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524 lines
18 KiB
INI
524 lines
18 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2: 1.13 MOD Release Version 2006.05.26 Build 124
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;******************************************************************************************************************************
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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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;******************************************************************************************************************************
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;General Guidelines:
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;
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;
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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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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;
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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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[Options]
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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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; 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 = TRUE
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PRICE_MODIFIER = 4
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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 = 35
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START_ATTRIBUTE = 55
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;******************************************************************************************************************************
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; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
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; Keep in Mind That there is not enough room on the strategic map to display more than 20
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; Militia per sector correctly(could possibly change) but they will still be there to defend,
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; and you can still train them, and it will still cost you.
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; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
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; MILITIA_TRAINING_COST which is the cost of training militia.
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; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
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;******************************************************************************************************************************
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MAX_MILITIA_PER_SECTOR = 20
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MAX_TRAINING_SQUAD_SIZE = 10
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MILITIA_TRAINING_COST = 750
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MIN_LOYALTY_TO_TRAIN = 20
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;******************************************************************************************************************************
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; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
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;
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; Basically the 1st set are the number of available troops the queen starts with in her
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; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
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; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels.
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; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
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; wants to travel with. And this option right under the comments, this is the largest size an
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; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
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; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
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; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
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; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
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; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
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; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
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;******************************************************************************************************************************
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MAX_STRATEGIC_TEAM_SIZE = 20
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NOVICE_QUEENS_POOL_OF_TROOPS = 150
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EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
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EXPERT_QUEENS_POOL_OF_TROOPS = 400
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INSANE_QUEENS_POOL_OF_TROOPS = 8000
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EASY_INITIAL_GARRISON_PERCENTAGES = 70
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EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
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EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
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INSANE_INITIAL_GARRISON_PERCENTAGES = 200
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EXPERT_ELITE_BONUS = 25
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INSANE_ELITE_BONUS = 50
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NOVICE_MIN_ENEMY_GROUP_SIZE = 3
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EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
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EXPERT_MIN_ENEMY_GROUP_SIZE = 6
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INSANE_MIN_ENEMY_GROUP_SIZE = 8
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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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; 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. This option does not work with USE_RANDOM_PERSONALITY, it won't be random at all. Another Note
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: before I get on with the valid settings for these two options, The INI file is NOW read at the beginning
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; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you
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; Will need to save and exit the game, change the settings and then start the game back up to create the next
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; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do.
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;
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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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USE_RANDOM_PERSONALITY = FALSE
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CUSTOM_PERSONALITY = 0
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CUSTOM_ATTITUDE = 0
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;******************************************************************************************************************************
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; In this section you can enable/disable vertical synchronisation
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; If disabled the game will run faster
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;******************************************************************************************************************************
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[JA2 Screen Resolution Settings]
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VERTICAL_SYNC = FALSE
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;******************************************************************************************************************************
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; In this section you can enable the weather effects (rain & storms).
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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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[JA2 Rain Settings]
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ALLOW_RAIN = TRUE
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RAIN_CHANCE_PER_DAY = 100
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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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[JA2 Thunder Settings]
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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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; 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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[JA2 Turnbased Animation Speed Settings]
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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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; Allows militia to move on strategic map
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; Allows militia reinforcements from near sectors
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; Reinforcements only in cities
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; Amount of troops that will be added to queens army when the troops pool is empty
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;******************************************************************************************************************************
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[JA2 Gameplay Settings]
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ALLOW_MILITIA_MOBILE_GROUPS = TRUE
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ALLOW_REINFORCEMENTS = TRUE
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
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;******************************************************************************************
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; Time when some global events occur
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;
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; default 35
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; default 50
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; default 70
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; Range: 0-100%
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;******************************************************************************************
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GAME_PROGRESS_START_MADLAB_QUEST = 35
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GAME_PROGRESS_MIKE_AVALIABLE = 50
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GAME_PROGRESS_IGGY_AVALIABLE = 70
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;******************************************************************************************
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; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
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; Range: 0-100
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; 0 means no additional damage
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; maximum damage is not more than 255
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;******************************************************************************************
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EXPLOSIVES_DAMAGE_MULTIPLIER = 1
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MELEE_DAMAGE_MULTIPLIER = 1
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GUN_DAMAGE_MULTIPLIER = 1
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;******************************************************************************************
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;Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
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;this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
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;with each side checked. Stationary groups do this check periodically.
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;******************************************************************************************
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EASY_ENEMY_STARTING_ALERT_LEVEL = 5
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NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
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HARD_ENEMY_STARTING_ALERT_LEVEL = 60
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INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
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;******************************************************************************************
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;When an enemy spots and chases a player group, the alertness value decrements by this value. The
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;higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
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;minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
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;******************************************************************************************
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EASY_ENEMY_STARTING_ALERT_DECAY = 75
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NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
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HARD_ENEMY_STARTING_ALERT_DECAY = 25
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INSANE_ENEMY_STARTING_ALERT_DECAY = 10
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;******************************************************************************************
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;The base time that the queen can think about reinforcements for refilling lost patrol groups,
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;town garrisons, etc. She only is allowed one action per 'turn'.
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;******************************************************************************************
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EASY_TIME_EVALUATE_IN_MINUTES = 480
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NORMAL_TIME_EVALUATE_IN_MINUTES = 360
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HARD_TIME_EVALUATE_IN_MINUTES = 180
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INSANE_TIME_EVALUATE_IN_MINUTES = 90
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;******************************************************************************************
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;The variance added on.
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;******************************************************************************************
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EASY_TIME_EVALUATE_VARIANCE = 240
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NORMAL_TIME_EVALUATE_VARIANCE = 180
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HARD_TIME_EVALUATE_VARIANCE = 120
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INSANE_TIME_EVALUATE_VARIANCE = 60
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;******************************************************************************************
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;When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
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;limited amount of time. This essentially dumbs down the AI, making it less aggressive.
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;******************************************************************************************
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EASY_GRACE_PERIOD_IN_HOURS = 144
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NORMAL_GRACE_PERIOD_IN_HOURS = 96
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HARD_GRACE_PERIOD_IN_HOURS = 48
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INSANE_GRACE_PERIOD_IN_HOURS = 6
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;******************************************************************************************
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;Defines how many days must pass before the queen is willing to refill a defeated patrol group.
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;******************************************************************************************
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EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
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NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
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HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
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INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
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;******************************************************************************************
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;Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
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;forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
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;is what is used to determine the free checks.
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;******************************************************************************************
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EASY_NUM_AWARE_BATTLES = 1
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NORMAL_NUM_AWARE_BATTLES = 2
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HARD_NUM_AWARE_BATTLES = 3
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INSANE_NUM_AWARE_BATTLES = 4
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;******************************************************************************************
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; 1. 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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;
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; 2. Controls how rain affects visual distance
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; Range: 0-100%
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;
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; 3. Enable/disable militia command on tactical map
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; Range: TRUE/FALSE
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;******************************************************************************************
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[JA2 Tactical Settings]
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BASE_SIGHT_RANGE = 13
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VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
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ALLOW_TACTICAL_MILITIA_COMMAND = TRUE
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;******************************************************************************************
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; not implemented
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;
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;******************************************************************************************
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;[JA2 Tactical AI Settings]
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;MAX_TOSS_SEARCH_DIST=3
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;******************************************************************************************
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; Change to increase volume for weapon sounds
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;
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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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;******************************************************************************************
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[JA2 Sound Settings]
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WEAPON_SOUND_EFFECTS_VOLUME = 0
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;******************************************************************************************
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; 1. Time in seconds for DeadLock delay, default 15
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;
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; 2. Skip global strategic events (use to prevent game crashes)
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; Range: TRUE/FALSE
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;******************************************************************************************
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[JA2 System Settings]
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DEAD_LOCK_DELAY = 10
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ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
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