Files
source/gamedir/Data/Ja2_Options.INI
T
Wanne 34bc85e344 new exe build (2147)
- added INI option for new tracer bullets (USE_BULLET_TRACERS)
- updated German.Items.xml
- fixed one spelling mistake in Items.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@999 4f8fa57e-7814-0410-bad4-adc449f26b7c
2008-05-12 11:00:59 +00:00

885 lines
44 KiB
INI

;******************************************************************************************************************************
; Jagged Alliance 2 v1.13
;******************************************************************************************************************************
;******************************************************************************************************************************
; 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.
;******************************************************************************************************************************
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change settings which uses the IMP generation
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Laptop Settings]
; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
MAX_IMP_CHARACTERS = 1
;******************************************************************************************************************************
; The following allow you to change how many and which slots from prof.dat are available for
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
; sets will work although the IMPs will be silent a lot of the time.
;
; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
; male and one female slot available.
;
; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
; slots 54-56) will be used instead.
;******************************************************************************************************************************
IMP_MALE_CHARACTER_COUNT = 3
IMP_FEMALE_CHARACTER_COUNT = 3
IMP_MALE_1 = 51
IMP_MALE_2 = 52
IMP_MALE_3 = 53
; The following are empty in standard JA2 1.13 but do not have full voice sets.
;IMP_MALE_4 = 169
;IMP_MALE_5 = 65
;IMP_MALE_6 = 71
;IMP_MALE_7 = 163
;IMP_MALE_8 = 164
IMP_FEMALE_1 = 54
IMP_FEMALE_2 = 55
IMP_FEMALE_3 = 56
;******************************************************************************************************************************
; 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 = 15
START_ATTRIBUTE = 55
;******************************************************************************************************************************
; 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.
; 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
;******************************************************************************************************************************
CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0
;******************************************************************************************************************************
; 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
;******************************************************************************************************************************
; The Following settings define if and how many mercenaries die while on assignment
; if they have not been hired.
;******************************************************************************************************************************
MERCS_DIE_ON_ASSIGNMENT = TRUE
EASY_MERC_DEATHS = 1
EXPERIENCED_MERC_DEATHS = 2
EXPERT_MERC_DEATHS = 3
INSANE_MERC_DEATHS = 4
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change system settings
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 System Settings]
; Time in seconds for DeadLock delay, default 30
; Do not set this too low!
; Increased because 1) deadlocks are significantly reduced, and 2) some actions actually take a while
DEAD_LOCK_DELAY = 30
; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change video settings
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Video Settings]
; If disabled the game will run faster
VERTICAL_SYNC = FALSE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change the animation speed
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Turnbased Animation Speed Settings]
;******************************************************************************************************************************
; Controls animation speed for faster movements in battle
; 1 = normal
; 0 = max speed
; Range: 0-1
;******************************************************************************************************************************
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
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change sounds settings
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Sound Settings]
;******************************************************************************************************************************
; Change to increase volume for weapon sounds
; Range: 0-100%
; 0 = no change
; 100 = max volume
;******************************************************************************************************************************
WEAPON_SOUND_EFFECTS_VOLUME = 0
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change some tactical settings
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Tactical Settings]
; This setting determines if items on enemy soldiers have to be seen by mercs after combat
; or if they automatically reveal themselves when combat is over.
REVEAL_ITEMS_AFTER_COMBAT = TRUE
; Enable/disable militia command on tactical map
; Range: TRUE/FALSE
ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
;******************************************************************************************************************************
; Bonus APs for Enemy Soldiers:
; Number of extra APs for enemy troops at the various difficulty levels
;******************************************************************************************************************************
NOVICE_AP_BONUS = 0
EXPERIENCED_AP_BONUS = 0
EXPERT_AP_BONUS = 0
INSANE_AP_BONUS = 0
;******************************************************************************************************************************
; Bonus for the player's mercs
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
; Do not set this higher than 50.
;******************************************************************************************************************************
PLAYER_AP_BONUS = 0
; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
; Range: 0-255
BASE_SIGHT_RANGE = 13
; Controls how rain affects visual distance
; Range: 0-100%
; 0% - no decrease
; 100% - max
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
; Enable/disable limited vision
; Range: TRUE/FALSE
ALLOW_LIMITED_VISION = FALSE
;******************************************************************************************************************************
; In this section you can enable enemy tooltips. To display the tooltip move the mouse over the enemy and press ALT.
;******************************************************************************************************************************
; Show information about selected person
; Range: TRUE/FALSE
ALLOW_SOLDIER_TOOL_TIPS = FALSE
;******************************************************************************************************************************
; The minimum amount of information that soldier tooltips will display
; 1 = Limited - are they wearing any armor (but not where), general type of weapon
; (but no mention of attachments), do they have a gas mask or NVG.
; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
; and visible weapon attachments, do they have a gas mask or NVG.
; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
;******************************************************************************************************************************
SOLDIER_TOOLTIP_DETAIL_LEVEL = 1
; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
DYNAMIC_SOLDIER_TOOLTIPS = TRUE
; Enable/disable individual lines of information within the tooltip
; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
;******************************************************************************************************************************
; This section controls Shift+F behaviour.
; Use this combination to to remove attachments and to unload all weapons in sector
;******************************************************************************************************************************
; Set this to false to keep weapons loaded.
; Note that loaded weapon can be stolen by militia or enemy.
SHIFT_F_UNLOAD_WEAPONS = TRUE
; Set this to false to keep item attachments.
; Unseparable attachments will not be removed.
SHIFT_F_REMOVE_ATTACHMENTS = TRUE
; Armor coverage
ENABLE_ARMOR_COVERAGE = FALSE
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change rain settings
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Rain Settings]
;******************************************************************************************************************************
; In this section you can enable the rain.
; 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)
;******************************************************************************************************************************
ALLOW_RAIN = FALSE
RAIN_CHANCE_PER_DAY = 40
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
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change thunder settings that appear in combination with rain
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Thunder Settings]
ALLOW_LIGHTNING = FALSE
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
;******************************************************************************************************************************
; -----------------------------------------------------------------------------------------------------------------------------
; In this section you can change global gameplay settings
; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
[JA2 Gameplay Settings]
;******************************************************************************************************************************
; 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
;******************************************************************************************************************************
; Game starting time and merc arrival delay
;
; The values are in seconds (3600 = 1 hour)
;
; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
;
; Do not change this setting after the game has started
; Do not set the values too low
;******************************************************************************************************************************
; Default value is 3600 (1am)
GAME_STARTING_TIME = 3600
; Default value is 21600 (7am)
FIRST_ARRIVAL_DELAY = 21600
;******************************************************************************************************************************
; 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 = FALSE
PRICE_MODIFIER = 10
;******************************************************************************************************************************
; Disables Pablo stealing things if set to TRUE
;******************************************************************************************************************************
; Default value is false
STEALING_FROM_SHIPMENTS_DISABLED = FALSE
;******************************************************************************************************************************
; Game progress weights
; Range: 0-100%
; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults
;******************************************************************************************************************************
; Default 25
GAME_PROGRESS_KILLS = 25
; Default 25
GAME_PROGRESS_CONTROL = 25
; Default 50
GAME_PROGRESS_INCOME = 50
; Sectors visited
GAME_PROGRESS_VISITED = 0
;******************************************************************************************************************************
; Time when some global events occur
; Range: 0-100%
;******************************************************************************************************************************
; Default 35
GAME_PROGRESS_START_MADLAB_QUEST = 35
; Default 50
GAME_PROGRESS_MIKE_AVAILABLE = 50
; Default 70
GAME_PROGRESS_IGGY_AVAILABLE = 70
;******************************************************************************************************************************
; Strategic Events on/off
;******************************************************************************************************************************
; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = FALSE
;******************************************************************************************************************************
; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
; Range: 0-100
; 0 means no additional damage
; 50 means 150% damage (100 + 50)
; maximum damage (internal) is 255
;******************************************************************************************************************************
EXPLOSIVES_DAMAGE_MULTIPLIER = 0
MELEE_DAMAGE_MULTIPLIER = 0
GUN_DAMAGE_MULTIPLIER = 0
;******************************************************************************************************************************
; 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 three 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
; Amount of troops avaliable to the queen at game start
NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 300
INSANE_QUEENS_POOL_OF_TROOPS = 450
; Initial group sizes for pre-placed garrisons when starting a new game
NOVICE_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 225
; Percent of troops converted to extra elites in enemy groups
EXPERIENCED_ELITE_BONUS = 0
EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50
; Minimum enemy group size
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 9
;******************************************************************************************************************************
; 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.
;******************************************************************************************************************************
NOVICE_ENEMY_STARTING_ALERT_LEVEL = 5
EXPERIENCED_ENEMY_STARTING_ALERT_LEVEL = 20
EXPERT_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).
;******************************************************************************************************************************
NOVICE_ENEMY_STARTING_ALERT_DECAY = 75
EXPERIENCED_ENEMY_STARTING_ALERT_DECAY = 50
EXPERT_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'.
;******************************************************************************************************************************
NOVICE_TIME_EVALUATE_IN_MINUTES = 480
EXPERIENCED_TIME_EVALUATE_IN_MINUTES = 360
EXPERT_TIME_EVALUATE_IN_MINUTES = 180
INSANE_TIME_EVALUATE_IN_MINUTES = 90
;******************************************************************************************************************************
; The variance added on.
;******************************************************************************************************************************
NOVICE_TIME_EVALUATE_VARIANCE = 240
EXPERIENCED_TIME_EVALUATE_VARIANCE = 180
EXPERT_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.
;******************************************************************************************************************************
NOVICE_GRACE_PERIOD_IN_HOURS = 144
EXPERIENCED_GRACE_PERIOD_IN_HOURS = 96
EXPERT_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.
;******************************************************************************************************************************
NOVICE_PATROL_GRACE_PERIOD_IN_DAYS = 16
EXPERIENCED_PATROL_GRACE_PERIOD_IN_DAYS = 12
EXPERT_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.
;******************************************************************************************************************************
NOVICE_NUM_AWARE_BATTLES = 1
EXPERIENCED_NUM_AWARE_BATTLES = 2
EXPERT_NUM_AWARE_BATTLES = 3
INSANE_NUM_AWARE_BATTLES = 4
;******************************************************************************************************************************
; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
;******************************************************************************************************************************
NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE
EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE
EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
;******************************************************************************************************************************
; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors
; and overall strategy. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool
; or enable unlimited reinforcements
;******************************************************************************************************************************
NOVICE_QUEEN_AGGRESSIVE = FALSE
EXPERIENCED_QUEEN_AGGRESSIVE = FALSE
EXPERT_QUEEN_AGGRESSIVE = FALSE
INSANE_QUEEN_AGGRESSIVE = TRUE
;******************************************************************************************************************************
; Settings for Strategic AI
;
; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of the city will come to investigate what
; happened when one of the city sectors is taken by player. It will happen only if the tactical view is active.
; This behavior was deactivated in original game.
;
; After the sector is taken by the player the game will check to see if there are any pending reinforcements for this sector.
; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
;******************************************************************************************************************************
ENEMY_INVESTIGATE_SECTOR = FALSE
REASSIGN_PENDING_REINFORCEMENTS = TRUE
;******************************************************************************************************************************
; 0 = Use default drop item system for enemies (militia).
; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in
; the option screen, to use the new drop system.
;******************************************************************************************************************************
ENEMIES_ITEM_DROP = 0
;******************************************************************************************************************************
; Should the game use the externalized sector loadscreens?
; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml.
; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.
;******************************************************************************************************************************
USE_EXTERNALIZED_LOADSCREENS = FALSE
;******************************************************************************************************************************
; Settings for mobile militia
;
; If you set MUST_TRAIN_MOBILE_MILITIA = TRUE
; Then you have to set ALLOW_MILITIA_MOBILE_GROUPS = TRUE
; as well. Otherwise you pay and get nothing. Also
; of note, you have to pay 2*MILITIA_TRAINING_COST
; for Mobile Militia Groups.
;******************************************************************************************************************************
; Delay ability to train mobile militia till this day
ALLOW_MILITIA_MOBILE_DELAY = 1
; Delay ability to train veteran militia till this day
TRAIN_VETERAN_MILITIA_DELAY = 1
; Allows the training of Veteran Militia
TRAIN_VETERAN_MILITIA = FALSE
; Allows militia to move on strategic map
ALLOW_MILITIA_MOBILE_GROUPS = FALSE
; Forces paying and training mobile militia.
MUST_TRAIN_MOBILE_MILITIA = FALSE
; Allows militia reinforcements from near sectors
ALLOW_REINFORCEMENTS = FALSE
; Allows militia reinforcements only in cities
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
; Amount of troops that will be added to queens army when the troops pool is empty
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
; Will create a squad each n hours (12 for example). Should divide 24 without remainder
CREATE_EACH_N_HOURS = 24
; Divisor for mobile group size
DIV_OF_ORIGINAL_MILITIA = 4
; Minimum possible militia squad size
MINIMUM_MILITIA_SQUAD_SIZE = 5
; Maximum possible militia squad size
MAXIMUM_MILITIA_SQUAD_SIZE = 20
;******************************************************************************************************************************
; 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
; Price Modifier for training Mobile Militia
MILITIA_COST_MODIFIER = 3
; Price Modifier for Promoting to Regular
REGULAR_COST_MODIFIER = 1
; Price Modifier for Promoting to Veteran
VETERAN_COST_MODIFIER = 2
MIN_LOYALTY_TO_TRAIN = 20
; This setting will restrict your roaming militia from entering any sectors
; defined in RestrictedRoamingMilitia.xml
RESTRICT_ROAMING = FALSE
;******************************************************************************************************************************
; Repairing
;******************************************************************************************************************************
; Number we divide the total pts accumlated per day by for each assignment period
; Higher number = slower repair rate
ASSIGNMENT_UNITS_PER_DAY = 24
;******************************************************************************************************************************
; Assignment Settings:
; The following settings control various rates/speeds/effectiveness
; of the different merc assignments (repair, train, doctor, etc)
;******************************************************************************************************************************
; The amount time must be on assignment before it can have any effect
; Theoretically, everything will go faster if this is lower...
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
;******************************************************************************************************************************
; Skill Training
;******************************************************************************************************************************
; Min value required to train a skill
TRAINING_SKILL_MIN = 1
; Max value to which a skill can be trained
TRAINING_SKILL_MAX = 85
; Divisor for rate of self-training; reduce to speed all skill training
SELF_TRAINING_DIVISOR = 1000
; The divisor for rate of training bonus due to instructors influence
; Reduce to speed trainer/student training
; This value gets added to the self training divisor when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
; The bonus to training in marksmanship in the Alma gun range sector
GUN_RANGE_TRAINING_BONUS = 25
;******************************************************************************************************************************
; Militia Training
;******************************************************************************************************************************
; This controls how fast town militia gets trained
MILITIA_TRAINING_RATE = 4
; Limits the number of mercs assigned to militia training in a single sector
MAX_MILITIA_TRAINERS_PER_SECTOR = 2
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
; Also applies to training militia
TEACH_BONUS_TO_TRAIN = 30
; Militia training bonus for RPC (percentage points)
; RPCs (Ira, Miguel, etc) train militia a bit faster
RPC_BONUS_TO_TRAIN_MILITIA = 10
; The minimum skill rating that is need to teach a fellow teammate
MIN_RATING_TO_TEACH = 25
;******************************************************************************************************************************
; Doctoring
; for reference: OKLIFE = 15
;******************************************************************************************************************************
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working
LOW_ACTIVITY_LEVEL = 1
MEDIUM_ACTIVITY_LEVEL = 4
HIGH_ACTIVITY_LEVEL = 12
; Increase to reduce doctoring pts, or vice versa
; At 2400, the theoretical maximum is 150 full healing pts/day
DOCTORING_RATE_DIVISOR = 2400
; How many points of healing each hospital patients gains per hour in the hospital
; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
HOSPITAL_HEALING_RATE = 5
; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
; Multiplier for skill needed for each point below OKLIFE
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
; Number of pts needed for each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
; Cost to unjam a weapon in repair pts
REPAIR_COST_PER_JAM = 2
; Increase to reduce repair pts, or vice versa
REPAIR_RATE_DIVISOR = 2500
;******************************************************************************************************************************
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
;******************************************************************************************************************************
DYNAMIC_AMMO_WEIGHT = FALSE
;******************************************************************************************************************************
; The following options require a new game in order to work:
;******************************************************************************************************************************
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
ENABLE_CREPITUS = TRUE
; Determines whether all the terrorists are available, or whether they're chosen at random (default)
ENABLE_ALL_TERRORISTS = FALSE
; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
ENABLE_ALL_WEAPON_CACHES = FALSE
; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
; Can be switched in the middle of your campagin, but will break weapon balance in such case.
; It's better to change this before starting a new game
SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
;******************************************************************************************************************************
; Vehicle Inventory
;******************************************************************************************************************************
VEHICLE_INVENTORY = FALSE
;******************************************************************************************************************************
; If the game difficult level is INSANE, the game progress is above 25% and the
; enemy outnumbers the players, then there is a chance of the enemies ambushing the group
; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
;******************************************************************************************************************************
; INFO: In svn release exe this property is always set to TRUE until a new exe will be released!
; ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
;******************************************************************************************************************************
; Slay Forever
;******************************************************************************************************************************
SLAY_FOREVER = FALSE
;******************************************************************************************************************************
; Loose round reload system.
; AP_COST_PER_ROUND represents the AP cost to reload a single round of ammunition
; WRONG_MAG_MULT is the multiplier applied to reload AP cost when trying to reload from an improper sized mag
;******************************************************************************************************************************
AP_COST_PER_ROUND = 2
WRONG_MAG_MULT = 1.5
;******************************************************************************************************************************
; Allow the item description and stack popup windows to be accessed from the sector inventory panel
;******************************************************************************************************************************
ALLOW_SECTOR_DESCRIPTION_WINDOW = FALSE
;******************************************************************************************************************************
; Use the new bullet tracer animation instead of the classic bullet animation?
;******************************************************************************************************************************
USE_BULLET_TRACERS = FALSE