mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
New Features: - Headrock's HAM 2.8: - Zathras' Multiplayer UI Patch Bugfixes: - New option "Force turn mode" is always disabled when playing a multiplayer game - Max Merc limit in multiplayer was not evaluated when hiring merc - Press "ESC" while green progress bar on laptop loads -> Buttons are still visible although Laptop is closes - Fixed szSoundEffects definition - Minor fix to allow the bullet graphic to render properly when the shopkeeper panel is open. - Fixed a bug when creating the application, it was only possible to start ONE instance of the game. Now it is possible to start as many instances of the game you would like. - Temporary fix for game freeze when a path contains duplicate tiles Also non English Versions (German and Russian) of ja2.exe are available How to update these Versions from SVN, take a look at the Bears Pit thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1104 4f8fa57e-7814-0410-bad4-adc449f26b7c
1354 lines
74 KiB
INI
1354 lines
74 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
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; By default, the values below are the values present in the 9-14-05 release of the code.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;General Guidelines:
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
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;
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; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
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;
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; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
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;
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; MAX_STRATEGIC_TEAM_SIZE >= 20
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;
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; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
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;
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; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _ELITE_BONUS = 1-100 (percentages)
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;
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; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
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; decide to change anything in this file, it's recommended that you make a backup copy
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; before you make the changes.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change settings which uses the IMP generation
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Laptop Settings]
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; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
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MAX_IMP_CHARACTERS = 1
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;******************************************************************************************************************************
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; The following allow you to change how many and which slots from prof.dat are available for
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; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
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; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
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; sets will work although the IMPs will be silent a lot of the time.
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;
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; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
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; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
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; male and one female slot available.
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;
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; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
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; slots 54-56) will be used instead.
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;******************************************************************************************************************************
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IMP_MALE_CHARACTER_COUNT = 3
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IMP_FEMALE_CHARACTER_COUNT = 3
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IMP_MALE_1 = 51
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IMP_MALE_2 = 52
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IMP_MALE_3 = 53
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; The following are empty in standard JA2 1.13 but do not have full voice sets.
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;IMP_MALE_4 = 169
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;IMP_MALE_5 = 65
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;IMP_MALE_6 = 71
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;IMP_MALE_7 = 163
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;IMP_MALE_8 = 164
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IMP_FEMALE_1 = 54
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IMP_FEMALE_2 = 55
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IMP_FEMALE_3 = 56
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;******************************************************************************************************************************
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; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
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; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
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; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
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; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
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; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
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; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
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; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
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; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
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; start out as. Currently in game it is set to 55.
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;******************************************************************************************************************************
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MIN_ATTRIBUTE_POINT = 35
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MAX_ATTRIBUTE_POINT = 85
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IMPATTRIBUTEPOINTS = 30
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MAX_ZERO_BONUS = 15
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START_ATTRIBUTE = 55
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;******************************************************************************************************************************
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; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
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; your IMP Mercs.
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;
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; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP
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; Merc.
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; Here are the valid settings for personalities and Attitudes:
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;
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; PERSONALITIES:
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;
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; Normal = 0
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; Heat Intolerant = 1
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; Nervous = 2
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; Claustrophobic = 3
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; NonSwimmer = 4
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; Fear of Insects = 5
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; Forgetful = 6
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; Psycho = 7
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;
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; ATTITUDES:
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;
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; NORMAL = 0
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; FRIENDLY = 1
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; LONER = 2
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; OPTIMIST = 3
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; PESSIMIST = 4
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; AGGRESSIVE = 5
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; ARROGANT = 6
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; BIG_SHOT = 7
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; ASSHOLE = 8
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; COWARD = 9
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;******************************************************************************************************************************
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CUSTOM_PERSONALITY = 0
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CUSTOM_ATTITUDE = 0
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;******************************************************************************************************************************
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; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
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; opens the website up on day one.
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;
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; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
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; This will include any future MERC Mercs that are added.
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;******************************************************************************************************************************
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MERC_AVAILABLE_DAY_ONE = FALSE
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ALL_MERCS_AT_MERC = FALSE
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;******************************************************************************************************************************
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; The Following settings define if and how many mercenaries die while on assignment
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; if they have not been hired.
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;******************************************************************************************************************************
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MERCS_DIE_ON_ASSIGNMENT = TRUE
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EASY_MERC_DEATHS = 1
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EXPERIENCED_MERC_DEATHS = 2
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EXPERT_MERC_DEATHS = 3
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INSANE_MERC_DEATHS = 4
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change system settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 System Settings]
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; Time in seconds for DeadLock delay, default 30
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; Do not set this too low!
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; Increased because 1) deadlocks are significantly reduced, and 2) some actions actually take a while
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DEAD_LOCK_DELAY = 30
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; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
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ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
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; Automatically try to save when an assertion failure occurs
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AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change video settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Video Settings]
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; If disabled the game will run faster
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VERTICAL_SYNC = FALSE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change the animation speed
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Turnbased Animation Speed Settings]
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;******************************************************************************************************************************
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; Controls animation speed for faster movements in battle
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; 1 = normal
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; 0 = max speed
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; Range: 0-1
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;******************************************************************************************************************************
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PLAYER_TURN_SPEED_UP_FACTOR = 1
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ENEMY_TURN_SPEED_UP_FACTOR = 1
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CREATURE_TURN_SPEED_UP_FACTOR = 1
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MILITIA_TURN_SPEED_UP_FACTOR = 1
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CIVILIAN_TURN_SPEED_UP_FACTOR = 1
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change sounds settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Sound Settings]
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;******************************************************************************************************************************
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; Change to increase volume for weapon sounds
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; Range: 0-100%
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; 0 = no change
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; 100 = max volume
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;******************************************************************************************************************************
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WEAPON_SOUND_EFFECTS_VOLUME = 0
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change some tactical settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Tactical Settings]
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; This setting determines if items on enemy soldiers have to be seen by mercs after combat
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; or if they automatically reveal themselves when combat is over.
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REVEAL_ITEMS_AFTER_COMBAT = TRUE
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; Enable/disable militia command on tactical map
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; Range: TRUE/FALSE
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ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
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;******************************************************************************************************************************
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; Bonus APs for Enemy Soldiers:
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; Number of extra APs for enemy troops at the various difficulty levels
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;******************************************************************************************************************************
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NOVICE_AP_BONUS = 0
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EXPERIENCED_AP_BONUS = 0
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EXPERT_AP_BONUS = 0
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INSANE_AP_BONUS = 0
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;******************************************************************************************************************************
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; Bonus for the player's mercs
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; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
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; Do not set this higher than 50.
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;******************************************************************************************************************************
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PLAYER_AP_BONUS = 0
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; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
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; Range: 0-255
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BASE_SIGHT_RANGE = 13
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; Controls how rain affects visual distance
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; Range: 0-100%
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; 0% - no decrease
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; 100% - max
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VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
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; Enable/disable limited vision
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; Range: TRUE/FALSE
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ALLOW_LIMITED_VISION = FALSE
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;******************************************************************************************************************************
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; In this section you can enable enemy tooltips. To display the tooltip move the mouse over the enemy and press ALT.
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;******************************************************************************************************************************
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; Show information about selected person
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; Range: TRUE/FALSE
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ALLOW_SOLDIER_TOOL_TIPS = FALSE
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;******************************************************************************************************************************
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; The minimum amount of information that soldier tooltips will display
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; 1 = Limited - are they wearing any armor (but not where), general type of weapon
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; (but no mention of attachments), do they have a gas mask or NVG.
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; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
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; and visible weapon attachments, do they have a gas mask or NVG.
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; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
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; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
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;******************************************************************************************************************************
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SOLDIER_TOOLTIP_DETAIL_LEVEL = 1
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; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
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; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
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DYNAMIC_SOLDIER_TOOLTIPS = TRUE
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; Enable/disable individual lines of information within the tooltip
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; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
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; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
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SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
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SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
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SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
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SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
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;******************************************************************************************************************************
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; This section controls Shift+F behaviour.
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; Use this combination to to remove attachments and to unload all weapons in sector
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;******************************************************************************************************************************
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; Set this to false to keep weapons loaded.
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; Note that loaded weapon can be stolen by militia or enemy.
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SHIFT_F_UNLOAD_WEAPONS = TRUE
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; Set this to false to keep item attachments.
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; Unseparable attachments will not be removed.
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SHIFT_F_REMOVE_ATTACHMENTS = TRUE
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; Armor coverage
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ENABLE_ARMOR_COVERAGE = FALSE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change rain settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Rain Settings]
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;******************************************************************************************************************************
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; In this section you can enable the rain.
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; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
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; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
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; with lightning)
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; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
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;******************************************************************************************************************************
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ALLOW_RAIN = FALSE
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RAIN_CHANCE_PER_DAY = 40
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RAIN_MIN_LENGTH_IN_MINUTES = 60
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RAIN_MAX_LENGTH_IN_MINUTES = 180
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MAX_RAIN_DROPS = 80
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WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
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BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change thunder settings that appear in combination with rain
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Thunder Settings]
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ALLOW_LIGHTNING = FALSE
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MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
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MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
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MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
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MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
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PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
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CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change global gameplay settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Gameplay Settings]
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;******************************************************************************************************************************
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; These are the Starting cash values for the various difficulties.
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; The only restriction with these, is the INT32 they are stored in.
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;******************************************************************************************************************************
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NOVICE_CASH = 45000
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EXPERIENCED_CASH = 35000
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EXPERT_CASH = 30000
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INSANE_CASH = 15000
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;******************************************************************************************************************************
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; Game starting time and merc arrival delay
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;
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; The values are in seconds (3600 = 1 hour)
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;
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; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
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; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
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;
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; Do not change this setting after the game has started
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; Do not set the values too low
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;******************************************************************************************************************************
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; Default value is 3600 (1am)
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GAME_STARTING_TIME = 3600
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; Default value is 21600 (7am)
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FIRST_ARRIVAL_DELAY = 21600
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;******************************************************************************************************************************
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; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
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; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
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; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
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; Valid ranges for PRICE_MODIFIER are 1-100.
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;******************************************************************************************************************************
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CAN_SELL_ALT_LMB = FALSE
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PRICE_MODIFIER = 10
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;******************************************************************************************************************************
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; Disables Pablo stealing things if set to TRUE
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;******************************************************************************************************************************
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; Default value is false
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STEALING_FROM_SHIPMENTS_DISABLED = FALSE
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;******************************************************************************************************************************
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; Game progress weights
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; Range: 0-100%
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; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults
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;******************************************************************************************************************************
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; Default 25
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GAME_PROGRESS_KILLS = 25
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; Default 25
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GAME_PROGRESS_CONTROL = 25
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; Default 50
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GAME_PROGRESS_INCOME = 50
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; Sectors visited
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GAME_PROGRESS_VISITED = 0
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; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults
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; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment.
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; These values will also affect the inventory at Bobby Rays because it is based off game progress.
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;
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; The minimum acts as a floor value for the in-game progress, i.e., until the normally computed progress surpasses
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; it this value is used as the game progress.
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GAME_PROGRESS_MINIMUM = 0
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; The increment is just added to the normally computed game progress but of course cannot make it higher than 100%
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GAME_PROGRESS_INCREMENT = 0
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; The starting level of IMP mercs, 1 through 7, default is 1
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IMP_STARTING_LEVEL = 1
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; If TRUE Shift-N will switch to best night vision goggles at night and best sunglasses during the day
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; If FALSE whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
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SMART_GOGGLE_SWITCH = FALSE
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|
|
|
; If TRUE when a character finds a mine they will automatically put a blue flag there without asking
|
|
; If FALSE when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
|
|
AUTOMATICALLY_FLAG_MINES = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; 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
|
|
|
|
;******************************************************************************************************************************
|
|
; Use these to adjust the numbers of various sorts of "people" that can appear on one map.
|
|
;******************************************************************************************************************************
|
|
; Player mercs, valid values 16 through 32, default is 24
|
|
MAX_NUMBER_PLAYER_MERCS = 24
|
|
; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
|
|
MAX_NUMBER_PLAYER_VEHICLES = 2
|
|
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
|
|
MAX_NUMBER_ENEMIES = 32
|
|
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
|
|
MAX_NUMBER_CREATURES = 32
|
|
; Rebels (i.e., militia), valid values 16 through 64, default is 32
|
|
MAX_NUMBER_REBELS = 32
|
|
; Civilians, valid values 16 through 40, default is 32
|
|
MAX_NUMBER_CIVS = 32
|
|
|
|
;******************************************************************************************************************************
|
|
; 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
|
|
|
|
; This is not used yet
|
|
NEW_AGGRESSIVE_AI = FALSE
|
|
; 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
|
|
;******************************************************************************************************************************
|
|
; Merchant coolness settings
|
|
; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
|
|
; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better)
|
|
;******************************************************************************************************************************
|
|
|
|
TONY_USES_BR_SETTING = FALSE
|
|
DEVIN_USES_BR_SETTING = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; 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
|
|
;******************************************************************************************************************************
|
|
|
|
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Slay Forever
|
|
;******************************************************************************************************************************
|
|
|
|
SLAY_FOREVER = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; 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
|
|
|
|
;******************************************************************************************************************************
|
|
; Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
|
|
; If set to TRUE, female enemies will only occur as Elites in the army.
|
|
;******************************************************************************************************************************
|
|
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; Use the Enhanced Description Box instead of the old one?
|
|
; 0 = Both Strategic and Tactical
|
|
; 1 = Strategic only
|
|
; 2 = Tactical only
|
|
;******************************************************************************************************************************
|
|
USE_ENHANCED_DESCRIPTION_BOX = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; Use the file "prof.dat" for all difficult settings instead of the specific ones.
|
|
;******************************************************************************************************************************
|
|
ALWAYS_USE_PROF_DAT = FALSE
|
|
|
|
|
|
[JA2 HAM Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;******************************************************************************************************************************
|
|
|
|
MINE_INCOME_PERCENTAGE = 100
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
|
|
; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
|
|
;
|
|
; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
|
|
; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
|
|
; 100.
|
|
; With Divisor 2, we get a 1/200 ratio.
|
|
; With Divisor 10, we get a 1/1000 ratio. And so on.
|
|
;******************************************************************************************************************************
|
|
|
|
MAXIMUM_POSSIBLE_CTH = 99
|
|
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_THROUGH_VISITED_SECTORS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
; 1 = The suppression counter is cleared at the start of the character's turn.
|
|
; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression.
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
CLEAR_SUPPRESSION_COUNTER = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
; 0 = No suppression at all.
|
|
;
|
|
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
|
;******************************************************************************************************************************
|
|
|
|
SUPPRESSION_EFFECTIVENESS = 120
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;
|
|
; Range is 0 to 255. I wouldn't raise it that far if I were you, though. Could cause crashes.
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
MAX_SUPPRESSION_AP_LOSS_PER_TURN = 50
|
|
|
|
MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: This is the absolute minimum number of APs a character can reach due to suppression. Naturally, it can be negative
|
|
; (negative values carry over to the next turn).
|
|
;
|
|
; Range = -128 to +128. Of course, a value of 20 or more would probably render suppression useless. Keep a bit below 0 for best
|
|
; results.
|
|
;******************************************************************************************************************************
|
|
|
|
MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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).
|
|
;
|
|
; FALSE = No Suppression Shock.
|
|
; TRUE = activated.
|
|
;******************************************************************************************************************************
|
|
|
|
SUPPRESSION_SHOCK = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
; the limit), but please note that very high suppression may cause a character to surpass the limit and take a while before they
|
|
; can even fire a shot again at more than minimum CTH.
|
|
;
|
|
; Range is 0 (no suppression shock) to 65535 (65535% effect). 100 is "normal" effect.
|
|
; PLEASE PLEASE don't mess around - use values no higher than 300%, otherwise you risk throwing game balance out of whack.
|
|
; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway.
|
|
;******************************************************************************************************************************
|
|
|
|
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
|
|
; 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.
|
|
;
|
|
; Set to 0 to turn off "Cowering". By doing so, you'll also reduce the frequency of enemies dropping - the trained mercs will
|
|
; still drop, but will also remain more accurate.
|
|
;******************************************************************************************************************************
|
|
|
|
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
|
|
; "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
|
|
; out of the way. They will subsequently also become more shocked.
|
|
;******************************************************************************************************************************
|
|
|
|
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
|
|
; 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).
|
|
;******************************************************************************************************************************
|
|
|
|
AP_LOST_PER_MORALE_DROP = 3
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: The next three settings control realistic tracer fire.
|
|
;
|
|
; REALISTIC_TRACERS: Toggle Realistic Tracers.
|
|
; 0 = off (regular tracers).
|
|
; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
|
|
; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
|
|
;
|
|
; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any magazine. 0 = no tracers. 1 = every bullet
|
|
; is a tracer. 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
|
|
;
|
|
; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
|
|
; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
|
|
; seriously, keep it around 20, willya?
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
REALISTIC_TRACERS = 2
|
|
|
|
NUM_BULLETS_PER_TRACER = 5
|
|
|
|
CTH_BUMP_PER_TRACER = 10
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
; Aiming level 1-4 = increased by 1 AP per aiming point as normal
|
|
; Aiming level 5-6 = 4 AP + 2 for each aiming point beyond 4
|
|
; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
|
|
;******************************************************************************************************************************
|
|
|
|
INCREASED_AIM_COST = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;******************************************************************************************************************************
|
|
|
|
MAXIMUM_SUPPRESSION_SHOCK = 30
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
; 3 = New Autofire CTH Bars only
|
|
;******************************************************************************************************************************
|
|
|
|
NEW_BURST-AUTO_CTH_BARS = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression
|
|
; values above. Otherwise, you'll want to turn this on, otherwise the AI will be very stupid about suppressing you, and about
|
|
; running away from suppression fire.
|
|
;******************************************************************************************************************************
|
|
|
|
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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
|
|
; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
|
|
;
|
|
; Double the values, and progression will get become as slow. Half them, it becomes twice as fast.
|
|
; Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
|
;
|
|
; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
|
|
; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
|
|
; campaign, or suffer(??) the consequences!!
|
|
;******************************************************************************************************************************
|
|
|
|
SKILLS_SUBPOINTS_TO_IMPROVE = 25
|
|
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
|
|
; 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
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;******************************************************************************************************************************
|
|
|
|
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 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)
|
|
;******************************************************************************************************************************
|
|
|
|
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
|
|
; 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)
|
|
;******************************************************************************************************************************
|
|
|
|
DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;
|
|
; Range 0 to 100.
|
|
; 0 = JA2 default, militia will always try to join up into the largest groups possible.
|
|
; 100 = Militia will always average out with one another, eventually spreading out in groups of half the maximum size over a
|
|
; large area. Naturally, if you keep training militia, they'll eventually fill up, but until then they will try to stay average
|
|
; with each other as much as possible.
|
|
; 50 = Militia will join up into large groups only half of the time. This will create a situation where there are several large
|
|
; groups of militia in different places at different times, while most groups are smaller.
|
|
;******************************************************************************************************************************
|
|
|
|
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
|
|
; 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.
|
|
;
|
|
; Range: 1 to 255
|
|
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
|
|
; cowering at all.
|
|
;******************************************************************************************************************************
|
|
|
|
CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
|
|
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3
|
|
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
|
|
; 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
|
|
; possible set this higher (200 should be nice. 300 tactically resembles JA2, sort of).
|
|
;
|
|
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
|
|
; cowering at all.
|
|
;******************************************************************************************************************************
|
|
|
|
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
;
|
|
; Range: 0 to 65535. A value of 0 means that there is no flat limit (except what's imposed by other limits for suppression shock
|
|
; and cowering, if applicable)
|
|
;******************************************************************************************************************************
|
|
|
|
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.
|
|
;
|
|
; 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!)
|
|
; 2 = Militia can drop their equipment regardless of who killed them.
|
|
;
|
|
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
|
|
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
|
|
; (or none at all).
|
|
;******************************************************************************************************************************
|
|
|
|
MILITIA_DROP_EQUIPMENT = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: 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.
|
|
; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
|
|
; 1 = Both options on.
|
|
;
|
|
; Different combinations may cause training to function differently from what you'd expect. I suggest setting both of these to
|
|
; 1, or both to 0, but feel free to experiment.
|
|
;******************************************************************************************************************************
|
|
|
|
SMART_TRAINING-SLEEP_HANDLER = 1
|
|
SMART_TRAINING-WAKE_HANDLER = 1
|
|
|
|
;******************************************************************************************************************************
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|
; HEADROCK: This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
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;
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; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
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; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
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; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
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; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
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; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
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; 1 = Both options on.
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;
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; Notice that if set to 1 or 3, students will NOT study while all trainers are asleep! They'll only study if there's a
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; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
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;******************************************************************************************************************************
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SMART_TRAINING_REST = 1
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