From d83dba46ff0665db3523722cfb3250b4dc8f97d7 Mon Sep 17 00:00:00 2001 From: Flugente Date: Sat, 10 Mar 2018 15:49:44 +0000 Subject: [PATCH] Updated ini descriptions. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2413 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data/Ja2_Options.INI | 61 +++++++++++++++++++++++------------- 1 file changed, 40 insertions(+), 21 deletions(-) diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 44b89ed45..93f53bf7a 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 -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. ;