diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 4788dbf67..01b1def83 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 \ No newline at end of file +SMART_TRAINING_REST = 0 \ No newline at end of file diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index e763eef2d..45515c5b8 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -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 \ No newline at end of file