as regular or veteran militia
|
||||
; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia
|
||||
; special prisoners do not exist... yet.
|
||||
PRISONER_INTERROGATION_POINTS_ADMIN = 80
|
||||
PRISONER_INTERROGATION_POINTS_REGULAR = 100
|
||||
PRISONER_INTERROGATION_POINTS_ELITE = 140
|
||||
PRISONER_INTERROGATION_POINTS_SPECIAL = 250
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Helicopter Repair
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector.
|
||||
WALDO_CAN_REPAIR_HELICOPTER = TRUE
|
||||
|
||||
; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money.
|
||||
WALDO_OFFERS_REPAIR_IN_STRATEGIC = TRUE
|
||||
|
||||
; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity.
|
||||
WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = TRUE
|
||||
|
||||
; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense).
|
||||
SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Helicopter Refuel
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel.
|
||||
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = TRUE
|
||||
|
||||
; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded.
|
||||
HELICOPTER_PASSENGERS_CAN_GET_HIT = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Morale Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These settings modify certain team morale aspects
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to
|
||||
; our prejudices. This alters our morale. The effects depend on the other merc's properties.
|
||||
; The effect is doubled if we care a lot about something.
|
||||
; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25].
|
||||
; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement,
|
||||
; and 2x that modifier if we care a lot. None if we don't care.
|
||||
|
||||
; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot.
|
||||
; Values from 0 to 5, default is 1
|
||||
MORALE_MOD_APPEARANCE = 1
|
||||
|
||||
; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference
|
||||
; and we care a lot. Values from 0 to 5, default is 2
|
||||
MORALE_MOD_REFINEMENT = 2
|
||||
|
||||
; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation.
|
||||
; Values from 0 to 5, default is 2.
|
||||
MORALE_MOD_HATEDNATIONALITY = 3
|
||||
|
||||
; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2.
|
||||
MORALE_MOD_RACISM = 3
|
||||
|
||||
; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly,
|
||||
; doubled again if we are very sexist. Values from 0 to 5, default is 1.
|
||||
MORALE_MOD_SEXISM = 1
|
||||
|
||||
; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5.
|
||||
MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -2670,9 +2958,13 @@ PRISONER_INTERROGATION_POINTS_SPECIAL = 250
|
||||
; If set to TRUE, you can browse to the briefing room website on the laptop
|
||||
BRIEFING_ROOM = FALSE
|
||||
|
||||
; Currently not used! If set to TRUE, you can browse to the encyclopedia website on the laptop
|
||||
; If set to TRUE, you can browse to the encyclopedia website on the laptop
|
||||
ENCYCLOPEDIA = FALSE
|
||||
|
||||
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
|
||||
; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4.
|
||||
ENCYCLOPEDIA_ITEM_MASK = 1
|
||||
|
||||
; If disabled, the transition will be skipped when opening/closing the laptop
|
||||
DISABLE_LAPTOP_TRANSITION = TRUE
|
||||
|
||||
@@ -2682,6 +2974,12 @@ FAST_WWW_SITES_LOADING = TRUE
|
||||
; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
|
||||
LAPTOP_MOUSE_CAPTURED = FALSE
|
||||
|
||||
; if true, campaign history site (Arulco Press Council) is accessible
|
||||
CAMPAIGN_HISTORY = TRUE
|
||||
|
||||
; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated!
|
||||
CAMPAIGN_HISTORY_MAX_REPORTS = -1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -3041,6 +3339,39 @@ MOBILE_MILITIA_TRAINING_DELAY = 1
|
||||
; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
|
||||
NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; These settings determine if training of additional mobile militia is allowed when a certain number is allready active.
|
||||
; You can still train mobiles if you are just below maximum.
|
||||
; Base modes available:
|
||||
; 0 = No maximum.
|
||||
; 2 = Maximum calculated by town sectors you have currently under control.
|
||||
; 4 = Maximum calculated by town sectors you have liberated at least one time.
|
||||
; 8 = Maximum calculated by towns under player control.
|
||||
; 16 = Maximum calculated by current progress.
|
||||
; 32 = Maximum calculated by best progress.
|
||||
; 64 = Maximum calculated by number of rebels in your team.
|
||||
; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72).
|
||||
;
|
||||
; Advanced modes:
|
||||
; 0 = If more then one base mode is chosen the lowest one is used.
|
||||
; 128 = If more then one base mode is chosen the highest one is used.
|
||||
; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and
|
||||
; rebel limit dictates 60 are allowed the final maximum becomes 30.
|
||||
; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200)
|
||||
;
|
||||
; Deserting modes:
|
||||
; 0 = no deserters
|
||||
; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached.
|
||||
; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use.
|
||||
; The number of deserters is randomly chosen but depends on the ratio active/maximum.
|
||||
; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1).
|
||||
;
|
||||
; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0)
|
||||
; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MOBILE_MILITIA_MAX_ACTIVE_MODE = 195
|
||||
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Training method options.
|
||||
;
|
||||
@@ -3102,7 +3433,7 @@ RESTRICT_ROAMING = TRUE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; EXPLORATION-based restrictions
|
||||
;
|
||||
; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
|
||||
; Allow Mobile Militia to move through any EXPLORED sectors.
|
||||
; RESTRICT_ROAMING must be set to TRUE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -3142,6 +3473,42 @@ ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This setting controls wether militia will follow the player on map in non combat situation.
|
||||
; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there
|
||||
; (default behaviour). This overwrites any manual restrictions.
|
||||
; Set to FALSE if they dont worry about the player.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_MILITIA_FOLLOW_PLAYER = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; These settings control the splitting of mobile militia groups.
|
||||
; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and
|
||||
; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia.
|
||||
; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR.
|
||||
; Remainder will eventually move along.
|
||||
; If they decide to spread, the groups will end up equal in size.
|
||||
;
|
||||
; There are various chances to spread when there are NO threats:
|
||||
; - 30% chance if origin sector is full and destination is empty, groups will become equal in size.
|
||||
; - 50% chance if origin and destination have militia, groups become equal in size.
|
||||
; - 0% chance if origin sector is not full and target is empty
|
||||
; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above.
|
||||
; For threatened sectors the chances are:
|
||||
; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted.
|
||||
; - 0% chance to spread if origin sector is not threatened but target is.
|
||||
; - variable chance to spread if both target and source sectors are threatened based on enemy numbers:
|
||||
; (NumEnemiesNearOrigin * 100) / TotalNumEnemies
|
||||
; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal.
|
||||
; And you can overwrite the chances with the settings below:
|
||||
; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc.
|
||||
; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_MILITIA_SPREAD = TRUE
|
||||
ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -3412,6 +3779,24 @@ CLOCK_SPEED_PERCENT = 150
|
||||
|
||||
UPDATE_FREQUENCY = 16000
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Improved auto fast forwarding.
|
||||
; AUTO_FAST_FORWARD_ENEMIES:
|
||||
; 0 - default behaviour
|
||||
; 1 - auto fast forward only enemies that are not seen by player's team
|
||||
; 2 - auto fast forward only invisible enemies
|
||||
; 3 - auto fast forward all enemies
|
||||
; AUTO_FAST_FORWARD_MILITIA:
|
||||
; 0 - default behaviour
|
||||
; 1 - auto fast forward only militia that does not see enemies
|
||||
; 2 - auto fast forward militia always
|
||||
; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
AUTO_FAST_FORWARD_ENEMIES = 0
|
||||
|
||||
AUTO_FAST_FORWARD_MILITIA = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.
|
||||
; At normal speed the clock is updated every 10 milliseconds.
|
||||
|
||||
@@ -367,6 +367,12 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE
|
||||
; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
|
||||
; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
|
||||
; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
|
||||
; 4 = full randomization of mercs, including traits, gear kits and all statistics
|
||||
;
|
||||
; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4
|
||||
; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits.
|
||||
;
|
||||
; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution
|
||||
;
|
||||
; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
|
||||
; Valid +/- range (0-50)
|
||||
@@ -382,10 +388,12 @@ SHOW_SKILLS_IN_HIRING_PAGE = FALSE
|
||||
; Exp = 4 will random between 2-6
|
||||
; Exp = 8 will random between 7-9 due to 9 maximum limit
|
||||
; Exp = 2 will random between 1-3 due to 1 minimum limit
|
||||
; Exp = 1/9 will will not random
|
||||
; Exp = 1/9 will not random
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
MERCS_RANDOM_STATS = 0
|
||||
MERCS_RANDOM_GEAR_KITS = FALSE
|
||||
MERCS_RANDOM_BELL_DISTRIBUTION = TRUE
|
||||
MERCS_RANDOM_STAT_RANGE = 10
|
||||
MERCS_RANDOM_EXP_RANGE = 1
|
||||
|
||||
@@ -500,7 +508,21 @@ HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
|
||||
;Cost for moving through sectors that are being controlled by an enemy SAM Site.
|
||||
HELICOPTER_BASE_COST_PER_RED_TILE = 1000
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Change the cost of helicopter hovering in sector.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
;Cost for hovering in sectors that are free of enemy SAM Site control.
|
||||
HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50
|
||||
|
||||
;Cost for hovering in sectors that are being controlled by an enemy SAM Site.
|
||||
HELICOPTER_HOVER_COST_ON_RED_TILE = 500
|
||||
|
||||
;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money.
|
||||
HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE
|
||||
|
||||
;If TRUE, Skyrider will demand money only after safely landing in base.
|
||||
HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -628,8 +650,12 @@ SMALL_SIZE_PB = FALSE
|
||||
|
||||
WEAPON_SOUND_EFFECTS_VOLUME = 0
|
||||
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play
|
||||
; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level
|
||||
; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MAX_PERCENT_NOISE_SILENCED_SOUND = 35
|
||||
|
||||
|
||||
|
||||
@@ -798,25 +824,78 @@ TACTICAL_FACE_ICON_STYLE = 0
|
||||
SHOW_CAMOUFLAGE_FACES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; If enabled, you do not see the health text when hovering the mouse over an enemy / creature.
|
||||
; Show health text when hovering the mouse over an enemy / creature.
|
||||
; 0 - do not show
|
||||
; 1 - show health as text
|
||||
; 2 - show health bar
|
||||
; 3 - show health + ap
|
||||
; 4 - show health + ap + shock
|
||||
; 5 - show health + ap + shock + morale
|
||||
; 6 - show health + ap + shock + morale + bp
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
HIDE_ENEMY_HEALTH_TEXT = FALSE
|
||||
SHOW_ENEMY_HEALTH = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
|
||||
; Alt health bar additionally shows suppression shock level and current cover
|
||||
; 0 - nothing
|
||||
; 1 - default health bar
|
||||
; 2 - smaller alt health bar
|
||||
; 3 - larger alt health bar
|
||||
; 4 - small health bar + AP counter
|
||||
; 5 - large health bar + AP counter
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOW_HEALTHBARSOVERHEAD = FALSE
|
||||
SHOW_HEALTHBARSOVERHEAD = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; How should the game display the enemy hit counter?
|
||||
; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
|
||||
; 0 - do not show cover
|
||||
; 1 - show as small square to the right of the health bar
|
||||
; 2 - show using color of merc's name
|
||||
; 3 - same as 1, show only in stealth or when disguised
|
||||
; 4 - same as 2, show only in stealth or when disguised
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOW_COVER_INDICATOR = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; How should the game display the enemy/player hit counter?
|
||||
|
||||
; 0 = Show damage inflicted as used to
|
||||
; 1 = Show "?" as indicator if you scored a hit
|
||||
; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
|
||||
; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100)
|
||||
; 4 = Show damage as red asterisks
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ENEMY_HIT_COUNT = 0
|
||||
|
||||
PLAYER_HIT_COUNT = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Show additional suppression information above soldier:
|
||||
; light gray counter - suppression points from attack (they are calculated and shown after attack)
|
||||
; yellow - shock points from attack
|
||||
; blue - AP lost from attack
|
||||
; green - number of morale hit events from attack
|
||||
; 0 = do not show
|
||||
; 1 = show after damage counter
|
||||
; 2 = show above soldier
|
||||
; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack)
|
||||
; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers
|
||||
; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOW_SUPPRESSION_COUNT = 0
|
||||
SHOW_SHOCK_COUNT = 0
|
||||
SHOW_AP_COUNT = 0
|
||||
SHOW_MORALE_COUNT = 0
|
||||
SHOW_SUPPRESSION_USE_ASTERISK = FALSE
|
||||
SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE
|
||||
SHOW_SUPPRESSION_COUNT_ALT = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: 10000
|
||||
; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
|
||||
@@ -834,6 +913,14 @@ STAMINA_HIT = 10000
|
||||
|
||||
ENABLE_EXT_MOUSE_KEYS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Allow alternate mouse commands
|
||||
; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons
|
||||
; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx".
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALTERNATE_MOUSE_COMMANDS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
; Alternative aiming-levels for targets.
|
||||
@@ -845,8 +932,10 @@ ALT_AIMING_ENABLED = FALSE
|
||||
; Default: FALSE
|
||||
; The merc can now perform aimed burst fire and aimed auto fire.
|
||||
; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
|
||||
; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel.
|
||||
; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel.
|
||||
; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
|
||||
;
|
||||
; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
USE_AIMED_BURST = FALSE
|
||||
@@ -881,6 +970,36 @@ ALLOW_WEAR_SUPPRESSOR = FALSE
|
||||
|
||||
ALLOW_LAZY_CIVILIANS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
; Neutral civilians can detect and avoid mines planted by player
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
CIVILIANS_AVOID_PLAYER_MINES = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ADD_SMOKE_AFTER_EXPLOSION = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and
|
||||
; one of attachments is rubber band or duct tape
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
; Allow special explosive attachments (items with tags <GasCan>, <Marbles> and <Alcohol> add special explosion effects)
|
||||
; one of attachments must be rubber band or duct tape
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: 100
|
||||
; Chance to say annoying phrase.
|
||||
@@ -965,6 +1084,15 @@ ADMIN_CTH_BONUS_PERCENT = 0
|
||||
REGULAR_CTH_BONUS_PERCENT = 0
|
||||
ELITE_CTH_BONUS_PERCENT = 5
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enemy item quality modifiers
|
||||
; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10
|
||||
; Default is 0
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0
|
||||
REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0
|
||||
ELITE_EQUIPMENT_QUALITY_MODIFIER = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enemy damage resistance bonus
|
||||
; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
|
||||
@@ -1286,6 +1414,11 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
|
||||
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_SHOCK = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE
|
||||
; Armor, Headgear
|
||||
SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
|
||||
@@ -1389,7 +1522,7 @@ FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
|
||||
; The base (N)CtH penalty when firing from alternative weapon holding.
|
||||
CTH_PENALTY_FROM_ALTWEAPHOLD = 30
|
||||
|
||||
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. (This modifier is DOUBLED under NCTH,
|
||||
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
|
||||
AIMING_PENALY_FROM_ALTWEAPHOLD = 30
|
||||
|
||||
; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
|
||||
@@ -1420,7 +1553,7 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
|
||||
; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
|
||||
USE_SCOPE_MODES = FALSE
|
||||
|
||||
; Allow display of scope modes on weapons in tactical
|
||||
; Allow display of scope modes on weapon
|
||||
DISPLAY_SCOPE_MODES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1646,6 +1779,22 @@ CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE
|
||||
|
||||
CAN_CLIMB_ON_WALLS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Show enemy weapon name in tactical
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOW_ENEMY_WEAPON = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Show additional enemy info in tactical (awareness, gas mask, nvg, armour)
|
||||
; 0 - nothing
|
||||
; 1 - show awareness level
|
||||
; 2 - show gas mask and NVG
|
||||
; 3 - show armour
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOW_ENEMY_ADDITIONAL_INFO = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1665,6 +1814,12 @@ INDIVIDUAL_ENEMY_NAMES = FALSE
|
||||
|
||||
INDIVIDUAL_ENEMY_RANK = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Show enemy rank (exp. level) as icon
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOW_ENEMY_RANK_ICON = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1685,6 +1840,15 @@ SOLDIER_PROFILES_MILITIA = FALSE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
CAMO_REMOVING = FALSE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands
|
||||
; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored.
|
||||
; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless.
|
||||
; Valid values are from 0 to 100.
|
||||
; default is 5
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
CAMO_KIT_USABLE_AREA = 5
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enhanced Close Combat System
|
||||
@@ -1800,6 +1964,11 @@ ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
|
||||
; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
|
||||
ACCESS_OTHER_MERC_INVENTORIES = FALSE
|
||||
|
||||
; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
|
||||
; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
|
||||
; TRUE: weightbased penalty, FALSE: no penalty
|
||||
BACKPACKWEIGHT_LOWERS_AP = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -2084,18 +2253,22 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
||||
; In this section you can modify global settings for weapon overheating.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically.
|
||||
; Weapons cool down over time.
|
||||
OVERHEATING = FALSE
|
||||
|
||||
; Should a 'thermometer' for guns and replacable barrels be displayed?
|
||||
OVERHEATING_DISPLAY_THERMOMETER = FALSE
|
||||
|
||||
; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
|
||||
OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
|
||||
|
||||
; Starting amount of red colour in the temperature bar. Must be in [0, 255]
|
||||
OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
|
||||
|
||||
; If a barrel is not in someone's inventory, it cools down a little bit better.
|
||||
OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
|
||||
|
||||
; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0
|
||||
OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -2449,11 +2622,12 @@ TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE
|
||||
; 2: 1 + major offensives depending on game progress
|
||||
AGGRESSIVE_STRATEGIC_AI = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
|
||||
|
||||
; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode)
|
||||
ENABLE_CREPITUS = TRUE
|
||||
|
||||
; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE
|
||||
CREPITUS_ATTACK_ALL_TOWNS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Mine Shut-down Event
|
||||
;
|
||||
@@ -2500,6 +2674,31 @@ ALLOW_REINFORCEMENTS = FALSE
|
||||
; Allows reinforcements only between city sectors. Only affects militia, not enemies.
|
||||
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
|
||||
MIN_DELAY_ENEMY_REINFORCEMENTS = 0
|
||||
; Additional random delay added to minimum when reinforcements will arrive after they are called.
|
||||
RND_DELAY_ENEMY_REINFORCEMENTS = 5
|
||||
; Minimum enemy units which will enter after above delay is over.
|
||||
MIN_ENTER_ENEMY_REINFORCEMENTS = 8
|
||||
; Additional random enemy units to appear after passing delay.
|
||||
RND_ENTER_ENEMY_REINFORCEMENTS = 8
|
||||
|
||||
; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
|
||||
MIN_DELAY_MILITIA_REINFORCEMENTS = 0
|
||||
; Additional random delay added to minimum when reinforcements will arrive after they are called.
|
||||
RND_DELAY_MILITIA_REINFORCEMENTS = 5
|
||||
; Minimum militia units which will enter after above delay is over.
|
||||
MIN_ENTER_MILITIA_REINFORCEMENTS = 6
|
||||
; Additional random militia units to appear after passing delay.
|
||||
RND_ENTER_MILITIA_REINFORCEMENTS = 6
|
||||
|
||||
; Don't allow permanent items removal for no merc in that sector
|
||||
NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Vehicle Inventory
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -2556,7 +2755,7 @@ ADDITIONAL_REPAIR_MODE = FALSE
|
||||
; advanced repair/dirt system
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; determines wether a gun can suffer permanent damage that cannot be repaired other by local smiths.
|
||||
; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
|
||||
ADVANCED_REPAIR = FALSE
|
||||
|
||||
; the only items we can repair are guns and armour
|
||||
@@ -2571,7 +2770,7 @@ DIRT_SYSTEM = FALSE
|
||||
; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
|
||||
FULL_REPAIR_CLEANS_GUN = FALSE
|
||||
|
||||
; every trun, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
|
||||
; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
|
||||
SECTOR_DIRT_DIVIDER = 1000
|
||||
|
||||
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
|
||||
@@ -2583,6 +2782,7 @@ DIRT_GLOBAL_MODIFIER = 1.25
|
||||
; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
|
||||
; 1 = Allow Skyrider to drop off mercs to center of map
|
||||
; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
|
||||
; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_SKYRIDER_HOT_LZ = 2
|
||||
@@ -2633,7 +2833,7 @@ PLAYER_CAN_ASK_TO_SURRENDER = TRUE
|
||||
; chance that released soldiers join the army again
|
||||
PRISONER_RETURN_TO_ARMY_CHANCE = 50
|
||||
|
||||
; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
|
||||
; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
|
||||
PRISONER_DEFECT_CHANCE = 25
|
||||
|
||||
; chance that interrogated soldiers can give info on enemy positions
|
||||
@@ -2650,12 +2850,75 @@ PRISONER_RANSOM_CHANCE = 25
|
||||
|
||||
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
|
||||
; Interrogation first removes admin prisoners, then regulars and then elites
|
||||
; If regulars and elites join your militia, there is a chance that they will be ddmoted, otherwise they will join as regular or veteran militia
|
||||
; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia
|
||||
; special prisoners do not exist... yet.
|
||||
PRISONER_INTERROGATION_POINTS_ADMIN = 80
|
||||
PRISONER_INTERROGATION_POINTS_REGULAR = 100
|
||||
PRISONER_INTERROGATION_POINTS_ELITE = 140
|
||||
PRISONER_INTERROGATION_POINTS_SPECIAL = 250
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Helicopter Repair
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector.
|
||||
WALDO_CAN_REPAIR_HELICOPTER = FALSE
|
||||
|
||||
; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money.
|
||||
WALDO_OFFERS_REPAIR_IN_STRATEGIC = FALSE
|
||||
|
||||
; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity.
|
||||
WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = FALSE
|
||||
|
||||
; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense).
|
||||
SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Helicopter Refuel
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel.
|
||||
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE
|
||||
|
||||
; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded.
|
||||
HELICOPTER_PASSENGERS_CAN_GET_HIT = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Morale Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These settings modify certain team morale aspects
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to
|
||||
; our prejudices. This alters our morale. The effects depend on the other merc's properties.
|
||||
; The effect is doubled if we care a lot about something.
|
||||
; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25].
|
||||
; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement,
|
||||
; and 2x that modifier if we care a lot. None if we don't care.
|
||||
|
||||
; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot.
|
||||
; Values from 0 to 5, default is 1
|
||||
MORALE_MOD_APPEARANCE = 1
|
||||
|
||||
; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference
|
||||
; and we care a lot. Values from 0 to 5, default is 2
|
||||
MORALE_MOD_REFINEMENT = 2
|
||||
|
||||
; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation.
|
||||
; Values from 0 to 5, default is 2.
|
||||
MORALE_MOD_HATEDNATIONALITY = 3
|
||||
|
||||
; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2.
|
||||
MORALE_MOD_RACISM = 3
|
||||
|
||||
; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly,
|
||||
; doubled again if we are very sexist. Values from 0 to 5, default is 1.
|
||||
MORALE_MOD_SEXISM = 1
|
||||
|
||||
; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5.
|
||||
MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -2669,9 +2932,13 @@ PRISONER_INTERROGATION_POINTS_SPECIAL = 250
|
||||
; If set to TRUE, you can browse to the briefing room website on the laptop
|
||||
BRIEFING_ROOM = FALSE
|
||||
|
||||
; Currently not used! If set to TRUE, you can browse to the encyclopedia website on the laptop
|
||||
; If set to TRUE, you can browse to the encyclopedia website on the laptop
|
||||
ENCYCLOPEDIA = FALSE
|
||||
|
||||
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
|
||||
; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4.
|
||||
ENCYCLOPEDIA_ITEM_MASK = 1
|
||||
|
||||
; If disabled, the transition will be skipped when opening/closing the laptop
|
||||
DISABLE_LAPTOP_TRANSITION = FALSE
|
||||
|
||||
@@ -2681,6 +2948,12 @@ FAST_WWW_SITES_LOADING = FALSE
|
||||
; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
|
||||
LAPTOP_MOUSE_CAPTURED = FALSE
|
||||
|
||||
; if true, campaign history site (Arulco Press Council) is accessible
|
||||
CAMPAIGN_HISTORY = FALSE
|
||||
|
||||
; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated!
|
||||
CAMPAIGN_HISTORY_MAX_REPORTS = -1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -3040,6 +3313,39 @@ MOBILE_MILITIA_TRAINING_DELAY = 1
|
||||
; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
|
||||
NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; These settings determine if training of additional mobile militia is allowed when a certain number is allready active.
|
||||
; You can still train mobiles if you are just below maximum.
|
||||
; Base modes available:
|
||||
; 0 = No maximum.
|
||||
; 2 = Maximum calculated by town sectors you have currently under control.
|
||||
; 4 = Maximum calculated by town sectors you have liberated at least one time.
|
||||
; 8 = Maximum calculated by towns under player control.
|
||||
; 16 = Maximum calculated by current progress.
|
||||
; 32 = Maximum calculated by best progress.
|
||||
; 64 = Maximum calculated by number of rebels in your team.
|
||||
; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72).
|
||||
;
|
||||
; Advanced modes:
|
||||
; 0 = If more then one base mode is chosen the lowest one is used.
|
||||
; 128 = If more then one base mode is chosen the highest one is used.
|
||||
; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and
|
||||
; rebel limit dictates 60 are allowed the final maximum becomes 30.
|
||||
; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200)
|
||||
;
|
||||
; Deserting modes:
|
||||
; 0 = no deserters
|
||||
; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached.
|
||||
; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use.
|
||||
; The number of deserters is randomly chosen but depends on the ratio active/maximum.
|
||||
; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1).
|
||||
;
|
||||
; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0)
|
||||
; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MOBILE_MILITIA_MAX_ACTIVE_MODE = 0
|
||||
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Training method options.
|
||||
;
|
||||
@@ -3101,7 +3407,7 @@ RESTRICT_ROAMING = FALSE
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; EXPLORATION-based restrictions
|
||||
;
|
||||
; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
|
||||
; Allow Mobile Militia to move through any EXPLORED sectors.
|
||||
; RESTRICT_ROAMING must be set to TRUE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -3141,6 +3447,42 @@ ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This setting controls wether militia will follow the player on map in non combat situation.
|
||||
; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there
|
||||
; (default behaviour). This overwrites any manual restrictions.
|
||||
; Set to FALSE if they dont worry about the player.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_MILITIA_FOLLOW_PLAYER = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; These settings control the splitting of mobile militia groups.
|
||||
; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and
|
||||
; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia.
|
||||
; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR.
|
||||
; Remainder will eventually move along.
|
||||
; If they decide to spread, the groups will end up equal in size.
|
||||
;
|
||||
; There are various chances to spread when there are NO threats:
|
||||
; - 30% chance if origin sector is full and destination is empty, groups will become equal in size.
|
||||
; - 50% chance if origin and destination have militia, groups become equal in size.
|
||||
; - 0% chance if origin sector is not full and target is empty
|
||||
; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above.
|
||||
; For threatened sectors the chances are:
|
||||
; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted.
|
||||
; - 0% chance to spread if origin sector is not threatened but target is.
|
||||
; - variable chance to spread if both target and source sectors are threatened based on enemy numbers:
|
||||
; (NumEnemiesNearOrigin * 100) / TotalNumEnemies
|
||||
; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal.
|
||||
; And you can overwrite the chances with the settings below:
|
||||
; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc.
|
||||
; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_MILITIA_SPREAD = FALSE
|
||||
ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -3411,6 +3753,24 @@ CLOCK_SPEED_PERCENT = 150
|
||||
|
||||
UPDATE_FREQUENCY = 16000
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Improved auto fast forwarding.
|
||||
; AUTO_FAST_FORWARD_ENEMIES:
|
||||
; 0 - default behaviour
|
||||
; 1 - auto fast forward only enemies that are not seen by player's team
|
||||
; 2 - auto fast forward only invisible enemies
|
||||
; 3 - auto fast forward all enemies
|
||||
; AUTO_FAST_FORWARD_MILITIA:
|
||||
; 0 - default behaviour
|
||||
; 1 - auto fast forward only militia that does not see enemies
|
||||
; 2 - auto fast forward militia always
|
||||
; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
AUTO_FAST_FORWARD_ENEMIES = 0
|
||||
|
||||
AUTO_FAST_FORWARD_MILITIA = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.
|
||||
; At normal speed the clock is updated every 10 milliseconds.
|
||||
|
||||
@@ -269,6 +269,10 @@ LINK_BOBBY = FALSE
|
||||
|
||||
BOBBY_SITE_ACCESSED = FALSE
|
||||
|
||||
;-----------------------
|
||||
; Weapon
|
||||
;-----------------------
|
||||
|
||||
[Unfinished Business Items]
|
||||
|
||||
TEX_MOVIE_ATTACK_CLYDESDALES = 340
|
||||
@@ -313,4 +317,3 @@ RAUL = 74
|
||||
MORRIS = 75
|
||||
RUDY = 77
|
||||
|
||||
|
||||
|
||||
@@ -51,14 +51,14 @@ NORMAL_SHOOTING_DISTANCE = 70
|
||||
;
|
||||
; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
|
||||
; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
|
||||
; The default is 0.0
|
||||
; The default is 20.0
|
||||
IRON_SIGHT_PERFORMANCE_BONUS = 0.0
|
||||
|
||||
; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
|
||||
; The bonus only applies if the target is in laser range and the given sight is used.
|
||||
; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
|
||||
; can be seen and the higher the resulting bonus will be.
|
||||
; The defaults are 0.0 If all values are 0.0 the old NCTH laser behaviour is used.
|
||||
; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
|
||||
; Values can go from 0.0 to 50.0
|
||||
LASER_PERFORMANCE_BONUS_HIP = 0.0
|
||||
LASER_PERFORMANCE_BONUS_IRON = 0.0
|
||||
@@ -102,6 +102,31 @@ VERTICAL_BIAS = 0.5
|
||||
; this multiplier, the less effective scopes become.
|
||||
SCOPE_RANGE_MULTIPLIER = 0.7
|
||||
|
||||
; Scope effectiveness multiplier defines the upper limit of the scopes magnification
|
||||
; that is achievable by any shooter. Scope magnification makes the size of the
|
||||
; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
|
||||
; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
|
||||
; half as large). A low skill shooter will only be able to achieve a much smaller
|
||||
; effective magnification. Scope effectiveness is determined by a shooters experience
|
||||
; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
|
||||
; Valid values are from 0.5 to 1.5 with a default of 1.1
|
||||
SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
|
||||
|
||||
; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
|
||||
; that any merc will achieve no matter how bad/good his skills are (see also description
|
||||
; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
|
||||
; will provide at least 1x magnification. The rest comes from the shooters experience
|
||||
; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
|
||||
; 100 means that the shooters skills are irrelevant and he can use any scope to its
|
||||
; full potential.
|
||||
; Valid values are from 0 to 100 with a default of 50
|
||||
SCOPE_EFFECTIVENESS_MINIMUM = 50
|
||||
; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
|
||||
; If the shooter wants to exceed these he will have to do so by the normal formula.
|
||||
SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
|
||||
SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
|
||||
SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100
|
||||
|
||||
; The Side Facing Divisor is applied against the shooting offsets when a target is
|
||||
; facing directly perpendicular (i.e., East or West when shooter faces North or South)
|
||||
; to the shooter. This is to account for a visual error in the NCTH system. The
|
||||
|
||||
@@ -249,6 +249,37 @@ HANDLING_SHOTGUN_MODIFIER = 1.0
|
||||
HANDLING_LAUNCHER_MODIFIER = 1.0
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Weapon Recoil modifiers
|
||||
;
|
||||
; These modifiers are multiplied wih the weapons <bRecoilX> and <bRecoilY> value.
|
||||
; Valid values are from 0.1 to 5.0 (lower is better).
|
||||
; Default is 1.0
|
||||
RECOILX_PISTOL_MODIFIER = 1.0
|
||||
RECOILY_PISTOL_MODIFIER = 1.0
|
||||
|
||||
RECOILX_MP_MODIFIER = 1.0
|
||||
RECOILY_MP_MODIFIER = 1.0
|
||||
|
||||
RECOILX_SMG_MODIFIER = 1.0
|
||||
RECOILY_SMG_MODIFIER = 1.0
|
||||
|
||||
RECOILX_RIFLE_MODIFIER = 1.0
|
||||
RECOILY_RIFLE_MODIFIER = 1.0
|
||||
|
||||
RECOILX_SNIPER_MODIFIER = 1.0
|
||||
RECOILY_SNIPER_MODIFIER = 1.0
|
||||
|
||||
RECOILX_AR_MODIFIER = 1.0
|
||||
RECOILY_AR_MODIFIER = 1.0
|
||||
|
||||
RECOILX_LMG_MODIFIER = 1.0
|
||||
RECOILY_LMG_MODIFIER = 1.0
|
||||
|
||||
RECOILX_SHOTGUN_MODIFIER = 1.0
|
||||
RECOILY_SHOTGUN_MODIFIER = 1.0
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Armor Settings]
|
||||
@@ -258,7 +289,13 @@ HANDLING_LAUNCHER_MODIFIER = 1.0
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These modifiers set the amount of camouflage on armor that applies when LBE is worn over the armor (NIV only).
|
||||
; Valid values are from 0.0 to 1.0. 0.0 means no camo bonus from armor, 1.0 means full bonus even if LBE is worn over the armor.
|
||||
; Default is 0.2
|
||||
CAMO_LBE_OVER_VEST_MODIFIER = 0.2
|
||||
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -287,3 +324,21 @@ DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Energy Settings]
|
||||
;******************************************************************************************************************************
|
||||
;
|
||||
; Energy consumption settings for non-vanilla batteries.
|
||||
;
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; various energy costs for the radio set
|
||||
ENERGY_COST_RADIOSET_ACTIVATE = 100.00
|
||||
ENERGY_COST_RADIOSET_JAM = 30.00
|
||||
ENERGY_COST_RADIOSET_SCAN = 15.00
|
||||
ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -17,20 +17,21 @@
|
||||
; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
|
||||
; Values from 2 to 30 are allowed.
|
||||
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
|
||||
; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_NUMBER_OF_TRAITS = 3
|
||||
|
||||
; Number if Skill Traits available when creating IMP.
|
||||
MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
|
||||
|
||||
; Number of Major Trait slots allowed for player mercs.
|
||||
; Values from 2 to 20 are allowed.
|
||||
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2
|
||||
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5
|
||||
|
||||
; Allow special merc to have one more major trait?
|
||||
ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
|
||||
|
||||
; Assign the Merc ID to have one more major trait, only applies if ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
|
||||
; Values from 0 to 254 are allowed, does not work on IMPs. (Default: 33, giving Dr Q. Martial Arts + Night Ops + Paramedic)
|
||||
SPECIAL_MERC_ID = 33
|
||||
; Number of Major Trait slots allowed when creating IMP.
|
||||
; Values from 2 to 20 are allowed.
|
||||
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2
|
||||
|
||||
; Do traits set minimum attributes when selected?
|
||||
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
|
||||
@@ -738,3 +739,72 @@ COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
|
||||
; elite soldiers can uncover even perfectly disguised spies if standing next to them and more expericenced
|
||||
; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy
|
||||
COVERT_ELITES_DETECT_NEXTTILE = TRUE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
[Radio Operator]
|
||||
|
||||
; artillery skill can be used (works for all teams)
|
||||
RADIO_OPERATOR_ARTILLERY = TRUE
|
||||
|
||||
; incoming artillery shells don't land in a massive barrage, but over several turns. If you use this, it is necessary that you
|
||||
; increase <ubDuration> of the signal smoke in Explosives.xml. Otherwise your own artillery will target the operator once the
|
||||
; smoke runs out!
|
||||
RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS = FALSE
|
||||
|
||||
; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells
|
||||
RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120
|
||||
|
||||
; AI artillery: number of mortars is number of soldiers divided by this
|
||||
RADIO_OPERATOR_MORTAR_COUNT_DIVISOR = 6
|
||||
|
||||
; AI artillery: number of shells is mortar points divided by this
|
||||
RADIO_OPERATOR_MORTAR_SHELL_DIVISOR = 30
|
||||
|
||||
; AI artillery: the total sum of mortars points is determined by the quality of soldiers
|
||||
RADIO_OPERATOR_MORTAR_POINTS_ADMIN = 10
|
||||
RADIO_OPERATOR_MORTAR_POINTS_TROOP = 15
|
||||
RADIO_OPERATOR_MORTAR_POINTS_ELITE = 25
|
||||
|
||||
; artillery shells land within a x tiles radius of their target
|
||||
RADIO_OPERATOR_MORTAR_RADIUS = 10
|
||||
|
||||
; the initial signal shell lands within x tiles radius of their target
|
||||
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
|
||||
|
||||
; scan assignment: detect enemies up to x sectors away
|
||||
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
|
||||
|
||||
; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
|
||||
RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
[Snitch]
|
||||
|
||||
; Base chance that snitch will inform about certain event (in percents)
|
||||
BASE_CHANCE = 50
|
||||
|
||||
; How much chance is increased by relation between snitch and target (0.0 - 10.0)
|
||||
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
|
||||
MERC_OPINION_ABOUT_SNITCH_BONUS_MODIFIER = 1.0
|
||||
|
||||
; How much chance is decreased by relation between snitch and target (0.0 - 10.0)
|
||||
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
|
||||
SNITCH_OPINION_ABOUT_MERC_BONUS_MODIFIER = 0.5
|
||||
|
||||
; How much chance is increased, depending on snitch's leadership skill (0.0 - 10.0)
|
||||
SNITCH_LEADERSHIP_BONUS_MODIFIER = 0.5
|
||||
|
||||
; Bonus to chance if merc is sociable (-100 - 100)
|
||||
SOCIABLE_MERC_BONUS = 10
|
||||
|
||||
; Bonus to chance if merc is loner (-100 - 100)
|
||||
LONER_MERC_BONUS = -10
|
||||
|
||||
; Bonus to chance if snitch and merc are on the same assignment (-100 - 100)
|
||||
SAME_ASSIGNMENT_BONUS = 20
|
||||
|
||||
; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
|
||||
; (-25 - 25)
|
||||
MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
|
||||
|
||||
@@ -1,8 +1,35 @@
|
||||
[Taunts Settings]
|
||||
|
||||
; Should lighter version of taunts be used?
|
||||
TAUNT_CENSORED_MODE = FALSE
|
||||
|
||||
; Should enemy taunts be shown in popup boxes?
|
||||
TAUNT_SHOW_POPUP_BOX = TRUE
|
||||
|
||||
; Should enemy taunts be shown in log?
|
||||
TAUNT_SHOW_IN_LOG = TRUE
|
||||
|
||||
; If true, taunts are treated like noises - will be shown only if there's someone close enough to hear them.
|
||||
TAUNT_MAKE_NOISE = TRUE
|
||||
|
||||
; If true, only enemies seen by player taunt (blocks possibilty of enemy betraying his position by taunting).
|
||||
TAUNT_ONLY_VISIBLE_ENEMIES = FALSE
|
||||
|
||||
; If true, popup box will be shown over enemy if he's heard but not seen (only works if TAUNT_MAKE_NOISE is true).
|
||||
TAUNT_SHOW_POPUP_BOX_IF_HEARD = TRUE
|
||||
|
||||
; If true, taunt will be shown in log even if it's heard but taunting enemy is unseen (only works if TAUNT_MAKE_NOISE is true).
|
||||
TAUNT_SHOW_IN_LOG_IF_HEARD = TRUE
|
||||
|
||||
; If true, popup box will be always shown (only works if TAUNT_MAKE_NOISE is false).
|
||||
TAUNT_ALWAYS_SHOW_POPUP_BOX = FALSE
|
||||
|
||||
; If true, popup box will be always shown (only works if TAUNT_MAKE_NOISE is false).
|
||||
TAUNT_ALWAYS_SHOW_IN_LOG = FALSE
|
||||
|
||||
; How loud enemy taunt? (For comparison - Desert Eagle shot = 60)
|
||||
TAUNT_VOLUME = 30
|
||||
|
||||
; Add how much longer every taunt should be displayed (in ms)
|
||||
TAUNT_MOD_DELAY = 100
|
||||
|
||||
@@ -18,6 +45,12 @@ TAUNT_FIRE_GUN_CHANCE = 15
|
||||
; Chance that enemy taunts when firing a launcher (in percents)
|
||||
TAUNT_FIRE_LAUNCHER_CHANCE = 70
|
||||
|
||||
; Chance that enemy taunts when attacking with knife (in percents)
|
||||
TAUNT_ATTACK_BLADE = 15
|
||||
|
||||
; Chance that enemy taunts when attacking hand to hand (in percents)
|
||||
TAUNT_ATTACK_HTH = 15
|
||||
|
||||
; Chance that enemy taunts when throwing a knife (in percents)
|
||||
TAUNT_THROW_KNIFE_CHANCE = 30
|
||||
|
||||
@@ -25,13 +58,13 @@ TAUNT_THROW_KNIFE_CHANCE = 30
|
||||
TAUNT_THROW_GRENADE_CHANCE = 40
|
||||
|
||||
; Chance that enemy taunts when charging with knife (in percents)
|
||||
TAUNT_CHARGE_KNIFE_CHANCE = 30
|
||||
TAUNT_CHARGE_BLADE_CHANCE = 33
|
||||
|
||||
; Chance that enemy taunts when charging with bare hands (in percents)
|
||||
TAUNT_CHARGE_FISTS = 30
|
||||
TAUNT_CHARGE_HTH_CHANCE = 33
|
||||
|
||||
; Chance that enemy taunts when charging to steal (in percents)
|
||||
TAUNT_STEAL = 30
|
||||
; Chance that enemy taunts stealing (in percents)
|
||||
TAUNT_STEAL_CHANCE = 0
|
||||
|
||||
; Chance that enemy taunts when running away (in percents)
|
||||
TAUNT_RUN_AWAY_CHANCE = 30
|
||||
@@ -42,11 +75,47 @@ TAUNT_SEEK_NOISE_CHANCE = 30
|
||||
; Chance that enemy taunts when alerted (in percents)
|
||||
TAUNT_ALERT_CHANCE = 30
|
||||
|
||||
; Chance that enemy taunts when suspicious (in percents)
|
||||
TAUNT_SUSPICIOUS_CHANCE = 33
|
||||
|
||||
; Chance that enemy taunts when getting hit (in percents)
|
||||
TAUNT_GOT_HIT_CHANCE = 15
|
||||
|
||||
; Chance that enemy taunts when getting blinded or deafened (in percents)
|
||||
TAUNT_GOT_BLINDED_DEAFENED_CHANCE = 33
|
||||
|
||||
; Chance that enemy taunts when getting robbed (in percents)
|
||||
TAUNT_GOT_ROBBED_CHANCE = 33
|
||||
|
||||
; Chance that enemy taunts when getting missed by merc (in percents)
|
||||
TAUNT_GOT_MISSED_CHANCE = 15
|
||||
|
||||
; Chance that enemy taunts when noticing merc (in percents)
|
||||
; Chance that enemy taunts when hitting (in percents)
|
||||
TAUNT_HIT_CHANCE = 15
|
||||
|
||||
; Chance that enemy taunts after kill (in percents)
|
||||
TAUNT_KILL_CHANCE = 33
|
||||
|
||||
; Chance that enemy taunts after kill with head pop (in percents)
|
||||
TAUNT_HEAD_POP_CHANCE = 100
|
||||
|
||||
; Chance that enemy taunts when missing hit (in percents)
|
||||
TAUNT_MISS_CHANCE = 10
|
||||
|
||||
; Chance that enemy taunts when completely out of ammo (in percents)
|
||||
TAUNT_OUT_OF_AMMO = 33
|
||||
|
||||
; Chance that enemy taunts when reloading (in percents)
|
||||
TAUNT_RELOAD = 10
|
||||
|
||||
; Chance that enemy taunts when noticing merc while unalerted (in percents)
|
||||
TAUNT_NOTICED_UNSEEN_MERC_CHANCE = 10
|
||||
|
||||
; Chance that enemy taunts when noticing merc while alerted (in percents)
|
||||
TAUNT_SAY_HI = 20
|
||||
|
||||
; Chance that enemy taunts when notifying other about merc changed position (in percents)
|
||||
TAUNT_INFORM_ABOUT = 20
|
||||
|
||||
; Chance that enemy taunts answers to merc quotes (in percents)
|
||||
TAUNT_RIPOSTE = 5
|
||||
|
||||
@@ -407,20 +407,35 @@ AP_FILL_SANDBAG = 200
|
||||
AP_EAT = 80
|
||||
|
||||
;***********************************************************************
|
||||
;* The APs needed to clean a weapon *
|
||||
;* The APs needed to clean a weapon *
|
||||
;***********************************************************************
|
||||
AP_CLEANINGKIT = 80
|
||||
|
||||
;***********************************************************************
|
||||
;* The APs needed to disguise *
|
||||
;* The APs needed to disguise *
|
||||
;***********************************************************************
|
||||
AP_DISGUISE = 80
|
||||
|
||||
;***********************************************************************
|
||||
;* The APs needed to handcuff someone
|
||||
;* The APs needed to handcuff someone *
|
||||
;***********************************************************************
|
||||
AP_HANDCUFF = 50
|
||||
|
||||
;***********************************************************************
|
||||
;* The APs needed to apply an item to someone else *
|
||||
;***********************************************************************
|
||||
AP_APPLYITEM = 50
|
||||
|
||||
;***********************************************************************
|
||||
;* The APs for arming a bomb/grenade in inventory *
|
||||
;***********************************************************************
|
||||
AP_INVENTORY_ARM = 20
|
||||
|
||||
;***********************************************************************
|
||||
;* The APs for activating the spotter skill *
|
||||
;***********************************************************************
|
||||
AP_SPOTTER = 20
|
||||
|
||||
[BPConstants]
|
||||
BP_RATIO_RED_PTS_TO_NORMAL = 100
|
||||
;***********************************************************************
|
||||
@@ -491,4 +506,6 @@ BP_JUMPWALL = 500
|
||||
BP_FORTIFICATION = 700
|
||||
BP_REMOVE_FORTIFICATION = 400
|
||||
BP_FILL_SANDBAG = 500
|
||||
BP_HANDCUFF = 100
|
||||
BP_HANDCUFF = 100
|
||||
BP_APPLYITEM = 50
|
||||
BP_INVENTORY_ARM = 10
|
||||
Reference in New Issue
Block a user