Updated ini descriptions.

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2413 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2018-03-10 15:49:44 +00:00
parent 6384b53924
commit d83dba46ff
+40 -21
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@@ -2355,15 +2355,21 @@ INDIVIDUAL_MILITIA = FALSE
; Here we define how many promotion points a militia needs to be promoted.
; Values from 1 to 100.
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 10
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 6
; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the
; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded.
; Militia can be healed via 'Doctor Militia' assignment if this is active.
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE
; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0.
INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0
; 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
; costs as much as healing one merc HP.
; Values from 0.01 to 1.0
INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3407,21 +3413,12 @@ PRISONER_RETURN_TO_ARMY_CHANCE = 50
; 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
PRISONER_INFO_BASECHANCE = 25
; if they give info, chance that interrogated soldiers can give info on enemy numbers
PRISONER_INFO_NUMBER_CHANCE = 30
; if they give info, chance that interrogated soldiers can give info on enemy movement directions
PRISONER_INFO_DIRECTION_CHANCE = 40
; chance that interrogated soldiers give us intel (see Intel Settings)
PRISONER_INTEL_CHANCE = 25
; chance that interrogated soldiers get you ransom money
PRISONER_RANSOM_CHANCE = 25
; chance that you get nothing
PRISONER_NOTHING_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
; 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
PRISONER_INTERROGATION_POINTS_ADMIN = 30
@@ -3431,15 +3428,6 @@ PRISONER_INTERROGATION_POINTS_OFFICER = 150
PRISONER_INTERROGATION_POINTS_GENERAL = 250
PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
; See also Tactical Enemy Role Settings for what generals are
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Repair
;------------------------------------------------------------------------------------------------------------------------------
@@ -4148,6 +4136,33 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Intel Settings]
;------------------------------------------------------------------------------------------------------------------------------
; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay.
;
; Intel can be gained in several ways:
; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!)
; - interrogating prisoners can give us intel, the amount depends on prisoner type
; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs
; attempting to do so have the covert trait.
; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them
; on the R.I.S. website. After a few hours of verification, you will receive a intel reward.
; - Recruiting some NPCs gives you tiny bits of intel.
;
; You can spend intel in several ways:
; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
;------------------------------------------------------------------------------------------------------------------------------
RESOURCE_INTEL = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Shopkeeper Inventory Settings]
;******************************************************************************************************************************
@@ -4215,6 +4230,10 @@ TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
; The minimum skill rating a character must have before he can train fellow teammates in that skill.
MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
; The <bEvolution>-tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is
; disabled and increasing stats works normally.
DISABLE_EVOLUTION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
;