Updated /Data folder

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2364 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2017-06-08 19:23:33 +00:00
parent 931d5570ff
commit d8b62fa5d3
30 changed files with 15874 additions and 5002 deletions
+500 -77
View File
@@ -122,6 +122,14 @@ MAX_ITEM_SIZE = 34
MAX_WEAPON_SIZE = 9
OLD_INVENTORY_ITEM_NUMBER = 99
;------------------------------------------------------------------------------------------------------------------------------
; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
; prone targets (until now, hits were always considered on torso).
; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
; This switch will be removed once this code change has been accepted (or deemed unacceptable).
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TARGET_HEADANDLEG_IFPRONE = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -425,6 +433,23 @@ MINE_INCOME_PERCENTAGE = 100
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
;------------------------------------------------------------------------------------------------------------------------------
; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town.
; The maximum number of workers for each sector can be set in SectorNames.xml.
; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier
; is at a 100%.
;------------------------------------------------------------------------------------------------------------------------------
MINE_REQUIRES_WORKERS = FALSE
; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0.
WORKERRATE_PRESENT_INITIALLY = 0.25
; the cost of training a single worker
WORKER_TRAINING_COST = 30
; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait
WORKER_TRAINING_POINTS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable the ability to sell unneeded equipment to the locals.
;
@@ -537,7 +562,7 @@ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
; Automatically save the game every N GAME-hours. 0 = disable.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_SAVE_EVERY_N_HOURS = 0
AUTO_SAVE_EVERY_N_HOURS = 12
@@ -586,7 +611,7 @@ USE_EXTERNALIZED_LOADSCREENS = TRUE
; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
;------------------------------------------------------------------------------------------------------------------------------
USE_LOADSCREENHINTS = FALSE
USE_LOADSCREENHINTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
@@ -715,6 +740,12 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger.
;------------------------------------------------------------------------------------------------------------------------------
TIME_BOMB_WARNING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
@@ -847,15 +878,6 @@ SHOW_ENEMY_HEALTH = 1
SHOW_HEALTHBARSOVERHEAD = 0
;------------------------------------------------------------------------------------------------------------------------------
; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
; 0 - do not show cover
; 1 - show using color of merc's name
; 2 - same as 1, show only in stealth or when disguised
;------------------------------------------------------------------------------------------------------------------------------
SHOW_COVER_INDICATOR = 0
;------------------------------------------------------------------------------------------------------------------------------
; How should the game display the enemy/player hit counter?
@@ -948,15 +970,15 @@ ALTERNATE_MOUSE_COMMANDS = FALSE
; Positive values: item id from items.xml
;------------------------------------------------------------------------------------------------------------------------------
QUICK_ITEM_1 = 0
QUICK_ITEM_2 = 0
QUICK_ITEM_3 = 0
QUICK_ITEM_4 = 0
QUICK_ITEM_5 = 0
QUICK_ITEM_6 = 0
QUICK_ITEM_7 = 0
QUICK_ITEM_8 = 0
QUICK_ITEM_9 = 0
QUICK_ITEM_1 = -1
QUICK_ITEM_2 = -2
QUICK_ITEM_3 = -3
QUICK_ITEM_4 = -4
QUICK_ITEM_5 = -5
QUICK_ITEM_6 = -6
QUICK_ITEM_7 = -7
QUICK_ITEM_8 = -8
QUICK_ITEM_9 = -9
QUICK_ITEM_0 = 0
;------------------------------------------------------------------------------------------------------------------------------
@@ -1015,6 +1037,17 @@ ALLOW_LAZY_CIVILIANS = FALSE
CIVILIANS_AVOID_PLAYER_MINES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry()
; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_EXTRA_CIVILIANS = FALSE
; Allow placing of new merchants
; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE
ALLOW_EXTRA_MERCHANTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
@@ -1038,6 +1071,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
; will detonate on next turn instead of instant explosion
;------------------------------------------------------------------------------------------------------------------------------
DELAYED_GRENADE_EXPLOSION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 100
; Chance to say annoying phrase.
@@ -1061,10 +1102,19 @@ NEW_AI_TACTICAL = FALSE
; AI tweaks and improvements
;------------------------------------------------------------------------------------------------------------------------------
; allow AI to shoot more often for suppression in OCTH by faking minimum CTH=1
; for autofire capable weapons
AI_EXTRA_SUPPRESSION = FALSE
; less aggressive AI morale with some additional tweaks
AI_NEW_MORALE = FALSE
; AI will try to avoid enemy sight, fresh corpses and overcrowded locations
AI_BETTER_COVER = FALSE
AI_EXTRA_FLANKING = FALSE
; disabled by default as it can be time consuming when playing covert
; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations
AI_YELLOW_FLANKING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 3
@@ -1542,7 +1592,7 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
; Allow walking and sidesteps with raised weapons?
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
@@ -1644,7 +1694,7 @@ DISPLAY_SCOPE_MODES = FALSE
; - 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
SPOTTER_PREPARATIONTURNS = 2
; 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.
@@ -1901,10 +1951,9 @@ SHOW_ENEMY_WEAPON = FALSE
SHOW_ENEMY_EXTENDED_INFO = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Show color coded enemy awareness sign when sneaking or covert
; Use color name to show soldier's status
;------------------------------------------------------------------------------------------------------------------------------
SHOW_ENEMY_AWARENESS = FALSE
IMPROVED_TACTICAL_UI = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
@@ -1930,12 +1979,6 @@ 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'.
;------------------------------------------------------------------------------------------------------------------------------
@@ -1949,6 +1992,14 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
SOLDIER_PROFILES_ENEMY = FALSE
SOLDIER_PROFILES_MILITIA = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to enemy armed vehicles (tanks and jeeps).
; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG.
; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks.
;
; Unless there is a separate setting, tank-settings also govern jeeps.
;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, vehicles can be driven around tactical maps.
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
@@ -1983,6 +2034,8 @@ CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38
; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
@@ -2252,6 +2305,46 @@ ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
;******************************************************************************************************************************
;******************************************************************************************************************************
[Individual Militia Settings]
;------------------------------------------------------------------------------------------------------------------------------
; Settings for individual militia
;
; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their
; - name
; - visuals
; - record of all battles they participated
; - kills and assists
; - health ratio
; - and a few other things
;
; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent
; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles).
;
; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml)
;------------------------------------------------------------------------------------------------------------------------------
; if TRUE this feature is on
INDIVIDUAL_MILITIA = FALSE
; For each kill, a militia gets 2 promotion points.
; For each assist, a militia gets 1 promotion point.
; 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
; 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.
; 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
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Cover System Settings]
;******************************************************************************************************************************
@@ -2363,7 +2456,7 @@ SUPPRESSION_EFFECTIVENESS = 0
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
;
; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
@@ -2468,7 +2561,7 @@ EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
NOTIFY_WHEN_PINNED_DOWN = FALSE
NOTIFY_WHEN_PINNED_DOWN = TRUE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
@@ -2487,34 +2580,26 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
;------------------------------------------------------------------------------------------------------------------------------
; Rain settings
;
; (For slow CPUs, you may want to disable rain entirely.
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable rain appearing in the game.
; Enable/Disable weather appearing in the game.
ALLOW_RAIN = FALSE
; Chance of rain to be triggered once per day.
RAIN_CHANCE_PER_DAY = 0
; Possible number of weather events happening per day
RAIN_EVENTS_PER_DAY = 5
; Minimum/Maximum length of rain.
; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY.
RAIN_CHANCE_PER_DAY = 70
; Minimum/Maximum length of waether.
RAIN_MIN_LENGTH_IN_MINUTES = 60
RAIN_MAX_LENGTH_IN_MINUTES = 300
RAIN_MAX_LENGTH_IN_MINUTES = 240
; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type
; For slow CPUs decrease the MAX_RAIN_DROPS.
MAX_RAIN_DROPS = 80
; Controls how rain affects visual distance
; Range: 0-100%
; 0% = Rain doesn't decrease sightrange.
; 100% = Can't see anything in the rain.
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30
; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often.
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
; Reduction of the speed of regaining your breath (stamina) when it is raining.
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
; This is the base setting for each weather
MAX_RAIN_DROPS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Lightning settings
@@ -2539,6 +2624,94 @@ DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
;------------------------------------------------------------------------------------------------------------------------------
; Sandstorm settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable this weather appearing in the game.
ALLOW_SANDSTORM = FALSE
; Possible number of weather events happening per day
SANDSTORM_EVENTS_PER_DAY = 3
; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY.
SANDSTORM_CHANCE_PER_DAY = 70
; Minimum/Maximum length of weather.
SANDSTORM_MIN_LENGTH_IN_MINUTES = 120
SANDSTORM_MAX_LENGTH_IN_MINUTES = 240
;------------------------------------------------------------------------------------------------------------------------------
; Snow settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable this weather appearing in the game.
ALLOW_SNOW = FALSE
; Possible number of weather events happening per day
SNOW_EVENTS_PER_DAY = 1
; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY.
SNOW_CHANCE_PER_DAY = 70
; Minimum/Maximum length of weather.
SNOW_MIN_LENGTH_IN_MINUTES = 120
SNOW_MAX_LENGTH_IN_MINUTES = 360
;------------------------------------------------------------------------------------------------------------------------------
; Various environment modifiers during weather
;------------------------------------------------------------------------------------------------------------------------------
; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10.
WEAPON_RELIABILITY_REDUCTION_RAIN = 0
WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1
WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4
WEAPON_RELIABILITY_REDUCTION_SNOW = 2
; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0.
BREATH_GAIN_REDUCTION_RAIN = 0.05
BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4
BREATH_GAIN_REDUCTION_SANDSTORM = 0.7
BREATH_GAIN_REDUCTION_SNOW = 0.2
; Sightrange reduction, range 0.0-1.0
; 0.0 = Weather doesn't decrease sightrange.
; 1.0 = Can't see anything at all.
VISUAL_DISTANCE_DECREASE_RAIN = 0.05
VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15
VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4
VISUAL_DISTANCE_DECREASE_SNOW = 0.3
; Hearing reduction, range 0.0-1.0
; 0.0 = No reduction
; 1.0 = Can't hear anything at all.
HEARING_REDUCTION_RAIN = 0.3
HEARING_REDUCTION_THUNDERSTORM = 0.8
HEARING_REDUCTION_SANDSTORM = 0.6
HEARING_REDUCTION_SNOW = 0.1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Environment Hazard Settings]
;******************************************************************************************************************************
; In this section you can enable various hazards to soldiers. These depend on the sector they are in.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Snake settings
;
; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water.
; The chance of snakes being active can be set via <snakechance> in SectorNames.xml. This chance is evaluated anew each turn.
; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_SNAKES = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2554,7 +2727,7 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
OVERHEATING = FALSE
; Should a 'thermometer' for guns and replacable barrels be displayed?
OVERHEATING_DISPLAY_THERMOMETER = FALSE
OVERHEATING_DISPLAY_THERMOMETER = TRUE
; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
@@ -2593,13 +2766,13 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60
ZOMBIE_CAN_CLIMB = TRUE
; Can zombies jump through windows?
ZOMBIE_CAN_JUMP_WINDOWS = FALSE
ZOMBIE_CAN_JUMP_WINDOWS = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
ZOMBIE_EXPLODING_CIVS = FALSE
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
@@ -2618,11 +2791,11 @@ ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = FALSE
ZOMBIE_RISE_WITH_ARMOUR = TRUE
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2780,11 +2953,15 @@ PMC_MAX_VETERANS = 20
;******************************************************************************************************************************
; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE
; can roofs collapse when they or their supporting walls are hit?
ROOF_COLLAPSE = FALSE
; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it
; This is quite useful when adding fortification or interactive action data
PRINTOUTTILESET = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3069,7 +3246,14 @@ ARMY_USES_TANKS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
ARMY_USES_TANKS_IN_PATROLS = FALSE
; Minimum progress required for tanks to appear.
TANK_MINIMUM_PROGRESS = 0
TANK_MINIMUM_PROGRESS = 60
; Depending on game difficulty enemy groups created during offensives can include jeeps.
ARMY_USES_JEEPS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
ARMY_USES_JEEPS_IN_PATROLS = FALSE
; Minimum progress required for jeep to appear.
JEEP_MINIMUM_PROGRESS = 30
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
@@ -3134,15 +3318,6 @@ ADVANCED_REPAIR = FALSE
; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
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 turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
SECTOR_DIRT_DIVIDER = 700
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
DIRT_GLOBAL_MODIFIER = 1.25
@@ -3191,7 +3366,7 @@ ALLOW_TAKE_PRISONERS = FALSE
ENEMY_CAN_SURRENDER = FALSE
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds.
DISPLAY_SURRENDER_VALUES = FALSE
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
SURRENDER_MULTIPLIER = 5.0
@@ -3223,11 +3398,12 @@ 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 = 80
PRISONER_INTERROGATION_POINTS_REGULAR = 100
PRISONER_INTERROGATION_POINTS_ELITE = 140
PRISONER_INTERROGATION_POINTS_OFFICER = 250
PRISONER_INTERROGATION_POINTS_ADMIN = 30
PRISONER_INTERROGATION_POINTS_REGULAR = 50
PRISONER_INTERROGATION_POINTS_ELITE = 80
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
@@ -3314,7 +3490,7 @@ MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
; If set to TRUE, you can browse to the briefing room website on the laptop
BRIEFING_ROOM = FALSE
; 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 (Note: Feature is currently deactivated and does not do anything)
ENCYCLOPEDIA = FALSE
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
@@ -3495,6 +3671,179 @@ ENEMY_INVESTIGATE_SECTOR = FALSE
REASSIGN_PENDING_REINFORCEMENTS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Additional Enemy AI Settings]
;******************************************************************************************************************************
; These settings change the behavior of the queen's additional AI on the Strategy Map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Arulco Special Division
;
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
; This should control if, how and when these new features are used by the AI.
;
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
; For example, part of the AI budget might come from mine income, which the player can take away.
;
; If possible, the AI should have to buy and maintain its assets.
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
; Ideally this gives the player another immersive way to do sth. in the game.
; For example, enemy helicopters have to be bought, fuelled and repaired.
; In order to stop enemy heli raids, the player could
; - shoot them down
; - steal enemy fuel deliveries
; - sabotage enemy helis in their airfield
;
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
; These assets then have to be ordered and can only be used once arrived.
; The AI also decides how to use these assets.
;
; This feature is not recommended for new players.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division is active
ASD_ACTIVE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
; These are the base costs in $ for AI resources.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 100
ASD_COST_FUEL = 10
; a helicopter, valid from 1 to 1000000
ASD_COST_HELI = 30000
; a jeep (armed with a MG), valid from 1 to 1000000
ASD_COST_JEEP = 20000
; a tank, valid from 1 to 1000000
ASD_COST_TANK = 50000
;------------------------------------------------------------------------------------------------------------------------------
; Once bought, it takes time for resources to get to the country.
; These are the base times in minutes for the goods to arrive.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 60 * 48
ASD_TIME_FUEL = 480
; a helicopter, valid from 1 to 60 * 48
ASD_TIME_HELI = 1200
; a jeep (armed with a MG), , valid from 1 to 60 * 48
ASD_TIME_JEEP = 720
; a tank, , valid from 1 to 60 * 48
ASD_TIME_TANK = 1440
;------------------------------------------------------------------------------------------------------------------------------
; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps
;------------------------------------------------------------------------------------------------------------------------------
ASD_ASSIGNS_TANKS = TRUE
ASD_ASSIGNS_JEEPS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them
;------------------------------------------------------------------------------------------------------------------------------
ASD_FUEL_REQUIRED_TANK = 100
ASD_FUEL_REQUIRED_JEEP = 20
;******************************************************************************************************************************
;******************************************************************************************************************************
[Enemy Helicopter Settings]
;******************************************************************************************************************************
; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress,
; it can purchase some for itself.
; Just like the player, it can then fly a small squad around on the map and deploy them.
; Helicopters have to be fuelled and repaired, which consumes AI resources.
;
; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
; done manually and happens automatically once a heli is known and in range.
; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
; (downed pilots are counted as officers with regards to Prisoner Interrogation).
;
; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
; are parking in their home base.
;
; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
;
; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division can use helicopters
ENEMYHELI_ACTIVE = TRUE
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
; heli hitpoints, valid from 1 to 500
ENEMYHELI_HP = 100
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
ENEMYHELI_HP_REPAIRTIME = 6
; cost to repair 1 HP at the home base in &, valid from 10 to 1000
ENEMYHELI_HP_COST = 200
; heli maximum fuel, valid from 25 to 200
ENEMYHELI_FUEL = 50
; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
ENEMYHELI_FUEL_REFUELTIME = 3
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to SAMs
; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
;
; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
; There are two kinds of anti-air-defense:
; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
; They require control of the sector. They can be rendered inactive by damaging their control computer.
; Damaged SAM sites can be repaired by the player in the strategic map.
; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
; CTH depends on quality of the staff and range to the target.
; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
; They can only be used on targets in the same or adjacent sectors.
; CTH depends on weapon status, range and the user's cth with launchers.
; The launchers have to be armed in the inventory, it is not required to have them in the hands.
;
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than
; SAM damage.
;------------------------------------------------------------------------------------------------------------------------------
; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
; Valid from 0 to 10.
ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_SAM_DAMAGE_BASE = 25
; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_SAM_DAMAGE_VAR = 30
; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_BASE = 40
; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_VAR = 80
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3869,6 +4218,9 @@ MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
; determines whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced
MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = TRUE
; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
@@ -3890,6 +4242,74 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Resource Settings]
;******************************************************************************************************************************
; These settings control whether we require resources to train and upgrade militia
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If this feature is used, the player can convert items to get 3 resources:
; Guns: obtained from weapons, ammo
; Armour: obtained from helmets, vests, pants, LBE and face items
; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs
;
; Whenever we train or promote militia, we spend these resources:
; - A green militia requires 1 Gun.
; - A promotion from green to regular militia requires 1 Gun + 1 Armour.
; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc..
;
; If we don't have enough resources, the training/promotion won't happen.
;
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
;
; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
; SELL_ITEMS_WITH_ALT_LMB works.
; Resources will be shown in the strategic map while the Militia view is active.
;
; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress.
;
; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE.
;------------------------------------------------------------------------------------------------------------------------------
MILITIA_REQUIRE_RESOURCES = FALSE
; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far.
; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far
; values between 1.0 and 100.0, 10.0 recommended default
MILITIA_RESOURCES_PROGRESSFACTOR = 10.0
; class specific modifiers, values between 0.0 and 1.0
; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber
MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01
; the gun modifier covers all guns and launchers
MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9
MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3
MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2
MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25
MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17
MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05
MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03
; Different attachments have multiple modifiers. They also attribute to different resources
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2
; guns are further modified by a weapon class specific modifier
MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6
MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7
MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8
MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9
MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0
MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0
MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0
MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Shopkeeper Inventory Settings]
;******************************************************************************************************************************
@@ -4024,9 +4444,12 @@ ALLOW_BANDAGING_DURING_TRAVEL = FALSE
; Cost to unjam a weapon in repair pts
REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa
REPAIR_RATE_DIVISOR = 2500
; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
CLEANING_RATE_DIVISOR = 500
; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
; down repair. A lower value speeds it up.