;****************************************************************************************************************************** ; Jagged Alliance 2: 1.13 MOD Release Version 2006.05.26 Build 124 ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; ; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want. ; By default, the values below are the values present in the 9-14-05 release of the code. ; ;****************************************************************************************************************************** ;****************************************************************************************************************************** ;General Guidelines: ; ; ; ; PRICE_MODIFIER = 1-100 (Lower is better) ; ; ; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT ; ; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range ; ; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) ; ; MAX_STRATEGIC_TEAM_SIZE >= 20 ; ; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 ; ; ; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE ; ; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE ; ; _ELITE_BONUS = 1-100 (percentages) ; ; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you ; decide to change anything in this file, it's recommended that you make a backup copy ; before you make the changes. ; ;****************************************************************************************************************************** [Options] ;****************************************************************************************************************************** ; These are the Starting cash values for the various difficulties. ; The only restriction with these, is the INT32 they are stored in. ;****************************************************************************************************************************** NOVICE_CASH = 45000 EXPERIENCED_CASH = 35000 EXPERT_CASH = 30000 INSANE_CASH = 15000 ;****************************************************************************************************************************** ; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. ; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. ; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. ; Valid ranges for PRICE_MODIFIER are 1-100. ;****************************************************************************************************************************** CAN_SELL_ALT_LMB = TRUE PRICE_MODIFIER = 4 ;****************************************************************************************************************************** ; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest ; you can lower an attribute, and the lowest you can lower a skill before it hits zero. ; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to. ; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats ; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points ; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose ; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in ; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills ; start out as. Currently in game it is set to 55. ;****************************************************************************************************************************** MIN_ATTRIBUTE_POINT = 35 MAX_ATTRIBUTE_POINT = 85 IMPATTRIBUTEPOINTS = 30 MAX_ZERO_BONUS = 35 START_ATTRIBUTE = 55 ;****************************************************************************************************************************** ; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. ; Keep in Mind That there is not enough room on the strategic map to display more than 20 ; Militia per sector correctly(could possibly change) but they will still be there to defend, ; and you can still train them, and it will still cost you. ; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of: ; MILITIA_TRAINING_COST which is the cost of training militia. ; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia. ;****************************************************************************************************************************** MAX_MILITIA_PER_SECTOR = 20 MAX_TRAINING_SQUAD_SIZE = 10 MILITIA_TRAINING_COST = 750 MIN_LOYALTY_TO_TRAIN = 20 ;****************************************************************************************************************************** ; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20 ; ; Basically the 1st set are the number of available troops the queen starts with in her ; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are. ; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels. ; The last set is the minimum size of an enemy group. This is the smallest group size an enemy ; wants to travel with. And this option right under the comments, this is the largest size an ; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could ; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off ; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that ; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and ; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along ; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now. ;****************************************************************************************************************************** MAX_STRATEGIC_TEAM_SIZE = 20 NOVICE_QUEENS_POOL_OF_TROOPS = 150 EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200 EXPERT_QUEENS_POOL_OF_TROOPS = 400 INSANE_QUEENS_POOL_OF_TROOPS = 8000 EASY_INITIAL_GARRISON_PERCENTAGES = 70 EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100 EXPERT_INITIAL_GARRISON_PERCENTAGES = 150 INSANE_INITIAL_GARRISON_PERCENTAGES = 200 EXPERT_ELITE_BONUS = 25 INSANE_ELITE_BONUS = 50 NOVICE_MIN_ENEMY_GROUP_SIZE = 3 EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4 EXPERT_MIN_ENEMY_GROUP_SIZE = 6 INSANE_MIN_ENEMY_GROUP_SIZE = 8 ;****************************************************************************************************************************** ; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus ; opens the website up on day one. ; ; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens. ; This will include any future MERC Mercs that are added. ;****************************************************************************************************************************** MERC_AVAILABLE_DAY_ONE = FALSE ALL_MERCS_AT_MERC = FALSE ;****************************************************************************************************************************** ; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of ; your IMP Mercs. ; ; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP ; Merc. This option does not work with USE_RANDOM_PERSONALITY, it won't be random at all. Another Note : before I get on with the valid settings for these two options, The INI file is NOW read at the beginning ; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you ; Will need to save and exit the game, change the settings and then start the game back up to create the next ; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do. ; ; Here are the valid settings for personalities and Attitudes: ; ; PERSONALITIES: ; ; Normal = 0 ; Heat Intolerant = 1 ; Nervous = 2 ; Claustrophobic = 3 ; NonSwimmer = 4 ; Fear of Insects = 5 ; Forgetful = 6 ; Psycho = 7 ; ; ATTITUDES: ; ; NORMAL = 0 ; FRIENDLY = 1 ; LONER = 2 ; OPTIMIST = 3 ; PESSIMIST = 4 ; AGGRESSIVE = 5 ; ARROGANT = 6 ; BIG_SHOT = 7 ; ASSHOLE = 8 ; COWARD = 9 ;****************************************************************************************************************************** USE_RANDOM_PERSONALITY = FALSE CUSTOM_PERSONALITY = 0 CUSTOM_ATTITUDE = 0 ;****************************************************************************************************************************** ; In this section you can enable/disable vertical synchronisation ; If disabled the game will run faster ;****************************************************************************************************************************** [JA2 Screen Resolution Settings] VERTICAL_SYNC = FALSE ;****************************************************************************************************************************** ; In this section you can enable the weather effects (rain & storms). ; Enabled rain also includes new features to the game (e.g: visibility radius decrease when ; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night ; with lightning) ; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE) ;****************************************************************************************************************************** [JA2 Rain Settings] ALLOW_RAIN = TRUE RAIN_CHANCE_PER_DAY = 100 RAIN_MIN_LENGTH_IN_MINUTES = 60 RAIN_MAX_LENGTH_IN_MINUTES = 180 MAX_RAIN_DROPS = 80 WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 [JA2 Thunder Settings] MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5 CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 ;****************************************************************************************************************************** ; Controls animation speed for faster movements in battle ; 1 = normal ; 0 = max speed ; Range: 0-1 ;****************************************************************************************************************************** [JA2 Turnbased Animation Speed Settings] PLAYER_TURN_SPEED_UP_FACTOR = 1 ENEMY_TURN_SPEED_UP_FACTOR = 1 CREATURE_TURN_SPEED_UP_FACTOR= 1 MILITIA_TURN_SPEED_UP_FACTOR = 1 CIVILIAN_TURN_SPEED_UP_FACTOR = 1 ;****************************************************************************************************************************** ; Allows militia to move on strategic map ; Allows militia reinforcements from near sectors ; Reinforcements only in cities ; Amount of troops that will be added to queens army when the troops pool is empty ;****************************************************************************************************************************** [JA2 Gameplay Settings] ALLOW_MILITIA_MOBILE_GROUPS = TRUE ALLOW_REINFORCEMENTS = TRUE ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 ;****************************************************************************************** ; Time when some global events occur ; ; default 35 ; default 50 ; default 70 ; Range: 0-100% ;****************************************************************************************** GAME_PROGRESS_START_MADLAB_QUEST = 35 GAME_PROGRESS_MIKE_AVALIABLE = 50 GAME_PROGRESS_IGGY_AVALIABLE = 70 ;****************************************************************************************** ; Additional multipliers for weapons damage. Use it if you don't want edit datafiles. ; Range: 0-100 ; 0 means no additional damage ; maximum damage is not more than 255 ;****************************************************************************************** EXPLOSIVES_DAMAGE_MULTIPLIER = 1 MELEE_DAMAGE_MULTIPLIER = 1 GUN_DAMAGE_MULTIPLIER = 1 ;****************************************************************************************** ;Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player, ;this is the chance the enemy will detect the player in adjacent sectors. This chance is associated ;with each side checked. Stationary groups do this check periodically. ;****************************************************************************************** EASY_ENEMY_STARTING_ALERT_LEVEL = 5 NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20 HARD_ENEMY_STARTING_ALERT_LEVEL = 60 INSANE_ENEMY_STARTING_ALERT_LEVEL = 80 ;****************************************************************************************** ;When an enemy spots and chases a player group, the alertness value decrements by this value. The ;higher the value, the less of a chance the enemy will spot and attack subsequent groups. This ;minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60). ;****************************************************************************************** EASY_ENEMY_STARTING_ALERT_DECAY = 75 NORMAL_ENEMY_STARTING_ALERT_DECAY = 50 HARD_ENEMY_STARTING_ALERT_DECAY = 25 INSANE_ENEMY_STARTING_ALERT_DECAY = 10 ;****************************************************************************************** ;The base time that the queen can think about reinforcements for refilling lost patrol groups, ;town garrisons, etc. She only is allowed one action per 'turn'. ;****************************************************************************************** EASY_TIME_EVALUATE_IN_MINUTES = 480 NORMAL_TIME_EVALUATE_IN_MINUTES = 360 HARD_TIME_EVALUATE_IN_MINUTES = 180 INSANE_TIME_EVALUATE_IN_MINUTES = 90 ;****************************************************************************************** ;The variance added on. ;****************************************************************************************** EASY_TIME_EVALUATE_VARIANCE = 240 NORMAL_TIME_EVALUATE_VARIANCE = 180 HARD_TIME_EVALUATE_VARIANCE = 120 INSANE_TIME_EVALUATE_VARIANCE = 60 ;****************************************************************************************** ;When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a ;limited amount of time. This essentially dumbs down the AI, making it less aggressive. ;****************************************************************************************** EASY_GRACE_PERIOD_IN_HOURS = 144 NORMAL_GRACE_PERIOD_IN_HOURS = 96 HARD_GRACE_PERIOD_IN_HOURS = 48 INSANE_GRACE_PERIOD_IN_HOURS = 6 ;****************************************************************************************** ;Defines how many days must pass before the queen is willing to refill a defeated patrol group. ;****************************************************************************************** EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16 NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12 HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8 INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2 ;****************************************************************************************** ;Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's ;forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable ;is what is used to determine the free checks. ;****************************************************************************************** EASY_NUM_AWARE_BATTLES = 1 NORMAL_NUM_AWARE_BATTLES = 2 HARD_NUM_AWARE_BATTLES = 3 INSANE_NUM_AWARE_BATTLES = 4 ;****************************************************************************************** ; 1. Base sight range for every person in game (default 13 tiles) (will be multiplied by 2) ; Range: 0-255 ; ; 2. Controls how rain affects visual distance ; Range: 0-100% ; ; 3. Enable/disable militia command on tactical map ; Range: TRUE/FALSE ;****************************************************************************************** [JA2 Tactical Settings] BASE_SIGHT_RANGE = 13 VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20 ALLOW_TACTICAL_MILITIA_COMMAND = TRUE ;****************************************************************************************** ; not implemented ; ;****************************************************************************************** ;[JA2 Tactical AI Settings] ;MAX_TOSS_SEARCH_DIST=3 ;****************************************************************************************** ; Change to increase volume for weapon sounds ; ; Range: 0-100% ; 0 = no change ; 100 = max volume ; ;****************************************************************************************** [JA2 Sound Settings] WEAPON_SOUND_EFFECTS_VOLUME = 0 ;****************************************************************************************** ; 1. Time in seconds for DeadLock delay, default 15 ; ; 2. Skip global strategic events (use to prevent game crashes) ; Range: TRUE/FALSE ;****************************************************************************************** [JA2 System Settings] DEAD_LOCK_DELAY = 10 ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE