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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:
+500
-77
@@ -122,6 +122,14 @@ MAX_ITEM_SIZE = 34
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MAX_WEAPON_SIZE = 9
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OLD_INVENTORY_ITEM_NUMBER = 99
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;------------------------------------------------------------------------------------------------------------------------------
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; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
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; prone targets (until now, hits were always considered on torso).
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; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
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; This switch will be removed once this code change has been accepted (or deemed unacceptable).
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_TARGET_HEADANDLEG_IFPRONE = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -425,6 +433,23 @@ MINE_INCOME_PERCENTAGE = 100
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MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
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;------------------------------------------------------------------------------------------------------------------------------
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; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town.
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; The maximum number of workers for each sector can be set in SectorNames.xml.
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; 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
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; is at a 100%.
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;------------------------------------------------------------------------------------------------------------------------------
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MINE_REQUIRES_WORKERS = FALSE
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; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0.
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WORKERRATE_PRESENT_INITIALLY = 0.25
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; the cost of training a single worker
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WORKER_TRAINING_COST = 30
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; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait
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WORKER_TRAINING_POINTS = 100
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;------------------------------------------------------------------------------------------------------------------------------
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; Enable/Disable the ability to sell unneeded equipment to the locals.
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;
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@@ -537,7 +562,7 @@ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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; Automatically save the game every N GAME-hours. 0 = disable.
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;------------------------------------------------------------------------------------------------------------------------------
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AUTO_SAVE_EVERY_N_HOURS = 0
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AUTO_SAVE_EVERY_N_HOURS = 12
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@@ -586,7 +611,7 @@ USE_EXTERNALIZED_LOADSCREENS = TRUE
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; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_LOADSCREENHINTS = FALSE
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USE_LOADSCREENHINTS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
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@@ -715,6 +740,12 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
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AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger.
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;------------------------------------------------------------------------------------------------------------------------------
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TIME_BOMB_WARNING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
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; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
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@@ -847,15 +878,6 @@ SHOW_ENEMY_HEALTH = 1
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SHOW_HEALTHBARSOVERHEAD = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
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; 0 - do not show cover
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; 1 - show using color of merc's name
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; 2 - same as 1, show only in stealth or when disguised
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_COVER_INDICATOR = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; How should the game display the enemy/player hit counter?
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@@ -948,15 +970,15 @@ ALTERNATE_MOUSE_COMMANDS = FALSE
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; Positive values: item id from items.xml
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;------------------------------------------------------------------------------------------------------------------------------
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QUICK_ITEM_1 = 0
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QUICK_ITEM_2 = 0
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QUICK_ITEM_3 = 0
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QUICK_ITEM_4 = 0
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QUICK_ITEM_5 = 0
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QUICK_ITEM_6 = 0
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QUICK_ITEM_7 = 0
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QUICK_ITEM_8 = 0
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QUICK_ITEM_9 = 0
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QUICK_ITEM_1 = -1
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QUICK_ITEM_2 = -2
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QUICK_ITEM_3 = -3
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QUICK_ITEM_4 = -4
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QUICK_ITEM_5 = -5
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QUICK_ITEM_6 = -6
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QUICK_ITEM_7 = -7
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QUICK_ITEM_8 = -8
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QUICK_ITEM_9 = -9
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QUICK_ITEM_0 = 0
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1015,6 +1037,17 @@ ALLOW_LAZY_CIVILIANS = FALSE
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CIVILIANS_AVOID_PLAYER_MINES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry()
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; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_EXTRA_CIVILIANS = FALSE
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; Allow placing of new merchants
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; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE
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ALLOW_EXTRA_MERCHANTS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
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@@ -1038,6 +1071,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
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ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
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; will detonate on next turn instead of instant explosion
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;------------------------------------------------------------------------------------------------------------------------------
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DELAYED_GRENADE_EXPLOSION = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 100
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; Chance to say annoying phrase.
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@@ -1061,10 +1102,19 @@ NEW_AI_TACTICAL = FALSE
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; AI tweaks and improvements
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;------------------------------------------------------------------------------------------------------------------------------
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; allow AI to shoot more often for suppression in OCTH by faking minimum CTH=1
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; for autofire capable weapons
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AI_EXTRA_SUPPRESSION = FALSE
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; less aggressive AI morale with some additional tweaks
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AI_NEW_MORALE = FALSE
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; AI will try to avoid enemy sight, fresh corpses and overcrowded locations
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AI_BETTER_COVER = FALSE
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AI_EXTRA_FLANKING = FALSE
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; disabled by default as it can be time consuming when playing covert
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; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations
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AI_YELLOW_FLANKING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 3
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@@ -1542,7 +1592,7 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
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; Allow walking and sidesteps with raised weapons?
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
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ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1644,7 +1694,7 @@ DISPLAY_SCOPE_MODES = FALSE
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; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
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; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
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SPOTTER_PREPARATIONTURNS = 3
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SPOTTER_PREPARATIONTURNS = 2
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; This variable intentionally has two meanings.
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; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
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@@ -1901,10 +1951,9 @@ SHOW_ENEMY_WEAPON = FALSE
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SHOW_ENEMY_EXTENDED_INFO = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show color coded enemy awareness sign when sneaking or covert
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; Use color name to show soldier's status
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_AWARENESS = FALSE
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IMPROVED_TACTICAL_UI = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
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@@ -1930,12 +1979,6 @@ INDIVIDUAL_ENEMY_NAMES = FALSE
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INDIVIDUAL_ENEMY_RANK = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show enemy rank (exp. level) as icon
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_RANK_ICON = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1949,6 +1992,14 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
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SOLDIER_PROFILES_ENEMY = FALSE
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SOLDIER_PROFILES_MILITIA = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Settings related to enemy armed vehicles (tanks and jeeps).
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; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG.
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; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks.
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;
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; Unless there is a separate setting, tank-settings also govern jeeps.
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;------------------------------------------------------------------------------------------------------------------------------
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; If set to TRUE, vehicles can be driven around tactical maps.
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ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
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@@ -1983,6 +2034,8 @@ CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
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; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
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TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
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ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38
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; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
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ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
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; 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.
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@@ -2252,6 +2305,46 @@ ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Individual Militia Settings]
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;------------------------------------------------------------------------------------------------------------------------------
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; Settings for individual militia
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;
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; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their
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; - name
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; - visuals
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; - record of all battles they participated
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; - kills and assists
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; - health ratio
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; - and a few other things
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;
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; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent
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; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles).
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;
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; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml)
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;------------------------------------------------------------------------------------------------------------------------------
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; if TRUE this feature is on
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INDIVIDUAL_MILITIA = FALSE
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; For each kill, a militia gets 2 promotion points.
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; For each assist, a militia gets 1 promotion point.
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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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; 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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; 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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;******************************************************************************************************************************
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||||
;******************************************************************************************************************************
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||||
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[Tactical Cover System Settings]
|
||||
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;******************************************************************************************************************************
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@@ -2363,7 +2456,7 @@ SUPPRESSION_EFFECTIVENESS = 0
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;
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; 0 = JA2 Default: Suppression is DISABLED.
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; 100 = Suppression is fully activated.
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;
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;
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; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
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;
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; This value can be raised to 65535... But don't. Values over 200 are already excessive.
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@@ -2468,7 +2561,7 @@ EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
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NOTIFY_WHEN_PINNED_DOWN = FALSE
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||||
NOTIFY_WHEN_PINNED_DOWN = TRUE
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; Minimum distance at which friendly characters become suppressed their own forces.
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MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
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@@ -2487,34 +2580,26 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
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||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Rain settings
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||||
;
|
||||
; (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.
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||||
; Enable/Disable weather appearing in the game.
|
||||
ALLOW_RAIN = FALSE
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||||
|
||||
; Chance of rain to be triggered once per day.
|
||||
RAIN_CHANCE_PER_DAY = 0
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||||
; Possible number of weather events happening per day
|
||||
RAIN_EVENTS_PER_DAY = 5
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||||
|
||||
; 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
|
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; Cost to unjam a weapon in repair pts
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REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
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; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
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; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa
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REPAIR_RATE_DIVISOR = 2500
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; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
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CLEANING_RATE_DIVISOR = 500
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; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
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; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
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; down repair. A lower value speeds it up.
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