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- New prisoner class: Civilians can be interrogated. Does not work for profile-based charcters.
- Capturing civilians is possible if their faction has <fCanBeCaptured> set to 1. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2215 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -3232,6 +3232,7 @@ PRISONER_INTERROGATION_POINTS_REGULAR = 50
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PRISONER_INTERROGATION_POINTS_ELITE = 80
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PRISONER_INTERROGATION_POINTS_ELITE = 80
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PRISONER_INTERROGATION_POINTS_OFFICER = 150
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PRISONER_INTERROGATION_POINTS_OFFICER = 150
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PRISONER_INTERROGATION_POINTS_GENERAL = 250
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PRISONER_INTERROGATION_POINTS_GENERAL = 250
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PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
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; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
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; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
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; See also Tactical Enemy Role Settings for what generals are
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; See also Tactical Enemy Role Settings for what generals are
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@@ -3240,6 +3241,7 @@ PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; Helicopter Repair
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; Helicopter Repair
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@@ -2,6 +2,7 @@
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<!-- Enabled: if set to 1, civilians of that group will use szGroup as their name in tactical
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<!-- Enabled: if set to 1, civilians of that group will use szGroup as their name in tactical
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AddToBattle: If a battle with that group occurs, all members are counted (no, this doesn't make a lot of sense)
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AddToBattle: If a battle with that group occurs, all members are counted (no, this doesn't make a lot of sense)
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Loyalty: if set to 0, no loyalty/morale penalty if a civilian of that group is killed
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Loyalty: if set to 0, no loyalty/morale penalty if a civilian of that group is killed
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fCanBeCaptured: if set to 1 we can capture and interrogate hostile members of this group
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-->
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-->
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<CIV_GROUP_NAMES>
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<CIV_GROUP_NAMES>
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<NAME>
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<NAME>
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@@ -10,6 +11,7 @@
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<szGroup>None</szGroup>
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<szGroup>None</szGroup>
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<AddToBattle>0</AddToBattle>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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<Loyalty>0</Loyalty>
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<fCanBeCaptured>0</fCanBeCaptured>
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</NAME>
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</NAME>
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<NAME>
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<NAME>
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<uiIndex>1</uiIndex>
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<uiIndex>1</uiIndex>
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@@ -24,6 +26,7 @@
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<szGroup>KingPin</szGroup>
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<szGroup>KingPin</szGroup>
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<AddToBattle>1</AddToBattle>
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<AddToBattle>1</AddToBattle>
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<Loyalty>0</Loyalty>
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<Loyalty>0</Loyalty>
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<fCanBeCaptured>1</fCanBeCaptured>
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</NAME>
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</NAME>
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<NAME>
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<NAME>
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<uiIndex>3</uiIndex>
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<uiIndex>3</uiIndex>
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@@ -80,6 +83,7 @@
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<szGroup>Hicks</szGroup>
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<szGroup>Hicks</szGroup>
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<AddToBattle>1</AddToBattle>
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<AddToBattle>1</AddToBattle>
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<Loyalty>0</Loyalty>
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<Loyalty>0</Loyalty>
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<fCanBeCaptured>1</fCanBeCaptured>
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</NAME>
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</NAME>
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<NAME>
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<NAME>
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<uiIndex>11</uiIndex>
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<uiIndex>11</uiIndex>
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@@ -87,6 +91,7 @@
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<szGroup>Warden</szGroup>
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<szGroup>Warden</szGroup>
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<AddToBattle>0</AddToBattle>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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<Loyalty>0</Loyalty>
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<fCanBeCaptured>1</fCanBeCaptured>
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</NAME>
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</NAME>
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<NAME>
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<NAME>
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<uiIndex>12</uiIndex>
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<uiIndex>12</uiIndex>
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