Adjusted a few HAM Settings to be more "1.13 like" in the Ja2_Options.INI and removed the ja2_options.ini connection inside the HAM comments (thx to Headrock)

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1105 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2009-04-01 21:04:53 +00:00
parent bae9954cc2
commit e951672c38
2 changed files with 114 additions and 112 deletions
+57 -56
View File
@@ -946,10 +946,16 @@ USE_ENHANCED_DESCRIPTION_BOX = 0
ALWAYS_USE_PROF_DAT = FALSE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change additional settings introduced by Headrock's HAM 2.8
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 HAM Settings]
;******************************************************************************************************************************
; HEADROCK: Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
; Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
; JA2 profits. This value goes all the way up to 65535%, but that's not recommended.
;
; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
@@ -958,7 +964,7 @@ ALWAYS_USE_PROF_DAT = FALSE
MINE_INCOME_PERCENTAGE = 100
;******************************************************************************************************************************
; HEADROCK: H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
; H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
; Maximum and minimum values go from 0 to 100.
; Divisor only works when minimum is 0.
; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
@@ -977,22 +983,22 @@ MINIMUM_POSSIBLE_CTH = 0
MINIMUM_CTH_DIVISOR = 100
;******************************************************************************************************************************
; HEADROCK: Allow restricted militia to move through visited sectors regardless of XML restrictions?
; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file).
; Allow restricted militia to move through visited sectors regardless of XML restrictions?
; Requires RESTRICT_ROAMING to be TRUE.
;******************************************************************************************************************************
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
;******************************************************************************************************************************
; HEADROCK: Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
; Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
; been liberated?
; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file), but overrides XML definitions.
; Requires RESTRICT_ROAMING to be TRUE, but overrides XML definitions.
;******************************************************************************************************************************
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
;******************************************************************************************************************************
; HEADROCK: Enable Suppression Bugfix/feature.
; Enable Suppression Bugfix/feature.
;
; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
@@ -1004,7 +1010,7 @@ ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
CLEAR_SUPPRESSION_COUNTER = 1
;******************************************************************************************************************************
; HEADROCK: Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
; gets at the end of the attack.
;
; 100 = Normal
@@ -1013,10 +1019,10 @@ CLEAR_SUPPRESSION_COUNTER = 1
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;******************************************************************************************************************************
SUPPRESSION_EFFECTIVENESS = 120
SUPPRESSION_EFFECTIVENESS = 0
;******************************************************************************************************************************
; HEADROCK: Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
; Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
; Set to 0 to remove the limit (suppression will not be limited in the number of APs it can drain). Either value can be set
; to 0 independently.
;
@@ -1025,7 +1031,6 @@ SUPPRESSION_EFFECTIVENESS = 120
;******************************************************************************************************************************
MAX_SUPPRESSION_AP_LOSS_PER_TURN = 50
MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
;******************************************************************************************************************************
@@ -1039,7 +1044,7 @@ MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
;******************************************************************************************************************************
; HEADROCK: Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
; Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock
; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn).
;
@@ -1050,7 +1055,7 @@ MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
SUPPRESSION_SHOCK = TRUE
;******************************************************************************************************************************
; HEADROCK: This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
; This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared
; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points
; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach
@@ -1065,7 +1070,7 @@ SUPPRESSION_SHOCK = TRUE
SUPPRESSION_SHOCK_EFFECTIVENESS = 100
;******************************************************************************************************************************
; HEADROCK: This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
; This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can.
;
; The effect when the target is crouched is 1/3 of the full value.
@@ -1077,7 +1082,7 @@ SUPPRESSION_SHOCK_EFFECTIVENESS = 100
AIM_PENALTY_PER_TARGET_SHOCK = 2
;******************************************************************************************************************************
; HEADROCK: If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
; If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character
; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been
; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get
@@ -1087,7 +1092,7 @@ AIM_PENALTY_PER_TARGET_SHOCK = 2
COWER_EFFECT_ON_SUPPRESSION = 150
;******************************************************************************************************************************
; HEADROCK: This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
; This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
; default is 2 AP per morale loss. Set this higher to reduce the effect of suppression on morale (helps prevent enemies running
; away too soon after being suppressed).
;******************************************************************************************************************************
@@ -1095,7 +1100,7 @@ COWER_EFFECT_ON_SUPPRESSION = 150
AP_LOST_PER_MORALE_DROP = 3
;******************************************************************************************************************************
; HEADROCK: The next three settings control realistic tracer fire.
; The next three settings control realistic tracer fire.
;
; REALISTIC_TRACERS: Toggle Realistic Tracers.
; 0 = off (regular tracers).
@@ -1112,13 +1117,11 @@ AP_LOST_PER_MORALE_DROP = 3
;******************************************************************************************************************************
REALISTIC_TRACERS = 2
NUM_BULLETS_PER_TRACER = 5
CTH_BUMP_PER_TRACER = 10
CTH_BUMP_PER_TRACER = 0
;******************************************************************************************************************************
; HEADROCK: New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
;
; Any aiming (with/without scope) = +1/2 of the weapon's draw cost
; Any aiming with a scope = +1 AP for the first aiming level only.
@@ -1127,43 +1130,43 @@ CTH_BUMP_PER_TRACER = 10
; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
;******************************************************************************************************************************
INCREASED_AIM_COST = TRUE
INCREASED_AIM_COST = FALSE
;******************************************************************************************************************************
; HEADROCK: The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
; and bipod use.(TRUE/FALSE)
;
; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do.
;******************************************************************************************************************************
DYNAMIC_AIM_LIMITS = TRUE
DYNAMIC_AIM_LIMITS = FALSE
;******************************************************************************************************************************
; HEADROCK: How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
; How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
; Please note, the maximum CTH loss is 30, no matter how high you set this.
;******************************************************************************************************************************
MOVEMENT_EFFECT_ON_AIMING = 2.5
MOVEMENT_EFFECT_ON_AIMING = 1.5
;******************************************************************************************************************************
; HEADROCK: This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
; but won't lower B/5AP below 0.
; 0 = No change from normal
; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
;
;******************************************************************************************************************************
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 1
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
;******************************************************************************************************************************
; HEADROCK: This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
; This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0.
;******************************************************************************************************************************
AUTORESOLVE_LUCK_FACTOR = 1.0
AUTORESOLVE_LUCK_FACTOR = 2.0
;******************************************************************************************************************************
; HEADROCK: This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
; This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the
; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note
; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less.
@@ -1172,7 +1175,7 @@ AUTORESOLVE_LUCK_FACTOR = 1.0
MAXIMUM_SUPPRESSION_SHOCK = 30
;******************************************************************************************************************************
; HEADROCK: Toggles new CTH bars for Burst and Autofire.
; Toggles new CTH bars for Burst and Autofire.
; 0 = No new CTH bars.
; 1 = New Burst and Autofire CTH bars
; 2 = New Burst CTH Bars only
@@ -1187,10 +1190,10 @@ NEW_BURST-AUTO_CTH_BARS = 1
; running away from suppression fire.
;******************************************************************************************************************************
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = TRUE
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
;******************************************************************************************************************************
; HEADROCK: You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
; number of "sub-points" you need to acquire to gain a new level. JA2 defaults are:
; Skills: 25 Sub-Points to advance
; Attribs: 50 Sub-Points to advance
@@ -1209,51 +1212,49 @@ ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
LEVEL_SUBPOINTS_TO_IMPROVE = 350
;******************************************************************************************************************************
; HEADROCK: When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
; character will see the exact results.
;******************************************************************************************************************************
APPROXIMATE_CTH = TRUE
APPROXIMATE_CTH = FALSE
;******************************************************************************************************************************
; HEADROCK: This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
; This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
; have already been liberated once in the past.
;
; In the JA2 campaign, this allows travel through:
; San Mona, Tixa, Orta, Estoni, and Omerta.
;
; For this feature to work, "RESTRICT_ROAMING" (in JA2_Options.INI) and at least one of the militia restriction options in this INI
; must be set to TRUE.
; For this feature to work, "RESTRICT_ROAMING" and at least one of the militia restriction options must be set to TRUE.
;******************************************************************************************************************************
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
;******************************************************************************************************************************
; HEADROCK: The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
; The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained
; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city.
;
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE (in
; JA2_Options.INI)
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE
;******************************************************************************************************************************
SMART_ROAMING_MILITIA_GENERATOR = TRUE
;******************************************************************************************************************************
; HEADROCK: With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
; With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia
; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle.
;
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE (in JA2_Options.INI)
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE
;******************************************************************************************************************************
DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
;******************************************************************************************************************************
; HEADROCK: This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them.
; If the roll fails, one group will fill up, while the other disappears or gets the leftovers.
;
@@ -1269,7 +1270,7 @@ DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
ROAMING_MILITIA_SPREADOUT_CHANCE = 50
;******************************************************************************************************************************
; HEADROCK: It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
; It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults
; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs.
;
@@ -1284,7 +1285,7 @@ CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
;******************************************************************************************************************************
; HEADROCK: This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
; This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
; shooter is any closer than this, he will receive a proportionally lower penalty.
;
; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be
@@ -1297,7 +1298,7 @@ CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
;******************************************************************************************************************************
; HEADROCK: These are the maximum possible CTH penalties we can get from cowering.
; These are the maximum possible CTH penalties we can get from cowering.
;
; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured.
; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it.
@@ -1310,7 +1311,7 @@ MAX_SHOOTER_COWERING_PENALTY = 0
MAX_TARGET_COWERING_PENALTY = 0
;******************************************************************************************************************************
; HEADROCK: This setting determines whether militia can drop their equipment when they die, like enemies do.
; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
; 0 = JA2 Default. Militia can't drop any equipment.
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
@@ -1321,10 +1322,10 @@ MAX_TARGET_COWERING_PENALTY = 0
; (or none at all).
;******************************************************************************************************************************
MILITIA_DROP_EQUIPMENT = 1
MILITIA_DROP_EQUIPMENT = 0
;******************************************************************************************************************************
; HEADROCK: Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
;
; 0 = Disabled. Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
@@ -1335,11 +1336,11 @@ MILITIA_DROP_EQUIPMENT = 1
; 1, or both to 0, but feel free to experiment.
;******************************************************************************************************************************
SMART_TRAINING-SLEEP_HANDLER = 1
SMART_TRAINING-WAKE_HANDLER = 1
SMART_TRAINING-SLEEP_HANDLER = 0
SMART_TRAINING-WAKE_HANDLER = 0
;******************************************************************************************************************************
; HEADROCK: This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
;
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
@@ -1352,4 +1353,4 @@ SMART_TRAINING-WAKE_HANDLER = 1
; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
;******************************************************************************************************************************
SMART_TRAINING_REST = 1
SMART_TRAINING_REST = 0
+57 -56
View File
@@ -944,10 +944,16 @@ USE_ENHANCED_DESCRIPTION_BOX = 0
ALWAYS_USE_PROF_DAT = FALSE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change additional settings introduced by Headrock's HAM 2.8
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 HAM Settings]
;******************************************************************************************************************************
; HEADROCK: Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
; Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
; JA2 profits. This value goes all the way up to 65535%, but that's not recommended.
;
; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
@@ -956,7 +962,7 @@ ALWAYS_USE_PROF_DAT = FALSE
MINE_INCOME_PERCENTAGE = 100
;******************************************************************************************************************************
; HEADROCK: H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
; H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
; Maximum and minimum values go from 0 to 100.
; Divisor only works when minimum is 0.
; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
@@ -975,22 +981,22 @@ MINIMUM_POSSIBLE_CTH = 0
MINIMUM_CTH_DIVISOR = 100
;******************************************************************************************************************************
; HEADROCK: Allow restricted militia to move through visited sectors regardless of XML restrictions?
; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file).
; Allow restricted militia to move through visited sectors regardless of XML restrictions?
; Requires RESTRICT_ROAMING to be TRUE.
;******************************************************************************************************************************
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
;******************************************************************************************************************************
; HEADROCK: Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
; Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
; been liberated?
; Requires RESTRICT_ROAMING to be TRUE (in the regular JA2_Options.INI file), but overrides XML definitions.
; Requires RESTRICT_ROAMING to be TRUE, but overrides XML definitions.
;******************************************************************************************************************************
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
;******************************************************************************************************************************
; HEADROCK: Enable Suppression Bugfix/feature.
; Enable Suppression Bugfix/feature.
;
; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
@@ -1002,7 +1008,7 @@ ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
CLEAR_SUPPRESSION_COUNTER = 1
;******************************************************************************************************************************
; HEADROCK: Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
; gets at the end of the attack.
;
; 100 = Normal
@@ -1011,10 +1017,10 @@ CLEAR_SUPPRESSION_COUNTER = 1
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;******************************************************************************************************************************
SUPPRESSION_EFFECTIVENESS = 120
SUPPRESSION_EFFECTIVENESS = 0
;******************************************************************************************************************************
; HEADROCK: Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
; Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
; Set to 0 to remove the limit (suppression will not be limited in the number of APs it can drain). Either value can be set
; to 0 independently.
;
@@ -1023,7 +1029,6 @@ SUPPRESSION_EFFECTIVENESS = 120
;******************************************************************************************************************************
MAX_SUPPRESSION_AP_LOSS_PER_TURN = 50
MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
;******************************************************************************************************************************
@@ -1037,7 +1042,7 @@ MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
;******************************************************************************************************************************
; HEADROCK: Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
; Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock
; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn).
;
@@ -1048,7 +1053,7 @@ MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
SUPPRESSION_SHOCK = TRUE
;******************************************************************************************************************************
; HEADROCK: This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
; This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared
; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points
; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach
@@ -1063,7 +1068,7 @@ SUPPRESSION_SHOCK = TRUE
SUPPRESSION_SHOCK_EFFECTIVENESS = 100
;******************************************************************************************************************************
; HEADROCK: This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
; This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can.
;
; The effect when the target is crouched is 1/3 of the full value.
@@ -1075,7 +1080,7 @@ SUPPRESSION_SHOCK_EFFECTIVENESS = 100
AIM_PENALTY_PER_TARGET_SHOCK = 2
;******************************************************************************************************************************
; HEADROCK: If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
; If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character
; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been
; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get
@@ -1085,7 +1090,7 @@ AIM_PENALTY_PER_TARGET_SHOCK = 2
COWER_EFFECT_ON_SUPPRESSION = 150
;******************************************************************************************************************************
; HEADROCK: This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
; This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
; default is 2 AP per morale loss. Set this higher to reduce the effect of suppression on morale (helps prevent enemies running
; away too soon after being suppressed).
;******************************************************************************************************************************
@@ -1093,7 +1098,7 @@ COWER_EFFECT_ON_SUPPRESSION = 150
AP_LOST_PER_MORALE_DROP = 3
;******************************************************************************************************************************
; HEADROCK: The next three settings control realistic tracer fire.
; The next three settings control realistic tracer fire.
;
; REALISTIC_TRACERS: Toggle Realistic Tracers.
; 0 = off (regular tracers).
@@ -1110,13 +1115,11 @@ AP_LOST_PER_MORALE_DROP = 3
;******************************************************************************************************************************
REALISTIC_TRACERS = 2
NUM_BULLETS_PER_TRACER = 5
CTH_BUMP_PER_TRACER = 10
CTH_BUMP_PER_TRACER = 0
;******************************************************************************************************************************
; HEADROCK: New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
;
; Any aiming (with/without scope) = +1/2 of the weapon's draw cost
; Any aiming with a scope = +1 AP for the first aiming level only.
@@ -1125,43 +1128,43 @@ CTH_BUMP_PER_TRACER = 10
; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
;******************************************************************************************************************************
INCREASED_AIM_COST = TRUE
INCREASED_AIM_COST = FALSE
;******************************************************************************************************************************
; HEADROCK: The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
; and bipod use.(TRUE/FALSE)
;
; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do.
;******************************************************************************************************************************
DYNAMIC_AIM_LIMITS = TRUE
DYNAMIC_AIM_LIMITS = FALSE
;******************************************************************************************************************************
; HEADROCK: How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
; How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
; Please note, the maximum CTH loss is 30, no matter how high you set this.
;******************************************************************************************************************************
MOVEMENT_EFFECT_ON_AIMING = 2.5
MOVEMENT_EFFECT_ON_AIMING = 1.5
;******************************************************************************************************************************
; HEADROCK: This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
; but won't lower B/5AP below 0.
; 0 = No change from normal
; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
;
;******************************************************************************************************************************
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 1
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
;******************************************************************************************************************************
; HEADROCK: This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
; This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0.
;******************************************************************************************************************************
AUTORESOLVE_LUCK_FACTOR = 1.0
AUTORESOLVE_LUCK_FACTOR = 2.0
;******************************************************************************************************************************
; HEADROCK: This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
; This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the
; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note
; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less.
@@ -1170,7 +1173,7 @@ AUTORESOLVE_LUCK_FACTOR = 1.0
MAXIMUM_SUPPRESSION_SHOCK = 30
;******************************************************************************************************************************
; HEADROCK: Toggles new CTH bars for Burst and Autofire.
; Toggles new CTH bars for Burst and Autofire.
; 0 = No new CTH bars.
; 1 = New Burst and Autofire CTH bars
; 2 = New Burst CTH Bars only
@@ -1185,10 +1188,10 @@ NEW_BURST-AUTO_CTH_BARS = 1
; running away from suppression fire.
;******************************************************************************************************************************
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = TRUE
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
;******************************************************************************************************************************
; HEADROCK: You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
; number of "sub-points" you need to acquire to gain a new level. JA2 defaults are:
; Skills: 25 Sub-Points to advance
; Attribs: 50 Sub-Points to advance
@@ -1207,51 +1210,49 @@ ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
LEVEL_SUBPOINTS_TO_IMPROVE = 350
;******************************************************************************************************************************
; HEADROCK: When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
; character will see the exact results.
;******************************************************************************************************************************
APPROXIMATE_CTH = TRUE
APPROXIMATE_CTH = FALSE
;******************************************************************************************************************************
; HEADROCK: This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
; This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
; have already been liberated once in the past.
;
; In the JA2 campaign, this allows travel through:
; San Mona, Tixa, Orta, Estoni, and Omerta.
;
; For this feature to work, "RESTRICT_ROAMING" (in JA2_Options.INI) and at least one of the militia restriction options in this INI
; must be set to TRUE.
; For this feature to work, "RESTRICT_ROAMING" and at least one of the militia restriction options must be set to TRUE.
;******************************************************************************************************************************
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
;******************************************************************************************************************************
; HEADROCK: The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
; The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained
; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city.
;
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE (in
; JA2_Options.INI)
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE
;******************************************************************************************************************************
SMART_ROAMING_MILITIA_GENERATOR = TRUE
;******************************************************************************************************************************
; HEADROCK: With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
; With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia
; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle.
;
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE (in JA2_Options.INI)
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE
;******************************************************************************************************************************
DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
;******************************************************************************************************************************
; HEADROCK: This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them.
; If the roll fails, one group will fill up, while the other disappears or gets the leftovers.
;
@@ -1267,7 +1268,7 @@ DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
ROAMING_MILITIA_SPREADOUT_CHANCE = 50
;******************************************************************************************************************************
; HEADROCK: It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
; It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults
; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs.
;
@@ -1282,7 +1283,7 @@ CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
;******************************************************************************************************************************
; HEADROCK: This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
; This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
; shooter is any closer than this, he will receive a proportionally lower penalty.
;
; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be
@@ -1295,7 +1296,7 @@ CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
;******************************************************************************************************************************
; HEADROCK: These are the maximum possible CTH penalties we can get from cowering.
; These are the maximum possible CTH penalties we can get from cowering.
;
; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured.
; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it.
@@ -1308,7 +1309,7 @@ MAX_SHOOTER_COWERING_PENALTY = 0
MAX_TARGET_COWERING_PENALTY = 0
;******************************************************************************************************************************
; HEADROCK: This setting determines whether militia can drop their equipment when they die, like enemies do.
; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
; 0 = JA2 Default. Militia can't drop any equipment.
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
@@ -1319,10 +1320,10 @@ MAX_TARGET_COWERING_PENALTY = 0
; (or none at all).
;******************************************************************************************************************************
MILITIA_DROP_EQUIPMENT = 1
MILITIA_DROP_EQUIPMENT = 0
;******************************************************************************************************************************
; HEADROCK: Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
;
; 0 = Disabled. Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
@@ -1333,11 +1334,11 @@ MILITIA_DROP_EQUIPMENT = 1
; 1, or both to 0, but feel free to experiment.
;******************************************************************************************************************************
SMART_TRAINING-SLEEP_HANDLER = 1
SMART_TRAINING-WAKE_HANDLER = 1
SMART_TRAINING-SLEEP_HANDLER = 0
SMART_TRAINING-WAKE_HANDLER = 0
;******************************************************************************************************************************
; HEADROCK: This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
;
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
@@ -1350,4 +1351,4 @@ SMART_TRAINING-WAKE_HANDLER = 1
; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
;******************************************************************************************************************************
SMART_TRAINING_REST = 1
SMART_TRAINING_REST = 0