MERGED GameDir files from the development GameDir folder from revision 4545 up to 4882

Development GameDir folder: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP/GameDir




git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1353 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-01-18 11:58:16 +00:00
parent 3b393b7953
commit f647e94f49
4326 changed files with 221645 additions and 16 deletions
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<!--
This file defines army compositions in game.
Fields index:
Index - it is simply composition index. Provide valid integer number.
See reference on indexes in original game below.
Priority - it is importance of the composition to the Queen. Most important
compositions are getting reinforcements first, than less important.
Nobody will get reinforcements, if Queen have no free troops.
ElitePercentage - it is a chance to be elite for every soldier in squad, i.e. when
game create a squad every soldier is rolled a chance to be elite.
Provide integer from interval [0..100].
TroopPercentage - it is like ElitePercentage, but for regular troops.
AdminPercentage - and this is something different. This value is used to calculate
number of admins in squad:
NumAdmins = AdminPercentage * StartPopulation / 100
DesiredPopulation - it is the number of soldiers the Queen want to have in this
composition. Provide integer value.
StartPopulation - it is the number of soldiers at the start of the new campagin.
Provide integer value.
Indexes reference in original JA2:
Index Short name Desription
0 QUEEN_DEFENCE The most important sector, the queen's palace.
1 MEDUNA_DEFENCE The town surrounding the queen's palace.
2 MEDUNA_SAMSITE A sam site within Meduna (higher priority)
3 LEVEL1_DEFENCE The sectors immediately adjacent to Meduna (defence and spawning area)
4 LEVEL2_DEFENCE Two sectors away from Meduna (defence and spawning area)
5 LEVEL3_DEFENCE Three sectors away from Meduna (defence and spawning area)
6 ORTA_DEFENCE The top secret military base containing lots of elites
7 EAST_GRUMM_DEFENCE The most-industrial town in Arulco (more mine income)
8 WEST_GRUMM_DEFENCE The most-industrial town in Arulco (more mine income)
9 GRUMM_MINE
10 OMERTA_WELCOME_WAGON Small force that greets the player upon arrival in game.
11 BALIME_DEFENCE Rich town, paved roads, close to Meduna (in queen's favor)
12 TIXA_PRISON Prison, well defended, but no point in retaking
13 TIXA_SAMSITE The central-most sam site (important for queen to keep)
14 ALMA_DEFENCE The military town of Meduna. Also very important for queen.
15 ALMA_MINE Mine income AND administrators
16 CAMBRIA_DEFENCE Medical town, large, central.
17 CAMBRIA_MINE
18 CHITZENA_DEFENCE Small town, small mine, far away.
19 CHITZENA_MINE
20 CHITZENA_SAMSITE Sam site near Chitzena.
21 DRASSEN_AIRPORT Very far away, a supply depot of little importance.
22 DRASSEN_DEFENCE Medium town, normal.
23 DRASSEN_MINE
24 DRASSEN_SAMSITE Sam site near Drassen (least importance to queen of all samsites)
25 ROADBLOCK General outside city roadblocks - enhance chance of ambush?
26 SANMONA_SMALL
Army composition soldier count calculation:
1) game calculate number of admins (NumAdmins = AdminPercentage * StartPopulation / 100)
2) for the rest soldiers game makes a loop:
2a) soldier check to be elite
2b) soldier check to be regular troop
2c) if both checks failed, none soldier is added
3) step 2 is executed until there are unchecked soldiers left
NOTE: Maximum 60 army compositions can be used in game.
Changes require starting of a new game.
-->
<COMPOSITION_INFO>
<COMPOSITION>
<Index>0</Index>
<Priority>0</Priority>
<ElitePercentage>0</ElitePercentage>
<TroopPercentage>0</TroopPercentage>
<AdminPercentage>0</AdminPercentage>
<DesiredPopulation>0</DesiredPopulation>
<StartPopulation>0</StartPopulation>
</COMPOSITION>
</COMPOSITION_INFO>
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<!--
This file defines garrisons in game.
Fields index:
Sector - it is where garrison will be sitting. Provide valid sector name.
Composition - it is composition index of garrison. Composition define quantity
and quality of enemy forces. Look into ArmyCompositions.xml for
more information.
NOTE: Maximum 100 garrisons can be used in game.
Changes require starting of a new game.
-->
<GARRISON_INFO>
<GARRISON>
<Sector>H9</Sector>
<Composition>0</Composition>
</GARRISON>
</GARRISON_INFO>
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<!--
This file defines patrols in game.
Fields index:
Size - base number of soldiers in patrol. Actual number of soldiers is
calculated as base number plus/minus 1 and then max/min limits
are applied. Max limit is MAX_STRATEGIC_TEAM_SIZE in INI, and
min limit is *_MIN_ENEMY_GROUP_SIZE. Provide integer number.
Priority - Hmmm... Priority is priority. It defines importance of patrol
group to Queen. More important - more chances to get reinforcements,
more chances to upgrade admins to regular troops. Provide
value from interval [0..100].
Waypoints - this categiory define route of patrolling group. You are given
up to 4 (2 is a minimum) sector check-points. At a check-point
patrol can change direction of movement. Only horizontal and
vertical movement is allowed, diagonal is restricted. In case
short routes (e.g. 2 or 3 points) fill unused sectors with 0.
And also you cannot use sector A1 in routes. Patrol moves through
route like a ball in ping-pong, e.g. ...-1-2-3-4-3-2-1-2-3...
Starting point is random.
Sector1..4 - it is where patrol will be coursing. Provide valid sector name
or 0, if this field is unused.
NOTE: Maximum 50 patrols can be used in game.
Changes require starting of a new game.
-->
<PATROL_INFO>
<PATROL>
<Size>15</Size>
<Priority>0</Priority>
<Waypoints>
<Sector1>J11</Sector1>
<Sector2>J12</Sector2>
<Sector3>0</Sector3>
<Sector4>0</Sector4>
</Waypoints>
</PATROL>
</PATROL_INFO>
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<!--
STANDARD UNIFORMS
Please note that you need all six uniform types defined here,
otherwise the game will not load:
ENEMY_ADMIN
ENEMY_TROOP
ENEMY_ELITE
MILITIA_ROOKIE
MILITIA_REGULAR
MILITIA_ELITE
Also, there's a limited choice of uniform types, and you need
to select from this set of choices.
(Please note that this is CASE SENSITIVE)
Possible vests:
YELLOWVEST
BLACKSHIRT
REDVEST
GREENVEST
JEANVEST
BLUEVEST
greyVEST :: note capitalization here
GYELLOWSHIRT
WHITEVEST
PURPLESHIRT
BLUEVEST
BROWNVEST
Possible pants:
GREENPANTS
BLACKPANTS
BEIGEPANTS
TANPANTS
JEANPANTS
BLUEPANTS
-->
<UNIFORMS>
<ENEMY_ADMIN>
<Vest>YELLOWVEST</Vest>
<Pants>GREENPANTS</Pants>
</ENEMY_ADMIN>
<ENEMY_TROOP>
<Vest>REDVEST</Vest>
<Pants>GREENPANTS</Pants>
</ENEMY_TROOP>
<ENEMY_ELITE>
<Vest>BLACKSHIRT</Vest>
<Pants>BLACKPANTS</Pants>
</ENEMY_ELITE>
<MILITIA_ROOKIE>
<Vest>GREENVEST</Vest>
<Pants>BEIGEPANTS</Pants>
</MILITIA_ROOKIE>
<MILITIA_REGULAR>
<Vest>JEANVEST</Vest>
<Pants>BEIGEPANTS</Pants>
</MILITIA_REGULAR>
<MILITIA_ELITE>
<Vest>BLUEVEST</Vest>
<Pants>BEIGEPANTS</Pants>
</MILITIA_ELITE>
</UNIFORMS>