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Updated ini descriptions.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2413 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -2355,15 +2355,21 @@ INDIVIDUAL_MILITIA = FALSE
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; Here we define how many promotion points a militia needs to be promoted.
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; Values from 1 to 100.
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INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4
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INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 10
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INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 6
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; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the
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; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded.
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; Militia can be healed via 'Doctor Militia' assignment if this is active.
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; NOTE: THIS WILL MAKE THE GAME HARDER!!!
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INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE
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; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0.
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INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0
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; Militia can be healed via 'Doctor Militia' assignment. This modifies how effective healing is. If set to 0.01, healing one percent of militia health
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; costs as much as healing one merc HP.
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; Values from 0.01 to 1.0
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INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -3407,21 +3413,12 @@ PRISONER_RETURN_TO_ARMY_CHANCE = 50
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; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
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PRISONER_DEFECT_CHANCE = 25
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; chance that interrogated soldiers can give info on enemy positions
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PRISONER_INFO_BASECHANCE = 25
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; if they give info, chance that interrogated soldiers can give info on enemy numbers
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PRISONER_INFO_NUMBER_CHANCE = 30
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; if they give info, chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers give us intel (see Intel Settings)
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PRISONER_INTEL_CHANCE = 25
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 25
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; chance that you get nothing
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PRISONER_NOTHING_CHANCE = 25
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; 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
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; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
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PRISONER_INTERROGATION_POINTS_ADMIN = 30
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@@ -3431,15 +3428,6 @@ PRISONER_INTERROGATION_POINTS_OFFICER = 150
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PRISONER_INTERROGATION_POINTS_GENERAL = 250
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PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
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; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
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; See also Tactical Enemy Role Settings for what generals are
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Helicopter Repair
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -4148,6 +4136,33 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Intel Settings]
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;------------------------------------------------------------------------------------------------------------------------------
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; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
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; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay.
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;
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; Intel can be gained in several ways:
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; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
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; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!)
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; - interrogating prisoners can give us intel, the amount depends on prisoner type
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; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs
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; attempting to do so have the covert trait.
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; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them
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; on the R.I.S. website. After a few hours of verification, you will receive a intel reward.
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; - Recruiting some NPCs gives you tiny bits of intel.
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;
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; You can spend intel in several ways:
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; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
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; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
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; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
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;------------------------------------------------------------------------------------------------------------------------------
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RESOURCE_INTEL = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Shopkeeper Inventory Settings]
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;******************************************************************************************************************************
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@@ -4215,6 +4230,10 @@ TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
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; The minimum skill rating a character must have before he can train fellow teammates in that skill.
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MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
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; The <bEvolution>-tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is
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; disabled and increasing stats works normally.
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DISABLE_EVOLUTION = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
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;
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