diff --git a/gamedir/Data-UB/APBPConstants.ini b/gamedir/Data-UB/APBPConstants.ini index 442018d06..81ad9d99a 100644 --- a/gamedir/Data-UB/APBPConstants.ini +++ b/gamedir/Data-UB/APBPConstants.ini @@ -431,6 +431,11 @@ AP_APPLYITEM = 50 ;*********************************************************************** AP_INVENTORY_ARM = 20 +;*********************************************************************** +;* The APs for activating the spotter skill * +;*********************************************************************** +AP_SPOTTER = 20 + [BPConstants] BP_RATIO_RED_PTS_TO_NORMAL = 100 ;*********************************************************************** diff --git a/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini b/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini index 8183c03c6..ee30fc708 100644 --- a/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini +++ b/gamedir/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini @@ -369,6 +369,12 @@ 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) @@ -384,10 +390,12 @@ 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 = 1 +MERCS_RANDOM_GEAR_KITS = FALSE +MERCS_RANDOM_BELL_DISTRIBUTION = FALSE MERCS_RANDOM_STAT_RANGE = 10 MERCS_RANDOM_EXP_RANGE = 1 @@ -502,7 +510,21 @@ 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 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -630,8 +652,12 @@ 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 @@ -800,26 +826,77 @@ 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 = TRUE +SHOW_HEALTHBARSOVERHEAD = 1 ;------------------------------------------------------------------------------------------------------------------------------ -; 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 @@ -837,6 +914,14 @@ STAMINA_HIT = 6900 ENABLE_EXT_MOUSE_KEYS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; 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. @@ -850,6 +935,8 @@ ALT_AIMING_ENABLED = TRUE ; 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. ; 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 = TRUE @@ -884,6 +971,36 @@ ALLOW_WEAR_SUPPRESSOR = TRUE ALLOW_LAZY_CIVILIANS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; 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 , and 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. @@ -968,6 +1085,15 @@ ADMIN_CTH_BONUS_PERCENT = 0 REGULAR_CTH_BONUS_PERCENT = 0 ELITE_CTH_BONUS_PERCENT = 10 +;------------------------------------------------------------------------------------------------------------------------------ +; 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 @@ -1289,6 +1415,11 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE +SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE +SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = TRUE +SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE ; Armor, Headgear SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE @@ -1426,6 +1557,29 @@ USE_SCOPE_MODES = TRUE ; Allow display of scope modes on weapon DISPLAY_SCOPE_MODES = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; Spotter skill +;------------------------------------------------------------------------------------------------------------------------------ + +; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. +; You need an item the usSpotting-tag in your hands. +; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. +; Effectiveness depends on: +; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) +; - lowered by being wounded or fatigues +; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background + +; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. +SPOTTER_PREPARATIONTURNS = 3 + +; This variable intentionally has two meanings. +; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. +; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. +SPOTTER_RANGE = 10 + +; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns +SPOTTER_MAX_CTHBOOST = 50 + ;------------------------------------------------------------------------------------------------------------------------------ ; external feeding ;------------------------------------------------------------------------------------------------------------------------------ @@ -1649,6 +1803,22 @@ CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE CAN_CLIMB_ON_WALLS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; 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'. ;------------------------------------------------------------------------------------------------------------------------------ @@ -1659,13 +1829,21 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. ;------------------------------------------------------------------------------------------------------------------------------ + INDIVIDUAL_ENEMY_NAMES = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. ;------------------------------------------------------------------------------------------------------------------------------ + INDIVIDUAL_ENEMY_RANK = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; 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'. ;------------------------------------------------------------------------------------------------------------------------------ @@ -1687,6 +1865,16 @@ SOLDIER_PROFILES_MILITIA = FALSE CAMO_REMOVING = TRUE +;------------------------------------------------------------------------------------------------------------------------------ +; 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 ; @@ -1801,6 +1989,11 @@ 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 = TRUE +; 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 = TRUE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2085,18 +2278,22 @@ 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 = TRUE +; 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 - ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2450,11 +2647,12 @@ TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE ; 2: 1 + major offensives depending on game progress AGGRESSIVE_STRATEGIC_AI = 2 -;------------------------------------------------------------------------------------------------------------------------------ -; 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 ; @@ -2501,6 +2699,31 @@ 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 = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Vehicle Inventory ;------------------------------------------------------------------------------------------------------------------------------ @@ -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. diff --git a/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI b/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI index 3ccf033f0..6efaf2b55 100644 --- a/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI +++ b/gamedir/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI @@ -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 , and 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. diff --git a/gamedir/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI b/gamedir/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI index dc9f0a731..b4f1ca9ab 100644 --- a/gamedir/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI +++ b/gamedir/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI @@ -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 - diff --git a/gamedir/Data-UB/CTHConstants.ini b/gamedir/Data-UB/CTHConstants.ini index 571904137..7af96f9be 100644 --- a/gamedir/Data-UB/CTHConstants.ini +++ b/gamedir/Data-UB/CTHConstants.ini @@ -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 diff --git a/gamedir/Data-UB/Item_Settings.ini b/gamedir/Data-UB/Item_Settings.ini index fa14a461c..ece19a517 100644 --- a/gamedir/Data-UB/Item_Settings.ini +++ b/gamedir/Data-UB/Item_Settings.ini @@ -249,6 +249,37 @@ HANDLING_SHOTGUN_MODIFIER = 1.0 HANDLING_LAUNCHER_MODIFIER = 1.0 ;****************************************************************************************************************************** +;****************************************************************************************************************************** +; Weapon Recoil modifiers +; +; These modifiers are multiplied wih the weapons and 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 + +;****************************************************************************************************************************** + +;****************************************************************************************************************************** diff --git a/gamedir/Data-UB/Skills_Settings.INI b/gamedir/Data-UB/Skills_Settings.INI index f1444f86c..72a8f597d 100644 --- a/gamedir/Data-UB/Skills_Settings.INI +++ b/gamedir/Data-UB/Skills_Settings.INI @@ -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 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 diff --git a/gamedir/Data-UB/Taunts_Settings.INI b/gamedir/Data-UB/Taunts_Settings.INI index 6876d4996..3760f3d52 100644 --- a/gamedir/Data-UB/Taunts_Settings.INI +++ b/gamedir/Data-UB/Taunts_Settings.INI @@ -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 diff --git a/gamedir/Data/APBPConstants.ini b/gamedir/Data/APBPConstants.ini index fd5b0c4da..3d454f491 100644 --- a/gamedir/Data/APBPConstants.ini +++ b/gamedir/Data/APBPConstants.ini @@ -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 \ No newline at end of file +BP_HANDCUFF = 100 +BP_APPLYITEM = 50 +BP_INVENTORY_ARM = 10 \ No newline at end of file