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source/gamedir/Data/Ja2_Options.INI
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INI

;******************************************************************************************************************************
; Jagged Alliance 2 v1.13
;******************************************************************************************************************************
; This file controls various settings which have been added to the game by the 1.13 mod.
;
; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate
; features unique to 1.13.
;
; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change
; something unless you know what you're doing, or are willing to experiment.
;
; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use,
; and contains more detailed descriptions of each setting and its effect.
;
; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning
; when the game is started, but at worst a default value will be used instead of the wrong one.
; If any lines are removed from this file, the game will always use a default value.
;
; Adding new settings requires changing the game's code.
;
;
;------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------
; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes!
;------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------
;
; General Guidelines:
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
;
; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
;
; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
;
; MAX_STRATEGIC_TEAM_SIZE >= 20
;
; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
;
; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
;
; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
;
; _ELITE_BONUS = 1-100 (percentages)
;
;------------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
;******************************************************************************************************************************
; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### ####
; # # ## # # # # # # # # # # # # ## # # #
; # ## #### # ## #### ### #### # #### #### # # # # ## # ## ####
; # # # # # # # # # # # # # # # # # # # # #
; #### #### # # #### # # # # #### #### #### # # ### # # #### ####
;******************************************************************************************************************************
;******************************************************************************************************************************
[System Limit Settings]
;******************************************************************************************************************************
; These settings control some program limits.
; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; This is the max number of mercs and vehicles you can recruit.
;
; PLEASE NOTE:
; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
; To load any "broken" savegames, simply revert to your original settings.
;------------------------------------------------------------------------------------------------------------------------------
; Player mercs, valid values 16 through 32, default is 24
MAX_NUMBER_PLAYER_MERCS = 18
; Player vehicles, valid values 2 through 6, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 2
;------------------------------------------------------------------------------------------------------------------------------
; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
;------------------------------------------------------------------------------------------------------------------------------
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 20
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 20
; Rebels (i.e., militia), valid values 16 through 64, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 20
; Civilians, valid values 16 through 40, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 32
;------------------------------------------------------------------------------------------------------------------------------
; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
;------------------------------------------------------------------------------------------------------------------------------
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
;------------------------------------------------------------------------------------------------------------------------------
; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34.
; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE
; regardless of attachments. Values 0-32000, default is 9
; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99.
;------------------------------------------------------------------------------------------------------------------------------
MAX_ITEM_SIZE = 34
MAX_WEAPON_SIZE = 9
OLD_INVENTORY_ITEM_NUMBER = 99
;******************************************************************************************************************************
;******************************************************************************************************************************
[Data File Settings]
;******************************************************************************************************************************
; These settings tell the game where it should get the data it needs for a few SPECIFIC features.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Difficulty-based PROF.DAT
;
; If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty
; level of your current game. This allows using different character profiles depending on difficulty level.
;------------------------------------------------------------------------------------------------------------------------------
USE_DIFFICULTY_BASED_PROF_DAT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; PROFEX (profile externalization)
;
; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are
; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM!
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.
; If FALSE, reads profile data from PROF.DAT.
READ_PROFILE_DATA_FROM_XML = FALSE
; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML
; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.
WRITE_PROFILE_DATA_TO_XML = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 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).
;
; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
;------------------------------------------------------------------------------------------------------------------------------
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
; Must be TRUE if NUM_P_ITEMS (below) is > 3
; If an xml file doesn't exist, setting the value to true will create one.
; Issues have been reported using big maps with this value set to TRUE
; Valid values = TRUE or FALSE, Default = FALSE
;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Change the number of PItem graphics files used by the game
; Requires using modified xml version of ja2set.dat for values > 3
; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
; Do not change this unless you are modding the game, or it will probably break everything!
; Issues have been reported using big maps with values > 3
; Valid value range = 3-20, default = 3
;------------------------------------------------------------------------------------------------------------------------------
NUM_P_ITEMS = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Recruitment Settings]
;******************************************************************************************************************************
; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; The following allow you to change how many and which slots from prof.dat are available for
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
; sets will work although the IMPs will be silent a lot of the time.
;
; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
; male and one female slot available.
;
; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
; slots 54-56) will be used instead.
;------------------------------------------------------------------------------------------------------------------------------
IMP_MALE_CHARACTER_COUNT = 3
IMP_FEMALE_CHARACTER_COUNT = 3
IMP_MALE_1 = 51
IMP_MALE_2 = 52
IMP_MALE_3 = 53
; The following are empty in standard JA2 1.13 but do not have full voice sets.
;IMP_MALE_4 = 169
;IMP_MALE_5 = 65
;IMP_MALE_6 = 71
;IMP_MALE_7 = 163
;IMP_MALE_8 = 164
IMP_FEMALE_1 = 54
IMP_FEMALE_2 = 55
IMP_FEMALE_3 = 56
;------------------------------------------------------------------------------------------------------------------------------
; The following values deal with the I.M.P "personalized" merc generation.
;------------------------------------------------------------------------------------------------------------------------------
; The financial cost of the created IMP character.
IMP_PROFILE_COST = 3000
; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
DYNAMIC_IMP_PROFILE_COST = FALSE
; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
IMP_INITIAL_POINTS = 500
; How low any attribute can go before it drops straight to 0.
IMP_MIN_ATTRIBUTE = 35
; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
; How high any attribute can be increased.
IMP_MAX_ATTRIBUTE = 85
; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
; You get this many points for selecting a disability for your IMP.
IMP_BONUS_POINTS_FOR_DISABILITY = 0
; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
EXPERTS_GET_DIFFERENT_CHOICES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The following values deal with M.E.R.C recruitment settings
;------------------------------------------------------------------------------------------------------------------------------
; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE
; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
; You can set how many mercs can die this way (in total) at each difficulty level.
;------------------------------------------------------------------------------------------------------------------------------
;Mercs can be on assignment?
; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
MERCS_CAN_BE_ON_ASSIGNMENT = 0
;Can AIM/MERC mercs die while away on other assignments?
MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
;How many mercs can die at each difficulty level?
MAX_MERC_DEATHS_EASY = 1
MAX_MERC_DEATHS_EXPERIENCED = 2
MAX_MERC_DEATHS_EXPERT = 3
MAX_MERC_DEATHS_INSANE = 4
;------------------------------------------------------------------------------------------------------------------------------
; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
; only be recruited for a limited amount of time.
;------------------------------------------------------------------------------------------------------------------------------
SLAY_STAYS_FOREVER = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
; Valid values are from 1 to 3 where:
; 1 = immediately after liberating Omerta
; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
;------------------------------------------------------------------------------------------------------------------------------
EARLY_REBELS_RECRUITMENT = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Financial Settings]
;******************************************************************************************************************************
; Use these settings to change the financial difficulty of the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; These are the Starting cash values for the various difficulties.
; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion)
; You can also set negative values here.
;------------------------------------------------------------------------------------------------------------------------------
STARTING_CASH_NOVICE = 45000
STARTING_CASH_EXPERIENCED = 35000
STARTING_CASH_EXPERT = 30000
STARTING_CASH_INSANE = 15000
;------------------------------------------------------------------------------------------------------------------------------
; Increases or decreases (by percentage) the amount of cash that mines generate every day.
;
; 100% = normal JA2 profits.
; 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.
; This value goes all the way up to 65535%, but that's not recommended.
;------------------------------------------------------------------------------------------------------------------------------
MINE_INCOME_PERCENTAGE = 100
;------------------------------------------------------------------------------------------------------------------------------
; Increases the percentage that the merc salaries rise when they go one experience level up
; (hardcoded salary maximum 30k per day or 500k per one or two weeks)
; 0 = no raise
; 25 = default setting
; 100 = double salary every level up
;------------------------------------------------------------------------------------------------------------------------------
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable the ability to sell unneeded equipment to the locals.
;
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option.
;
; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are -1-100.
; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
; larger modifier.
; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
; in the game.
;------------------------------------------------------------------------------------------------------------------------------
SELL_ITEMS_WITH_ALT_LMB = FALSE
SELL_ITEMS_PRICE_MODIFIER = 10
;------------------------------------------------------------------------------------------------------------------------------
; Various costs of training Militia.
;------------------------------------------------------------------------------------------------------------------------------
; Basic cost of training Militia (Green / Rookie)
MILITIA_BASE_TRAINING_COST = 750
; Multiplier for the price of promoting Green Militia to Regular (Light-Blue).
MILITIA_COST_MULTIPLIER_REGULAR = 1
; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue).
; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
MILITIA_COST_MULTIPLIER_ELITE = 2
; Multiplier for the price of training Mobile Militia.
MILITIA_COST_MULTIPLIER_MOBILE = 3
;------------------------------------------------------------------------------------------------------------------------------
; Daily prices for maintaining one militiaman of each type.
;
; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia
; will leave your service.
;
; Only militia who have been in your service for 24 hours are paid!
;------------------------------------------------------------------------------------------------------------------------------
DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
;------------------------------------------------------------------------------------------------------------------------------
; Change the cost of helicopter movement PER SECTOR.
;------------------------------------------------------------------------------------------------------------------------------
;Cost for moving through sectors that are free of enemy SAM Site control.
HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
;Cost for moving through sectors that are being controlled by an enemy SAM Site.
HELICOPTER_BASE_COST_PER_RED_TILE = 1000
;******************************************************************************************************************************
;******************************************************************************************************************************
[Troubleshooting Settings]
;******************************************************************************************************************************
; Use these settings to possibly prevent lock-ups and crashes.
; This section also contains some error-reporting settings.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Time in seconds for DeadLock delay, default 30.
; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision).
; Do not set this too low, or it may cause enemies to become useless!
;------------------------------------------------------------------------------------------------------------------------------
DEAD_LOCK_DELAY = 30
;------------------------------------------------------------------------------------------------------------------------------
; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Automatically save the game every N GAME-hours. 0 = disable.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_SAVE_EVERY_N_HOURS = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Graphics Settings]
;******************************************************************************************************************************
; Change basic video/graphics settings.
; These settings do not affect gameplay at all, only the visual aspect of the game.
;******************************************************************************************************************************
; If disabled the game will run faster.
VERTICAL_SYNC = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Controls animation speed for faster movements in battle
; 1.0 = normal
; 0 = max speed
; Range: 0-1.0 (fractions are allowed)
;------------------------------------------------------------------------------------------------------------------------------
PLAYER_TURN_SPEED_UP_FACTOR = 1.0
ENEMY_TURN_SPEED_UP_FACTOR = 1.0
CREATURE_TURN_SPEED_UP_FACTOR = 1.0
MILITIA_TURN_SPEED_UP_FACTOR = 1.0
CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0
;------------------------------------------------------------------------------------------------------------------------------
; 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 = TRUE
;------------------------------------------------------------------------------------------------------------------------------
;New Starting Gear Interface
;This will enable the 21 item view in the AIM page and the possibility to select gearkits
;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used)
;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection
;------------------------------------------------------------------------------------------------------------------------------
USE_NEW_STARTING_GEAR_INTERFACE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Should the queen's army avoid recruiting Female soldiers?
; If set to TRUE, female enemies will only occur as Elites in the army.
;------------------------------------------------------------------------------------------------------------------------------
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
;------------------------------------------------------------------------------------------------------------------------------
SMALL_SIZE_PB = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Sound Settings]
;******************************************************************************************************************************
; Change the volume and behavior of sounds in JA2 1.13.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Change to increase volume for weapon sounds
; Range: 0-100%
; 0 = no change
; 100 = max volume
;------------------------------------------------------------------------------------------------------------------------------
WEAPON_SOUND_EFFECTS_VOLUME = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### ####
; # # # # # # # # # # # # # # # ## # # #
; # #### # # # # #### # #### #### # # # # ## # ## ####
; # # # # # # # # # # # # # # # # # # # #
; # # # #### # ### #### # # #### #### #### # # ### # # #### ####
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Interface Settings]
;******************************************************************************************************************************
; These settings change the user interface in the TACTICAL screen.
; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of
; combat (when all enemies are dead).
; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed.
;------------------------------------------------------------------------------------------------------------------------------
REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This section controls the behavior of the "SHIFT + F" hotkey.
; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons.
;------------------------------------------------------------------------------------------------------------------------------
; Set this to false to keep weapons loaded.
; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode.
SHIFT_F_UNLOAD_WEAPONS = FALSE
; Set this to false to keep item attachments.
; Unseparable attachments will not be removed.
SHIFT_F_REMOVE_ATTACHMENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N".
; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses
; he's got during the day.
; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
;------------------------------------------------------------------------------------------------------------------------------
SMART_GOGGLE_SWAP = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles.
; When FALSE, these hotkeys will only swap goggles for the currently selected squad.
;------------------------------------------------------------------------------------------------------------------------------
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located.
; 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_WHEN_SPOTTED = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before.
;------------------------------------------------------------------------------------------------------------------------------
MINES_SPOTTED_NO_TALK = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode.
;------------------------------------------------------------------------------------------------------------------------------
ITEMS_SPOTTED_NO_TALK = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour.
; This setting does not affect leaving sectors on map edges
;------------------------------------------------------------------------------------------------------------------------------
GRID_EXIT_IN_TURNBASED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
; If set to "FALSE", the mercs will not stand up after the battle.
;------------------------------------------------------------------------------------------------------------------------------
STAND_UP_AFTER_BATTLE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Enable/disable the ability to give commands to Militia during TACTICAL mode.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Use the Enhanced Description Box instead of the old one?
; 0 = Both Strategic and Tactical
; 1 = Strategic only
; 2 = Tactical only
; Use the in-game Options Menu to turn the E.D.B on and off.
;------------------------------------------------------------------------------------------------------------------------------
USE_ENHANCED_DESCRIPTION_BOX = 0
;------------------------------------------------------------------------------------------------------------------------------
; Toggles new targeting cursors for Burst and Autofire.
; 0 = No new targeting cursors.
; 1 = New Burst and Autofire targeting cursors
; 2 = New Burst targeting cursor only
; 3 = New Autofire targeting cursor only
;------------------------------------------------------------------------------------------------------------------------------
USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0
;------------------------------------------------------------------------------------------------------------------------------
; 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.
;------------------------------------------------------------------------------------------------------------------------------
INACCURATE_CTH_READOUT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's
; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets
; left is completely hidden.
; Increasing this value will make it harder to give an accurate bullet count during battle.
; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is
; displayed as normal.
;------------------------------------------------------------------------------------------------------------------------------
HIDE_BULLET_COUNT_INTENSITY = 0
;------------------------------------------------------------------------------------------------------------------------------
; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution.
; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions.
;------------------------------------------------------------------------------------------------------------------------------
MAXIMUM_MESSAGES_IN_TACTICAL = 6
;------------------------------------------------------------------------------------------------------------------------------
; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3).
; 0 = Data\Interface\PORTRAITICONS_A.STI
; 1 = Data\Interface\PORTRAITICONS_B.STI
; 2 = Data\Interface\PORTRAITICONS_C.STI
; 3 = Data\Interface\PORTRAITICONS_D.STI
;------------------------------------------------------------------------------------------------------------------------------
TACTICAL_FACE_ICON_STYLE = 0
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you see camouflaged portraits of your merc if they were any camo.
; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait.
;------------------------------------------------------------------------------------------------------------------------------
SHOW_CAMOUFLAGE_FACES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you do not see the health text when hovering the mouse over an enemy / creature.
;------------------------------------------------------------------------------------------------------------------------------
HIDE_ENEMY_HEALTH_TEXT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; How should the game display the enemy hit counter?
; 0 = Show damage inflicted as used to
; 1 = Show "?" as indicator if you scored a hit
; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_HIT_COUNT = 0
;------------------------------------------------------------------------------------------------------------------------------
; Default: 10000
; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
; takes 3-4 hits to take all the breath away.
;------------------------------------------------------------------------------------------------------------------------------
STAMINA_HIT = 10000
;------------------------------------------------------------------------------------------------------------------------------
; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon,
; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes
; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button
; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_EXT_MOUSE_KEYS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Alternative aiming-levels for targets.
;------------------------------------------------------------------------------------------------------------------------------
ALT_AIMING_ENABLED = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; The merc can now perform aimed burst fire and aimed auto fire.
; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel.
; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
;------------------------------------------------------------------------------------------------------------------------------
USE_AIMED_BURST = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 2
; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire.
; 2 is an optimal recommended value.
;------------------------------------------------------------------------------------------------------------------------------
AIMING_BURST_PENALTY = 2
;------------------------------------------------------------------------------------------------------------------------------
; Default: TRUE
; Disable visibility of enemy, if they see militia but don't see our mercs.
;------------------------------------------------------------------------------------------------------------------------------
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to
; make it lower for silencer and to make it higher for suppressor.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WEAR_SUPPRESSOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Unnamed civils don't make much actions when you fire. For faster civils turns.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_LAZY_CIVILIANS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 100
; Chance to say annoying phrase.
; 1. when merc see item.
; 2. when battle turns to real time
; 3. when merc see enemy
; 4. approve action
;------------------------------------------------------------------------------------------------------------------------------
CHANCE_SAY_ANNOYING_PHRASE = 100
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles)
; he turn on RED ALERT alarm.
;------------------------------------------------------------------------------------------------------------------------------
NEW_AI_TACTICAL = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 3
; Penalty (in %) on tile when you shot in head (for enemy and mercs).
;------------------------------------------------------------------------------------------------------------------------------
SHOT_HEAD_PENALTY = 3
;------------------------------------------------------------------------------------------------------------------------------
; Default: 2
; Modifer of damage when hit in head (for enemy and mercs).
;------------------------------------------------------------------------------------------------------------------------------
SHOT_HEAD_DIVISOR = 2
;------------------------------------------------------------------------------------------------------------------------------
; Default: 0
; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.
;------------------------------------------------------------------------------------------------------------------------------
SHOOT_UNSEEN_PENALTY = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Difficulty Settings]
;******************************************************************************************************************************
; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Bonus APs for Enemy Soldiers:
; Number of extra APs for enemy troops at the various difficulty levels.
; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_AP_BONUS_NOVICE = 0
ENEMY_AP_BONUS_EXPERIENCED = 0
ENEMY_AP_BONUS_EXPERT = 0
ENEMY_AP_BONUS_INSANE = 5
;------------------------------------------------------------------------------------------------------------------------------
; Bonus for the player's mercs
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
; Do not set this higher than 50.
;------------------------------------------------------------------------------------------------------------------------------
PLAYER_AP_BONUS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Enemy CtH bonus
; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat.
; "0" means <no change>, 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
; current shot, he has 60% instead).
;------------------------------------------------------------------------------------------------------------------------------
; values represent percentual increase
ADMIN_CTH_BONUS_PERCENT = 0
REGULAR_CTH_BONUS_PERCENT = 0
ELITE_CTH_BONUS_PERCENT = 5
;------------------------------------------------------------------------------------------------------------------------------
; Enemy damage resistance bonus
; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
; punches will be reduced by as many percent as you set here.
; The setting also reduce the breath (aka energy) damage inflicted.
; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
;------------------------------------------------------------------------------------------------------------------------------
; values represent percentual reduction
ADMIN_DAMAGE_RESISTANCE = 0
REGULAR_DAMAGE_RESISTANCE = 0
ELITE_DAMAGE_RESISTANCE = 0
;------------------------------------------------------------------------------------------------------------------------------
; These options determine if the game skill traits should be also available to enemies or militia
;
; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
; The actual chance the enemies/militia will gain a skill trait is based on:
; 1) Type of soldier (admin/regular/elite)
; 2) Current game progress
; 3) Special equipment (for certain traits only)
; 4) ASSIGNED_SKILL_TRAITS_RARITY setting
; 5) Random factor
;
; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
; will be more efficient with their weapons
;------------------------------------------------------------------------------------------------------------------------------
ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE
ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
; You can enter values from -100 to 100.
; Negative values represent lesser chance of assigning traits to non-merc soldiers.
; Possitive values represent bigger chance for traits to appear.
; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)
;------------------------------------------------------------------------------------------------------------------------------
ASSIGNED_SKILL_TRAITS_RARITY = 10
;------------------------------------------------------------------------------------------------------------------------------
; 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 = 0
;------------------------------------------------------------------------------------------------------------------------------
; 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
; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership.
; Attribs: 50 Sub-Points to advance
; Includes Health, Strength, Wisdom, Dexterity, and Agility.
; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
;
; Double the values, and progression will become twice as slow. Halve them, you'll gain points 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!!
;------------------------------------------------------------------------------------------------------------------------------
; Attributes
HEALTH_SUBPOINTS_TO_IMPROVE = 50
STRENGTH_SUBPOINTS_TO_IMPROVE = 50
WISDOM_SUBPOINTS_TO_IMPROVE = 50
DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
AGILITY_SUBPOINTS_TO_IMPROVE = 50
; Skills
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
MEDICAL_SUBPOINTS_TO_IMPROVE = 25
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
; Experience
LEVEL_SUBPOINTS_TO_IMPROVE = 350
;------------------------------------------------------------------------------------------------------------------------------
; Real Time Sneaking Setting
;
; While observing enemies in real time, the player may enter turn-based at will.
; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
; inactive if RT sneaking is disabled.
; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
; turn-based will continue until the player no longer sees any enemies.
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, disables some potentially annoying messages during real-time sneaking mode
QUIET_REAL_TIME_SNEAK = FALSE
; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP.
;
; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield.
; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
; 1 = Both options on.
;
; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly.
; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE.
;------------------------------------------------------------------------------------------------------------------------------
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no
; one else will accidentally step on that mine.
;------------------------------------------------------------------------------------------------------------------------------
MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Civilian/Militia hostility settings.
;
; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the
; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
;------------------------------------------------------------------------------------------------------------------------------
; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed.
; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian.
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
; 0 = Militia will never become hostile to you, no matter what you do to them.
; 1 = Militia will only become hostile to you if you kill one of them.
; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
CAN_MILITIA_BECOME_HOSTILE = 2
;------------------------------------------------------------------------------------------------------------------------------
; Mercs strength during autoresolve.
; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit
; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
; would be much more capable of surviving and killing.
;------------------------------------------------------------------------------------------------------------------------------
MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Enemy Ambushes
; This setting allows a chance an enemy group ambush player's squad.
; The chance is based on many factors:
; * Game difficulty.
; * Whether you know if the enemy is there or not.
; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
; mean higher chance).
; * Highest level amongst the mercs in your squad.
; * Some other small circumstances.
; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
; If you like to play vanilla JA2 style, set this to FALSE.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE
; With this setting, you can make the chance bigger (by positive value) or smaller (by negative)
; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; With this option, you can make the special NPCs in game tougher.
; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
; The value gives them following bonuses:
; 1) APs bonus (+ value/4 APs)
; 2) CtH bonus (actual CtH = (CtH * value/100))
; 3) Damage resistance (+ value/2 %)
; 4) Breath(energy) damage resistance (+ value %)
; 5) They are worth more experiences for mercs if killed
;
; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they
; are special.
; The setting can be from 0 to 200. (+-100 is recommended for good effect.)
;------------------------------------------------------------------------------------------------------------------------------
SPECIAL_NPCS_STRONGER = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Vision Settings]
;******************************************************************************************************************************
; These settings change the sight distance of all characters in the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Base sight range for every person in the game. This value is automatically multiplied by 2!
; JA2 Default is 13.
; Range: 0-255
;------------------------------------------------------------------------------------------------------------------------------
BASE_SIGHT_RANGE = 13
;------------------------------------------------------------------------------------------------------------------------------
; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides.
; Some scopes and headgear may make vision even narrower.
; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear).
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TUNNEL_VISION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Tooltip Settings]
;******************************************************************************************************************************
; In this section you can set details about enemy tooltips.
; Tooltips can be enabled/disabled in the Option Screen.
; To display the tooltip move the mouse over the enemy and press ALT.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; The minimum amount of information that soldier tooltips will display
; 1 = Limited - are they wearing any armor (but not where), general type of weapon
; (but no mention of attachments), do they have a gas mask or NVG.
; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
; and visible weapon attachments, do they have a gas mask or NVG.
; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
;------------------------------------------------------------------------------------------------------------------------------
SOLDIER_TOOLTIP_DETAIL_LEVEL = 0
; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
DYNAMIC_SOLDIER_TOOLTIPS = FALSE
; Enable/disable individual lines of information within the tooltip
; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
; Location, Distance
SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE
; Behavior, Condition
SOLDIER_TOOLTIP_DISPLAY_ID = FALSE
SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE
; Armor, Headgear
SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE
; Weapons
SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE
; Inventory
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; ULTRA DYNAMIC TOOLTIPS
;------------------------------------------------------------------------------------------------------------------------------
; Override the distance at which tooltips can be seen?
ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE
; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50)
DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75
; Change the amount of details received in the tooltip, based on your range to that enemy?
ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Gameplay Settings]
;******************************************************************************************************************************
; These settings change the rules of the game in TACTICAL mode.
; They affect all characters (friend and foe) equally!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Allow walking and sidesteps with raised weapons?
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Alternative Weapon Holding settings
;------------------------------------------------------------------------------------------------------------------------------
; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
; no use of scopes.
; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and
; here is explanation of each:
; 0 - Turned off entirely.
; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet.
; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
; the standard holding before the shot.
; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
; Of course, Scope Modes has to be allowed for this to work (they are as default).
; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs.
;
ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0
; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with
; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
;
RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
; semi-raised gun (quarter-raised by now actullay).
; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
;
RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here
; means -10% APs to shoot from hip / one-handed grip.
;
FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
; The base (N)CtH penalty when firing from alternative weapon holding.
CTH_PENALTY_FROM_ALTWEAPHOLD = 30
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. (This modifier is DOUBLED under NCTH,
since its calculation is different, and it balances the reduction of aiming levels.)
AIMING_PENALY_FROM_ALTWEAPHOLD = 30
; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
;------------------------------------------------------------------------------------------------------------------------------
; Weapon resting features
;------------------------------------------------------------------------------------------------------------------------------
; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc.
WEAPON_RESTING = FALSE
; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
; unfamiliar with the feature)
WEAPON_RESTING_DISPLAY = FALSE
; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in].
; Value Range: 0 - 100.
WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
;------------------------------------------------------------------------------------------------------------------------------
; Scope modes
;------------------------------------------------------------------------------------------------------------------------------
; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
USE_SCOPE_MODES = FALSE
; Allow display of scope modes on weapons in tactical
DISPLAY_SCOPE_MODES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
;------------------------------------------------------------------------------------------------------------------------------
INITIAL_MERC_ARRIVAL_LOCATION = 4870
;------------------------------------------------------------------------------------------------------------------------------
; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
;
; Maximum and minimum values go from 0 to 100.
; The "DIVISOR" only works when the minimum is set to 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 = 1
MINIMUM_CTH_DIVISOR = 1
;------------------------------------------------------------------------------------------------------------------------------
; 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 tracer 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?
;
; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.
;
;------------------------------------------------------------------------------------------------------------------------------
REALISTIC_TRACERS = 0
NUM_BULLETS_PER_TRACER = 1
CTH_BUMP_PER_TRACER = 0
MIN_RANGE_FOR_TRACER = 10
;------------------------------------------------------------------------------------------------------------------------------
; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to
; the target. The further you are away from the target, the lower that cap will be.
; Increase this value to increase the importance of range in this calculation.
;
; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets.
;------------------------------------------------------------------------------------------------------------------------------
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
;------------------------------------------------------------------------------------------------------------------------------
; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
;
; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs.
; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used).
;------------------------------------------------------------------------------------------------------------------------------
INCREASE_AIMING_COSTS = FALSE
; Divisor of the gun's "READY" cost that is added to the the first aiming level.
; 0 = No extra cost.
FIRST_AIM_READY_COST_DIVISOR = 0
;------------------------------------------------------------------------------------------------------------------------------
; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value
; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla
; style)
;
; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As
; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result
; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system
; which results in a flat -2CTH against only the first rounds penalty
;
; Valid range: 0 - 10
;------------------------------------------------------------------------------------------------------------------------------
AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5
;------------------------------------------------------------------------------------------------------------------------------
; Basic setting to allow more than 4 aiming clicks for any gun
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_EXTRA_AIM_LEVELS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding.
;
; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach
; 8 aiming levels.
;
; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope).
; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used
;------------------------------------------------------------------------------------------------------------------------------
DYNAMIC_AIMING_LIMITS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If set to "TRUE", the AIM Levels you can spend depends on the distance.
; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior).
;------------------------------------------------------------------------------------------------------------------------------
AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default).
; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option).
; In this case the following formula determines the total scope bonus that will be compared to scope thresholds:
; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE
; Reasonable values include 10 and BASE_SIGHT_RANGE (13).
;------------------------------------------------------------------------------------------------------------------------------
AIM_LEVELS_COMPATIBILITY_OPTION = 0
;------------------------------------------------------------------------------------------------------------------------------
; These values determine to what group a scope belongs to.
; Scopes are separated in groups by the aimbonus they give per click.
;
; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6.
; Anything lower than a medium scope will get a maximum of 5 aimclicks.
; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position.
; You don't need to change this unless you change the aiming bonus that scopes give.
;------------------------------------------------------------------------------------------------------------------------------
; From what aiming bonus a scope is considered very high power (Sniper Scope 10x)
VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
; From what aiming bonus a scope is considered high power (Battle Scope 7x)
HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
; From what aiming bonus a scope is considered medium power (ACOG 10x)
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
;------------------------------------------------------------------------------------------------------------------------------
; These control the AIs willingness to assign a soldier as a Sniper
;
; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers.
; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using
; a sniper rifle.
;
; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon".
;
; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming
; other criteria are met.
;
; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming
; other criteria are met.
;------------------------------------------------------------------------------------------------------------------------------
AI_SNIPER_RESTRICT_TO_ELITE = TRUE
AI_SNIPER_MIN_RANGE = 40
AI_SNIPER_CHANCE = 30
AI_SNIPER_CHANCE_WITH_SR = 80
;------------------------------------------------------------------------------------------------------------------------------
; Firing at moving targets.
;
; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number
; of tiles this target has moved since the beginning of their current turn.
; Use these settings to change the severity of this effect.
;------------------------------------------------------------------------------------------------------------------------------
; How much CTH is lost when firing at a target, for each tile the target has moved so far?
CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
; How much CTH can be lost in total due to the movement of your target?
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
;------------------------------------------------------------------------------------------------------------------------------
; Add extra effects to critical hits.
;
; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause
; attribute loss.
; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects.
;------------------------------------------------------------------------------------------------------------------------------
; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness
; is also proportional to damage.
; 0 = Disabled.
; 100 = Always.
CHANCE_BLINDED_BY_HEADSHOT = 0
; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on and your merc can jump through open windows by pressing Shift + j.
; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and
; there has to be a free tile next to the window (the landing tile).
;------------------------------------------------------------------------------------------------------------------------------
CAN_JUMP_THROUGH_WINDOWS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
;------------------------------------------------------------------------------------------------------------------------------
CAN_CLIMB_ON_WALLS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_NAMES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_RANK = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_CIVILIAN_NAMES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
; the rag to completely erase the camo.
; This is important for Camouflaged/Ranger traits.
;------------------------------------------------------------------------------------------------------------------------------
CAMO_REMOVING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Enhanced Close Combat System
;
; This option generally improves many things around the game's close combat system, like:
;
; * HtH hit to head deal more damage but has lesser chance to hit.
; * HtH hit to legs do half damage but has much better chance to hit.
; * HtH damage on lying enemies increased.
; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased.
; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists
; perform their spinning kick then.
; * Attributes used for HtH attacks or stealing slightly tweaked.
; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..)
; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now
; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to
; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a
; message occures that you haven't taken all you wanted.
; * Several minor tweaks included.
;------------------------------------------------------------------------------------------------------------------------------
ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing.
;
; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice
; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks,
; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort
; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! )
;------------------------------------------------------------------------------------------------------------------------------
AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings
; True = enabled, they always have all three items
; False = disabled, classic behaviour
;------------------------------------------------------------------------------------------------------------------------------
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Improved Interrupt System (IIS)
; (Enable IIS on gamestart screen.)
;
; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
; interrupts more frequent)
BASIC_PERCENTAGE_APS_REGISTERED = 60
; Percent added to basic percentage per soldier's experience level
; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered,
; which is further adjusted by range to target)
PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4
; A value controlling how often an interrupt can be triggered, lower = more interrupts
; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries
; and such though)
BASIC_REACTION_TIME_LENGTH = 25
; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats
; exp level and such
ALLOW_COLLECTIVE_INTERRUPTS = TRUE
; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend)
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;Should the Robot be exempt from paying AP-to-Ready?
ROBOT_NO_READYTIME = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
; being spotted, to compensate it a marker and enemy quote is implemented.
; This setting can be 0 or 1 or 2.
; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
; 1 = enemies will not do that
; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0
;------------------------------------------------------------------------------------------------------------------------------
; Energy cost on weapon manipulation
; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
; Weapon weight:
; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_WEIGHT = 0
; Weapon recoil kick:
; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
; (should) consider firing from hip as a more beneficial stance for it.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Cover System Settings]
;******************************************************************************************************************************
; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
;******************************************************************************************************************************
; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15
; This tell how much a stealth value of 100 will decrese the sight range of an enemy.
; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50
; This is similar to STEALTH_EFFECTIVENESS.
; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50
; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
COVER_SYSTEM_STANCE_EFFECTIVENESS = 10
; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
COVER_SYSTEM_LBE_EFFECTIVENESS = 20
; Running around crazy will give you a penalty of up to 50% (default).
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20
; The cover system automaticly calculates how dense an object it.
; This will tell you how much percent of vision should be decreased if the object is 100% dense,
; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full).
; If you put it to a realistic setting, where solid stuff always blocks enemy views,
; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.
COVER_SYSTEM_TREE_EFFECTIVENESS = 15
; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
COVER_SYSTEM_UPDATE_DELAY = 500
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Suppression Fire Settings]
;******************************************************************************************************************************
; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
;
; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
;
; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
;******************************************************************************************************************************
;******************************************************************************************************************************
; SUPPRESSION BASICS
;
; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
;
; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
; and morale loss. This value is based on the character's Experience and Morale, among other things.
;
; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
;
; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
;
; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
; fire, it means that the character is useless of a whole turn and can be assaulted safely.
;
; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
; hiding.
; Note that they will try to do the same thing to you!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Controls how powerful suppression fire is.
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_EFFECTIVENESS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Minimum and Maximum amount of Suppression Tolerance a character can have.
;
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_TOLERANCE_MAX = 24
SUPPRESSION_TOLERANCE_MIN = 1
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much Suppression Shock is taken when under fire.
;
; 100 is the "normal" effect.
; Range is 0 (no suppression shock) to 65535 (65535% effect).
; 200 is a LOT.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_SHOCK_INTENSITY = 0
; The maximum number of Shock points a character can have.
MAX_SUPPRESSION_SHOCK = 5
;------------------------------------------------------------------------------------------------------------------------------
; Shocked Target CTH Penalty
;
; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
; Use these settings to change the CTH penalty for shooting at such targets.
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
CTH_PENALTY_PER_TARGET_SHOCK = 0
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop.
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
;------------------------------------------------------------------------------------------------------------------------------
; Shock Effects
;
; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
; Use these settings to enable further effects from being shocked.
;------------------------------------------------------------------------------------------------------------------------------
; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
; 0 = No limit.
MAX_CTH_PENALTY_FROM_SHOCK = 0
; Vision loss due to Suppression Shock.
; 0 = No vision loss.
; 2 = Vision range reduced proportionally to shock.
; 3 = Tunnel Vision increased proportionally to shock.
; 1 = Both options enabled.
SHOCK_REDUCES_SIGHTRANGE = 0
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
; the character considerably less resistance to further suppression fire, until the shock can clear away.
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0
;------------------------------------------------------------------------------------------------------------------------------
; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every
; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
;------------------------------------------------------------------------------------------------------------------------------
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;------------------------------------------------------------------------------------------------------------------------------
; Explosive Suppression
;
; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
; of the explosion itself!
; 0 = disabled.
; 100 = "normal" effect.
;------------------------------------------------------------------------------------------------------------------------------
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Other settings
;------------------------------------------------------------------------------------------------------------------------------
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
NOTIFY_WHEN_PINNED_DOWN = FALSE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Weather Settings]
;******************************************************************************************************************************
; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy
; positions.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Rain settings
;
; (For slow CPUs, you may want to disable rain entirely.
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable rain appearing in the game.
ALLOW_RAIN = FALSE
; Chance of rain to be triggered once per day.
RAIN_CHANCE_PER_DAY = 0
; Minimum/Maximum length of rain.
RAIN_MIN_LENGTH_IN_MINUTES = 60
RAIN_MAX_LENGTH_IN_MINUTES = 300
; For slow CPUs decrease the MAX_RAIN_DROPS.
MAX_RAIN_DROPS = 80
; Controls how rain affects visual distance
; Range: 0-100%
; 0% = Rain doesn't decrease sightrange.
; 100% = Can't see anything in the rain.
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30
; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often.
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
; Reduction of the speed of regaining your breath (stamina) when it is raining.
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
;------------------------------------------------------------------------------------------------------------------------------
; Lightning settings
;
; (ALLOW_RAIN must be set to TRUE for this to work.)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable lightning occuring during rain.
ALLOW_LIGHTNING = FALSE
; Minimum/Maximum intervals between lightning in real time mode.
MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay)
MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look.
DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Weapon Overheating Settings]
;******************************************************************************************************************************
; In this section you can modify global settings for weapon overheating.
;******************************************************************************************************************************
; Should a 'thermometer' for guns and replacable barrels be displayed?
OVERHEATING_DISPLAY_THERMOMETER = FALSE
; Starting amount of red colour in the temperature bar. Must be in [0, 255]
OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
; If a barrel is not in someone's inventory, it cools down a little bit better.
OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
; This can be exploited, but why would you do that?
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 0
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Breath damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Poison Settings]
;******************************************************************************************************************************
; In this section you can specify the new poison system
;******************************************************************************************************************************
; The poison system is a new feature that gives a bit of variation to the life and damage system.
; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
; poison damage, he not only looses life, he also gains a poison point.
; The basic consequences are:
; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
; poison points
; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
; The lost point will be bandaged, so you do not have to immediately bandage it.
; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
; We require immediate medical assistance, or we will die!
; Yes, it is possible to die this way.
; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
; action automatically performed by your doctors and the hospital, if the merc is their patient.
; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
; valid values from 1.0 to 10.0, 4.0 is recommended
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Food Settings]
;******************************************************************************************************************************
; In this section you can specify the food system
;******************************************************************************************************************************
; Your team needs water food, otherwise they'll starve...
; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food
; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts)
; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks:
; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...)
; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep
; - breath regenerates slower
; - his performance on assignments (training milita, doctoring, repairing...) is worse
; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this!
; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0)
; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250
FOOD_DIGESTION_HOURLY_BASE_FOOD = 20
FOOD_DIGESTION_HOURLY_BASE_DRINK = 130
; The digestion value is modfied with the number corresponding to your current activity
FOOD_DIGESTION_SLEEP = 0.6
FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8
FOOD_DIGESTION_TRAVEL = 1.5
FOOD_DIGESTION_ASSIGNMENT = 0.9
FOOD_DIGESTION_ONDUTY = 1.0
FOOD_DIGESTION_COMBAT = 2.0
; allow decay of food in every sector?
FOOD_DECAY_IN_SECTORS = TRUE
; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
FOOD_DECAY_MODIFICATOR = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Fortification Settings]
;******************************************************************************************************************************
; In this section you can specify settings for the fortification system
;******************************************************************************************************************************
; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
; # # # # # # # # # # # # # # # # ## # # #
; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
; # # # # # # # # # # # # # # # # # # # # # #
; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Gamestart Settings]
;******************************************************************************************************************************
; These settings control the situation at the start of the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Game starting time and merc arrival delay
;
; The values are in seconds (3600 = 1 hour)
;
; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
;
; Do not change this setting after the game has started
; Do not set the values too low
;------------------------------------------------------------------------------------------------------------------------------
; Default value is 3600 (1am)
GAME_STARTING_TIME = 3600
; Default value is 21600 (7am)
FIRST_ARRIVAL_DELAY = 21600
;------------------------------------------------------------------------------------------------------------------------------
; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
;
; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
; airspace sector immediately after your initial arrival!!
;------------------------------------------------------------------------------------------------------------------------------
DEFAULT_ARRIVAL_SECTOR_X = 9
DEFAULT_ARRIVAL_SECTOR_Y = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Interface Settings]
;******************************************************************************************************************************
; These settings change the user interface in STRATEGIC mode.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory.
;
; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change the color of the Stat Progress Bars shown on your character's information panel.
;
; The bars can be turned off completely using the in-game Options Menu.
;------------------------------------------------------------------------------------------------------------------------------
STAT_PROGRESS_BARS_RED = 140
STAT_PROGRESS_BARS_GREEN = 90
STAT_PROGRESS_BARS_BLUE = 20
;------------------------------------------------------------------------------------------------------------------------------
; Determine whether the Daily Expenses window takes into account your mercs' contracts.
;
; 0 = Do not take merc contracts into account.
; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs)
; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most
; recent contract signed with them.
;------------------------------------------------------------------------------------------------------------------------------
INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0
; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
DISABLE_STRATEGIC_TRANSITION = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Progress Settings]
;******************************************************************************************************************************
; These settings change the way that Game Progress is calculated, and various other factors that are progress-based.
; PROGRESS normally increases as you advance in the game. It can also go down if you are losing.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Game progress weights
;
; Determine what factors influence your current progress.
; Range: 0-100%
; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults
;------------------------------------------------------------------------------------------------------------------------------
; The maximum number of progress points you can get from killing enemies. Default 25
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you
; conquer more sectors. Default 25
GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25
; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
; control more mines and get more loyalty in the towns where the mines are. Default 50
GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50
; The maximum number of progress points you can get from exploring sectors on the map. Default 0
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
;------------------------------------------------------------------------------------------------------------------------------
; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses
; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress.
;
; If set to TRUE, all progress weights are automatically set to 100.
;------------------------------------------------------------------------------------------------------------------------------
ALTERNATE_PROGRESS_CALCULATION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Additional factors to Progress Calculation
;------------------------------------------------------------------------------------------------------------------------------
; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see
; above) can surpass it.
GAME_PROGRESS_MINIMUM = 0
; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100%
; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
GAME_PROGRESS_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; Number of kills required to get a single progress point, based on game difficulty.
; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above)
;------------------------------------------------------------------------------------------------------------------------------
NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
;------------------------------------------------------------------------------------------------------------------------------
; The minimum progress level required to trigger some events.
; Range: 0-100%
;------------------------------------------------------------------------------------------------------------------------------
; Default 35
GAME_PROGRESS_START_MADLAB_QUEST = 35
; Default 50
GAME_PROGRESS_MIKE_AVAILABLE = 50
; Default 70
GAME_PROGRESS_IGGY_AVAILABLE = 70
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Event Settings]
;******************************************************************************************************************************
; Controls various campaign events.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
; NOTE: This will make the beginning of the game MUCH HARDER if enabled!
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
ENABLE_CREPITUS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Mine Shut-down Event
;
; Allows you to control which mine will run out of ore and stop working.
; Select mine.
; -1 = Game chooses a mine randomly.
; 0 = No mine will shut down!
; 2 = Drassen
; 3 = Alma
; 4 = Cambria
; 5 = Chitzena
; 6 = Grumm
;------------------------------------------------------------------------------------------------------------------------------
WHICH_MINE_SHUTS_DOWN = -1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Gameplay Settings]
;******************************************************************************************************************************
; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will
; definitely change the way it is played.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Reinforcements
;
; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle.
;
; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
; die or run away.
;------------------------------------------------------------------------------------------------------------------------------
; Allows enemy/militia reinforcements from adjacent sectors.
ALLOW_REINFORCEMENTS = FALSE
; Allows reinforcements only between city sectors.
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
;------------------------------------------------------------------------------------------------------------------------------
; Do vehicles have their own inventory to carry equipment?
VEHICLE_INVENTORY = FALSE
; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
HUMVEE_OFFROAD = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This determines how important luck is in Auto-Resolve combat, compared to actual skills.
; JA2 Default is 2.0 (luck is as important as skills).
; Lower this value to reply more on skills, raise to rely more on luck.
; Minimum is 1.0.
;------------------------------------------------------------------------------------------------------------------------------
AUTORESOLVE_LUCK_FACTOR = 2.0
;------------------------------------------------------------------------------------------------------------------------------
; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map
; (as a big red "?").
; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise.
;------------------------------------------------------------------------------------------------------------------------------
NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Set the frequency and severity of risks triggered by using strategic facilities.
;------------------------------------------------------------------------------------------------------------------------------
; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000.
FACILITY_EVENT_RARITY = 1000
; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more
; noticeable. Increase this for the opposite. Default = 50.
FACILITY_DANGER_RATE = 50
;******************************************************************************************************************************
; Activates the new additional repair mode.
; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing
; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor
; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the
; same sector, then all equipped armor, and so forth, always starting with the item with least durability
; (especially jammed guns).
;
; FALSE = 1.13 repair system
; TRUE = New additional repair system based on priorities
;******************************************************************************************************************************
ADDITIONAL_REPAIR_MODE = FALSE
;******************************************************************************************************************************
; Set how to handle Skyrider "hot LZ" options
;
; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
; 1 = Allow Skyrider to drop off mercs to center of map
; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
;******************************************************************************************************************************
ALLOW_SKYRIDER_HOT_LZ = 2
;******************************************************************************************************************************
; Always make all the terrorists to appear in Arulco.
;
;******************************************************************************************************************************
ENABLE_ALL_TERRORISTS = FALSE
;******************************************************************************************************************************
; Enable all sectors with "secret" weapon caches.
; (These sectors hold usually a few chests with various mediocre to good equipment.)
;
;******************************************************************************************************************************
ENABLE_ALL_WEAPON_CACHES = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Laptop Settings]
;******************************************************************************************************************************
; Use these settings to make changes to the laptop screen.
;******************************************************************************************************************************
; If set to TRUE, you can browse to the briefing room website on the laptop
BRIEFING_ROOM = FALSE
; If set to TRUE, you can browse to the encyclopedia website on the laptop
ENCYCLOPEDIA = FALSE
; If disabled, the transition will be skipped when opening/closing the laptop
DISABLE_LAPTOP_TRANSITION = FALSE
; Fast loading of WWW laptop sites?
FAST_WWW_SITES_LOADING = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Bobby Ray Settings]
;******************************************************************************************************************************
; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's.
;******************************************************************************************************************************
; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take.
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE
; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment.
BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10
;------------------------------------------------------------------------------------------------------------------------------
; Item shipment settings
;------------------------------------------------------------------------------------------------------------------------------
; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
STEALING_FROM_SHIPMENTS_DISABLED = FALSE
; Set the chance in percentage of whole shipment lost from Bobby Ray
CHANCE_OF_SHIPMENT_LOSS = 10
;******************************************************************************************************************************
;******************************************************************************************************************************
[Item Property Settings]
;******************************************************************************************************************************
; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change
; all the individual entries in Items.XML or Weapons.XML.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles.
; Range: 0-1000
; 100 means 100% (no change in damage)
; maximum damage (internal) is 255
;------------------------------------------------------------------------------------------------------------------------------
EXPLOSIVES_DAMAGE_MODIFIER = 100
MELEE_DAMAGE_MODIFIER = 100
GUN_DAMAGE_MODIFIER = 100
;------------------------------------------------------------------------------------------------------------------------------
; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles.
; Range: 0-1000
; 100 means 100% (no change in range)
; 200 means 200% (doubles the range)
; 50 means 50% (halves the range)
;------------------------------------------------------------------------------------------------------------------------------
GUN_RANGE_MODIFIER = 100
;------------------------------------------------------------------------------------------------------------------------------
; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target
; in an unprotected area. Each armor item has a different coverage value.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_ARMOR_COVERAGE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip.
; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside.
;------------------------------------------------------------------------------------------------------------------------------
DYNAMIC_AMMO_WEIGHT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can 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 = 0
;------------------------------------------------------------------------------------------------------------------------------
; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.)
; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has.
; At 0.5, characters can comfortably carry twice as much with the same amount of strength.
;------------------------------------------------------------------------------------------------------------------------------
STRENGTH_TO_LIFT_HALF_KILO = 1.0
;------------------------------------------------------------------------------------------------------------------------------
; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate.
; Note: This is only used if Old Trait System is played
;------------------------------------------------------------------------------------------------------------------------------
MORTAR_CTH_DIVISOR = 1
;------------------------------------------------------------------------------------------------------------------------------
; When attachments have not been assigned for NAS, the game can add default slots that differ per item type.
; It is recommended to play with this set to FALSE when the attachments are assigned properly.
; This option is best used when playing a XML based mod that does not have the NAS xml fully updated.
; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.
;------------------------------------------------------------------------------------------------------------------------------
USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The chance in percentages that an attachment will have to drop with the item if an NPC dies.
; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
; Inseperable attachments will always drop. Range: 0 - 100%
;------------------------------------------------------------------------------------------------------------------------------
ATTACHMENT_DROP_RATE = 100
;------------------------------------------------------------------------------------------------------------------------------
; The maximum amount of attachments NPC's can get on their gun when they get random equipment.
; They will usually get less attachments than this value because of randomness. Range: 2 - 30
;------------------------------------------------------------------------------------------------------------------------------
MAX_ENEMY_ATTACHMENTS = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Enemy AI Settings]
;******************************************************************************************************************************
; These settings change the behavior of the queen's army on the Strategy Map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; New strategic AI
;
; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies
; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens
; to every city, possibly several times during the campaign!
; When set to TRUE, this setting has the potential of making the game considerably harder.
;------------------------------------------------------------------------------------------------------------------------------
NEW_AGGRESSIVE_AI = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Enemy army composition
;
; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign.
;------------------------------------------------------------------------------------------------------------------------------
; Percentage of troops that are actually placed on the map at the start of the game.
; 100 = All "default" troops are placed.
; 200 = Twice as many troops are placed.
INITIAL_GARRISON_PERCENTAGES_NOVICE = 70
INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100
INITIAL_GARRISON_PERCENTAGES_EXPERT = 150
INITIAL_GARRISON_PERCENTAGES_INSANE = 200
; Minimum enemy group size. Enemy groups will never be smaller than this!
MIN_ENEMY_GROUP_SIZE_NOVICE = 3
MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4
MIN_ENEMY_GROUP_SIZE_EXPERT = 6
MIN_ENEMY_GROUP_SIZE_INSANE = 12
; Percent of troops converted to extra elites in enemy groups
PERCENT_EXTRA_ELITES_EXPERIENCED = 0
PERCENT_EXTRA_ELITES_EXPERT = 25
PERCENT_EXTRA_ELITES_INSANE = 50
;------------------------------------------------------------------------------------------------------------------------------
; Queen's Pool
;
; These settings control how many troops the queen has for using against you, how many new troops she gets every day,
; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you.
;------------------------------------------------------------------------------------------------------------------------------
; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE
UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE
UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE
UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE
; Amount of troops avaliable to the queen at game start
QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150
QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200
QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400
QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000
; Amount of troops that will be added to queens army when the troops pool is empty
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
;------------------------------------------------------------------------------------------------------------------------------
; Alert Levels
;
; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes
; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better
; chance of spotting your mercs in the wilderness and chasing them around.
;
; Everytime an enemy or merc group arrives in a new sector, 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.
;
; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map.
;------------------------------------------------------------------------------------------------------------------------------
; Sets the starting alert chances.
ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5
ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20
ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60
ENEMY_STARTING_ALERT_LEVEL_INSANE = 80
; When an enemy spots and chases a player group, the alertness value decrements by this value.
; Ranges from 1-100 (but recommend 20-60).
ENEMY_ALERT_DECAY_NOVICE = 75
ENEMY_ALERT_DECAY_EXPERIENCED = 50
ENEMY_ALERT_DECAY_EXPERT = 25
ENEMY_ALERT_DECAY_INSANE = 10
; 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.
NUM_AWARE_BATTLES_NOVICE = 1
NUM_AWARE_BATTLES_EXPERIENCED = 2
NUM_AWARE_BATTLES_EXPERT = 3
NUM_AWARE_BATTLES_INSANE = 4
;------------------------------------------------------------------------------------------------------------------------------
; Queen's Army AI / Behavior
;
; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive
; she is about it.
;------------------------------------------------------------------------------------------------------------------------------
; The base interval between the queen's decisions. She can only make one decision at a time.
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90
; A random variation to the interval between queen's decisions.
EVALUATION_DELAY_VARIANCE_NOVICE = 240
EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180
EVALUATION_DELAY_VARIANCE_EXPERT = 120
EVALUATION_DELAY_VARIANCE_INSANE = 60
; This is a delay between the player taking a sector, and the queen being able to decide to attack it.
; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6
; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
; A longer grace period causes defeated enemy patrols to reappear less often.
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2
; Determines whether the queen always prefers attacking your sectors to defending her own.
; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable
; unlimited reinforcements
AGGRESSIVE_QUEEN_AI_NOVICE = FALSE
AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE
AGGRESSIVE_QUEEN_AI_EXPERT = FALSE
AGGRESSIVE_QUEEN_AI_INSANE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Individual Enemy Group Behavior
;
; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what
; happened when one of the city sectors is taken by player. It will happen only while 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 enemy groups on their way to
; reinforce 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 = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Training Settings]
;******************************************************************************************************************************
; These settings control the training of Town Militia.
;******************************************************************************************************************************
; Defines the maximum number of Militia that can occupy the same sector
; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the
; duration of the battle.
MAX_MILITIA_PER_SECTOR = 20
; The number of Town Militia that are trained in a single "training session".
NUM_MILITIA_TRAINED_PER_SESSION = 10
; How much loyalty you need in a town to allow you to train Militia there.
MIN_LOYALTY_TO_TRAIN_MILITIA = 20
; This controls how fast town militia gets trained.
MILITIA_TRAINING_RATE = 4
;------------------------------------------------------------------------------------------------------------------------------
; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia,
; and are almost as well-trained as enemy Blackshirts.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities.
; FALSE = Only Regular (Light-Blue) militia can be trained.
ALLOW_TRAINING_ELITE_MILITIA = FALSE
; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE)
ELITE_MILITIA_TRAINING_DELAY= 1
;------------------------------------------------------------------------------------------------------------------------------
; Leadership and Town Militia training
;------------------------------------------------------------------------------------------------------------------------------
; Militia training bonus for RPC (as a percentage of the normal training speed)
; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster.
RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10
; Minimum leadership skill required to be able to train Militia at all
MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE).
LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test
; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia
; training.
; 100 = no bonus. 150 = 50% bonus. etcetera
; Note: This is only used if Old Trait System is played
TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
[Mobile Militia Training Settings]
;******************************************************************************************************************************
; These settings control the training of Mobile Militia.
;******************************************************************************************************************************
; Allows training militia that move around on the Strategy Map.
; If FALSE, all other settings in this category are disabled automatically.
ALLOW_MOBILE_MILITIA = FALSE
; Delay ability to train Mobile Militia till this day
MOBILE_MILITIA_TRAINING_DELAY = 1
; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4
;------------------------------------------------------------------------------------------------------------------------------
; Training method options.
;
; There are two methods:
; One is Manual Training - you pay money to train Mobile Militia whenever you desire.
; The second method is to have them created automatically (for free!) every N hours.
;------------------------------------------------------------------------------------------------------------------------------
; Determines which method of training is used.
; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all
; "Leadership and Mobile Militia Training settings", below.
MUST_TRAIN_MOBILE_MILITIA = TRUE
; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile
; Militia group.
; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid.
CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24
;------------------------------------------------------------------------------------------------------------------------------
; Leadership and Mobile Militia training
;------------------------------------------------------------------------------------------------------------------------------
; Minimum required leadership skill to train Mobile Militia
MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the
; value dictated by DIV_OF_ORIGINAL_MILITIA.
; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed.
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
; Required leadership score to train the maximum number of Mobile Militia allowed.
; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work)
REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90
; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE).
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups
; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia.
PERCENT_MOBILE_MILITIA_ELITES = 20
PERCENT_MOBILE_MILITIA_REGULARS = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
[Mobile Militia Movement Settings]
;******************************************************************************************************************************
; These settings control how Mobile Militia move around the strategy map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If set to FALSE, Mobile Militia can move anywhere they want.
; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST)
;------------------------------------------------------------------------------------------------------------------------------
RESTRICT_ROAMING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; EXPLORATION-based restrictions
;
; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
; RESTRICT_ROAMING must be set to TRUE.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; CONQUEST-based restrictions
;
; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far.
; This utilizes the rules laid down in the file "DynamicRestrictions.XML".
; RESTRICT_ROAMING must be set to TRUE.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This setting controls whether Mobile 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" and at least one of the other movement-restriction options must be set to TRUE.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison.
; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia.
; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore.
;
; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Strength Settings]
;******************************************************************************************************************************
; These settings control the strength of town or mobile militia in tactial combat and autoresolve.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; These settings determine how well the militia will fight during autoresolve and tactical combat.
;
; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia
; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia
; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies.
;------------------------------------------------------------------------------------------------------------------------------
; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
; negative, meaning the militia will be weaker.
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
; Flat bonus to Militiamen Action Points.
GREEN_MILITIA_APS_BONUS = 0
REGULAR_MILITIA_APS_BONUS = 0
VETERAN_MILITIA_APS_BONUS = 0
; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
GREEN_MILITIA_CTH_BONUS_PERCENT = 0
REGULAR_MILITIA_CTH_BONUS_PERCENT = 0
VETERAN_MILITIA_CTH_BONUS_PERCENT = 0
; Normal and energy damage is reduced by this many percents.
GREEN_MILITIA_DAMAGE_RESISTANCE = 0
REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
VETERAN_MILITIA_DAMAGE_RESISTANCE = 0
; Determines bonus to assigned weapon and gear quality (coolness).
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Shopkeeper Inventory Settings]
;******************************************************************************************************************************
; These settings control the inventory of Arulco's resident shopkeepers.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; 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_BOBBY_RAYS_SETTING = FALSE
DEVIN_USES_BOBBY_RAYS_SETTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away
; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home.
CHANCE_TONY_AVAILABLE = 80
;------------------------------------------------------------------------------------------------------------------------------
; Turn on to get BR shipments faster
FAST_BOBBY_RAY_SHIPMENTS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Assignment Settings]
;******************************************************************************************************************************
; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Basic Settings
;
; Use these to affect all assignments.
;------------------------------------------------------------------------------------------------------------------------------
; The amount time a character 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
;
; These settings control the speed of training, and how useful some characters are at training others.
;------------------------------------------------------------------------------------------------------------------------------
; Min skill required for a character to be able to increase that skill at all.
MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1
; Max value to which any skill can be trained.
MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100
; Divisor for rate of self-training (the "PRACTICE" assignment)
TRAINING_RATE_DIVISOR = 1000
; The divisor for rate of training bonus due to instructors influence
; Reduce to speed-up trainer/student training
; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
; Also applies to training militia
TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
; The minimum skill rating a character must have before he can train fellow teammates in that skill.
MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
;------------------------------------------------------------------------------------------------------------------------------
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
;
; 0 = Disabled (JA2 Default). 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.
;------------------------------------------------------------------------------------------------------------------------------
SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0
SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0
;------------------------------------------------------------------------------------------------------------------------------
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
;
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
; 1 = Both options on.
;
; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the
; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING).
;------------------------------------------------------------------------------------------------------------------------------
REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0
;------------------------------------------------------------------------------------------------------------------------------
; Doctoring
;
; (for reference: OKLIFE = 15 health)
;------------------------------------------------------------------------------------------------------------------------------
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working
NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1
NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4
NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12
; Increase this value to reduce doctoring pts per hour, 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 medical skill required to deal with an emergency (when a patient has less than OKLIFE health left)
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
; Multiplier for how much medical skill is needed, for each point below OKLIFE
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
; Number of "doctor" points used up to heal each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
;------------------------------------------------------------------------------------------------------------------------------
; Repairing
;------------------------------------------------------------------------------------------------------------------------------
; Cost to unjam a weapon in repair pts
REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
REPAIR_RATE_DIVISOR = 2500
; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
; down repair. A lower value speeds it up.
REPAIR_SESSIONS_PER_DAY = 24
[Clock Settings]
;******************************************************************************************************************************
; These settings control the speed behavior of the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Change in Clock Speed from base clock speed in percent
; Range: 100 - 300 Default: 150
;------------------------------------------------------------------------------------------------------------------------------
CLOCK_SPEED_PERCENT = 150
;------------------------------------------------------------------------------------------------------------------------------
; Timeslice in microseconds. The frequency that the screen is refreshed.
; At normal speed the clock is updated every 16 milliseconds.
; Range: 1000 - 20000 Default: 16000
;------------------------------------------------------------------------------------------------------------------------------
UPDATE_FREQUENCY = 16000
;------------------------------------------------------------------------------------------------------------------------------
; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.
; At normal speed the clock is updated every 10 milliseconds.
; Range: 1-10000 Default: 500
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_PERIOD = 500
;------------------------------------------------------------------------------------------------------------------------------
; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled.
; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx
; Note MENU = [ALT], CONTROL = [CTRL]
; Examples (separated by comma):
; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_KEY = SUBTRACT
[Overhead Map Settings]
;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
;Modes:
; 0 Off
; 1 Draw Rectangles
; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
MARKER_MODE = 2
;Precision governs how small the marked area will be
; 0 Hostiles are in a general area 180 tiles across
; 1 Hostiles are in a general area 120 tiles across
; 2 Hostiles are in a general area 90 tiles across
; 3 Hostiles are in a general area 60 tiles across
; 4 Hostiles are in a general area 45 tiles across
; 5 Hostiles are in a general area 30 tiles across
DAYTIME_PRECISION = 4
;Same as above, this time for Night
NIGHTTIME_PRECISION = 5
;Number of remaining Soldiers before their location gets marked
MAX_SOLDIERS_LEFT = 1