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- bugfix (from build 529): IMPs have wrong voices - bugfix: Multiple IMPs with same voice causes wrong data and CTDs. Now it is impossible to have multiple IMPs with the same voice. No more invalid IMP data with multiple imps (hopefully) ;) - You can have a maximum number of 6 imps (3 women and 3 men). All have different voices. - If an IMP is cloned (90210, nickname) an unused voice is set. So we have correct data. - Prevent the user from selecting used voices in the IMP Voice selection screen git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@503 4f8fa57e-7814-0410-bad4-adc449f26b7c
698 lines
34 KiB
INI
698 lines
34 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2: 1.13 Mod Release Version 2006.06.27 Build 305
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
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; By default, the values below are the values present in the 9-14-05 release of the code.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;General Guidelines:
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
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;
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; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
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;
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; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
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;
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; MAX_STRATEGIC_TEAM_SIZE >= 20
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;
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; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
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;
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; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _ELITE_BONUS = 1-100 (percentages)
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;
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; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
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; decide to change anything in this file, it's recommended that you make a backup copy
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; before you make the changes.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change global gameplay settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Gameplay Settings]
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;******************************************************************************************************************************
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; These are the Starting cash values for the various difficulties.
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; The only restriction with these, is the INT32 they are stored in.
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;******************************************************************************************************************************
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NOVICE_CASH = 45000
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EXPERIENCED_CASH = 35000
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EXPERT_CASH = 30000
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INSANE_CASH = 15000
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;******************************************************************************************************************************
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; 0 = Use default drop item system for enemies (militia).
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; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
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; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in the
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; option screen, to use the new drop system
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;******************************************************************************************************************************
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ENEMIES_ITEM_DROP = 0
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;******************************************************************************************************************************
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; Vehicle Inventory
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;******************************************************************************************************************************
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VEHICLE_INVENTORY = FALSE
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;******************************************************************************************************************************
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; Assignment Settings:
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; The following settings control various rates/speeds/effectiveness
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; of the different merc assignments (repair, train, doctor, etc)
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;******************************************************************************************************************************
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; Basic values
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;******************************************************************************************************************************
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;the amount time must be on assignment before it can have any effect
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;theoretically, everything will go faster if this is lower...
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MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
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;******************************************************************************************************************************
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; Skill Training
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;******************************************************************************************************************************
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;min value required to train a skill
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TRAINING_SKILL_MIN = 1
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;max value to which a skill can be trained
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TRAINING_SKILL_MAX = 85
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;divisor for rate of self-training; reduce to speed all skill training
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SELF_TRAINING_DIVISOR = 1000
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;the divisor for rate of training bonus due to instructors influence
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;reduce to speed trainer/student training
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;this value gets added to the self training divisor when calculating training points
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INSTRUCTED_TRAINING_DIVISOR = 3000
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;the bonus to training in marksmanship in the Alma gun range sector
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GUN_RANGE_TRAINING_BONUS = 25
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;the minimum skill rating that is need to teach a fellow teammate
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MIN_RATING_TO_TEACH = 25
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;training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
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;also applies to training militia
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TEACH_BONUS_TO_TRAIN = 30
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;******************************************************************************************************************************
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; Militia Training
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;******************************************************************************************************************************
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;this controls how fast town militia gets trained
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MILITIA_TRAINING_RATE = 4
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;limits the number of mercs assigned to militia training in a single sector
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MAX_MILITIA_TRAINERS_PER_SECTOR = 2
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;militia training bonus for RPC (percentage points)
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;RPCs (Ira, Miguel, etc) train militia a bit faster
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RPC_BONUS_TO_TRAIN_MILITIA = 10
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;******************************************************************************************************************************
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; Repairing
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;******************************************************************************************************************************
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;number we divide the total pts accumlated per day by for each assignment period
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;Higher number = slower repair rate
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ASSIGNMENT_UNITS_PER_DAY = 24
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;cost to unjam a weapon in repair pts
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REPAIR_COST_PER_JAM = 2
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;increase to reduce repair pts, or vice versa
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REPAIR_RATE_DIVISOR = 2500
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;******************************************************************************************************************************
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; Doctoring
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; for reference: OKLIFE = 15
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;******************************************************************************************************************************
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;activity levels for natural healing ( the higher the number, the slower the natural recover rate)
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;Low = patient, high = working
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LOW_ACTIVITY_LEVEL = 1
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MEDIUM_ACTIVITY_LEVEL = 4
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HIGH_ACTIVITY_LEVEL = 12
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;increase to reduce doctoring pts, or vice versa
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;at 2400, the theoretical maximum is 150 full healing pts/day
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DOCTORING_RATE_DIVISOR = 2400
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;how many points of healing each hospital patients gains per hour in the hospital
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;a top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
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HOSPITAL_HEALING_RATE = 5
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;base skill to deal with an emergency (when a patient has less than OKLIFE health left)
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BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
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;multiplier for skill needed for each point below OKLIFE
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MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
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;number of pts needed for each point below OKLIFE
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POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
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;******************************************************************************************************************************
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; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
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;******************************************************************************************************************************
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DYNAMIC_AMMO_WEIGHT = FALSE
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;******************************************************************************************************************************
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; START OF GAME OPTIONS
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; The following options require a new game in order to work:
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;******************************************************************************************************************************
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;
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;
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; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
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ENABLE_CREPITUS = TRUE
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;
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; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
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;
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ENABLE_ALL_WEAPON_CACHES = FALSE
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;
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; Determines whether all the terrorists are available, or whether they're chosen at random (default)
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;
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ENABLE_ALL_TERRORISTS = FALSE
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;******************************************************************************************************************************
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; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
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; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
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; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
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; Valid ranges for PRICE_MODIFIER are 1-100.
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;******************************************************************************************************************************
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CAN_SELL_ALT_LMB = FALSE
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PRICE_MODIFIER = 10
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;******************************************************************************************************************************
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; Time when some global events occur
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; Range: 0-100%
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;******************************************************************************************************************************
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; Default 35
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GAME_PROGRESS_START_MADLAB_QUEST = 35
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; Default 50
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GAME_PROGRESS_MIKE_AVALIABLE = 50
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; Default 70
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GAME_PROGRESS_IGGY_AVALIABLE = 70
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;******************************************************************************************************************************
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; Strategic Events on/off
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;******************************************************************************************************************************
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; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
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STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = FALSE
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;******************************************************************************************************************************
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; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
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; Range: 0-100
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; 0 means no additional damage
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; 50 means 150% damage (100 + 50)
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; maximum damage (internal) is 255
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;******************************************************************************************************************************
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EXPLOSIVES_DAMAGE_MULTIPLIER = 0
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MELEE_DAMAGE_MULTIPLIER = 0
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GUN_DAMAGE_MULTIPLIER = 0
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;******************************************************************************************************************************
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; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
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;
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; Basically the 1st set are the number of available troops the queen starts with in her
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; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
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; The 3rd set are percentages of extra troops converted to ELITE by the three highest difficulty levels.
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; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
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; wants to travel with. And this option right under the comments, this is the largest size an
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; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
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; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
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; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
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; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
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; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
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; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
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;******************************************************************************************************************************
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MAX_STRATEGIC_TEAM_SIZE = 20
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; Amount of troops avaliable to the queen at game start
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NOVICE_QUEENS_POOL_OF_TROOPS = 150
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EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
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EXPERT_QUEENS_POOL_OF_TROOPS = 400
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INSANE_QUEENS_POOL_OF_TROOPS = 8000
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; Initial group sizes for pre-placed garrisons when starting a new game
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EASY_INITIAL_GARRISON_PERCENTAGES = 70
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EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
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EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
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INSANE_INITIAL_GARRISON_PERCENTAGES = 200
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; Percent of troops converted to extra elites in enemy groups
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EXPERIENCED_ELITE_BONUS = 0
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EXPERT_ELITE_BONUS = 25
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INSANE_ELITE_BONUS = 50
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; Minimum enemy group size
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NOVICE_MIN_ENEMY_GROUP_SIZE = 3
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EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
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EXPERT_MIN_ENEMY_GROUP_SIZE = 6
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INSANE_MIN_ENEMY_GROUP_SIZE = 8
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;******************************************************************************************************************************
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; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
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;******************************************************************************************************************************
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NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE
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EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE
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EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
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INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
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;******************************************************************************************************************************
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; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors
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; and overall strategy. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool
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; or enable unlimited reinforcements
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;******************************************************************************************************************************
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NOVICE_QUEEN_AGGRESSIVE = FALSE
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EXPERIENCED_QUEEN_AGGRESSIVE = FALSE
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EXPERT_QUEEN_AGGRESSIVE = FALSE
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INSANE_QUEEN_AGGRESSIVE = TRUE
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;******************************************************************************************************************************
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; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
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; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
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; with each side checked. Stationary groups do this check periodically.
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;******************************************************************************************************************************
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EASY_ENEMY_STARTING_ALERT_LEVEL = 5
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NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
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HARD_ENEMY_STARTING_ALERT_LEVEL = 60
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INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
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;******************************************************************************************************************************
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; When an enemy spots and chases a player group, the alertness value decrements by this value. The
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; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
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; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
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;******************************************************************************************************************************
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EASY_ENEMY_STARTING_ALERT_DECAY = 75
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NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
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HARD_ENEMY_STARTING_ALERT_DECAY = 25
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INSANE_ENEMY_STARTING_ALERT_DECAY = 10
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;******************************************************************************************************************************
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; The base time that the queen can think about reinforcements for refilling lost patrol groups,
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; town garrisons, etc. She only is allowed one action per 'turn'.
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;******************************************************************************************************************************
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EASY_TIME_EVALUATE_IN_MINUTES = 480
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NORMAL_TIME_EVALUATE_IN_MINUTES = 360
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HARD_TIME_EVALUATE_IN_MINUTES = 180
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INSANE_TIME_EVALUATE_IN_MINUTES = 90
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;******************************************************************************************************************************
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; The variance added on.
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;******************************************************************************************************************************
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EASY_TIME_EVALUATE_VARIANCE = 240
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NORMAL_TIME_EVALUATE_VARIANCE = 180
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HARD_TIME_EVALUATE_VARIANCE = 120
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INSANE_TIME_EVALUATE_VARIANCE = 60
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;******************************************************************************************************************************
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; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
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; limited amount of time. This essentially dumbs down the AI, making it less aggressive.
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;******************************************************************************************************************************
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EASY_GRACE_PERIOD_IN_HOURS = 144
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NORMAL_GRACE_PERIOD_IN_HOURS = 96
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HARD_GRACE_PERIOD_IN_HOURS = 48
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INSANE_GRACE_PERIOD_IN_HOURS = 6
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;******************************************************************************************************************************
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; Defines how many days must pass before the queen is willing to refill a defeated patrol group.
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;******************************************************************************************************************************
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EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
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NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
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HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
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INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
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;******************************************************************************************************************************
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; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
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; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
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; is what is used to determine the free checks.
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;******************************************************************************************************************************
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EASY_NUM_AWARE_BATTLES = 1
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NORMAL_NUM_AWARE_BATTLES = 2
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HARD_NUM_AWARE_BATTLES = 3
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INSANE_NUM_AWARE_BATTLES = 4
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;******************************************************************************************************************************
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; Bonus APs for Enemy Soldiers:
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; Number of extra APs for enemy troops at the various difficulty levels
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;******************************************************************************************************************************
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NOVICE_AP_BONUS = 0
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EXPERIENCED_AP_BONUS = 0
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EXPERT_AP_BONUS = 0
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INSANE_AP_BONUS = 5
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;******************************************************************************************************************************
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; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
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; Keep in mind that there is not enough room on the strategic map to display more than 20
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; Militia per sector correctly (could possibly change) but they will still be there to defend,
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; and you can still train them, and it will still cost you.
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; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
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; MILITIA_TRAINING_COST which is the cost of training militia.
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; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
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;******************************************************************************************************************************
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MAX_MILITIA_PER_SECTOR = 20
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MAX_TRAINING_SQUAD_SIZE = 10
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MILITIA_TRAINING_COST = 750
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MIN_LOYALTY_TO_TRAIN = 20
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;******************************************************************************************************************************
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; Settings for mobile militia
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;******************************************************************************************************************************
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; Allows militia to move on strategic map
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ALLOW_MILITIA_MOBILE_GROUPS = FALSE
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; Allows militia reinforcements from near sectors
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ALLOW_REINFORCEMENTS = FALSE
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; Allows militia reinforcements only in cities
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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; Amount of troops that will be added to queens army when the troops pool is empty
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QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
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; Will create a squad each n hours (12 for example). Should divide 24 without remainder
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CREATE_EACH_N_HOURS = 24
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; Divisor for mobile group size
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DIV_OF_ORIGINAL_MILITIA = 4
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; Minimum possible militia squad size
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MINIMUM_MILITIA_SQUAD_SIZE = 5
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; Maximum possible militia squad size
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MAXIMUM_MILITIA_SQUAD_SIZE = 20
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; Not used anymore
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;MAXIMUM_MILITIA_SQUAD_SIZE_BATTLE = 20
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change settings which uses the IMP generation
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Laptop Settings]
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; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
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MAX_IMP_CHARACTERS = 1
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;******************************************************************************************************************************
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; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
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; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
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; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
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; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
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; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
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; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
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; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
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; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
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; start out as. Currently in game it is set to 55.
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;******************************************************************************************************************************
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MIN_ATTRIBUTE_POINT = 35
|
|
MAX_ATTRIBUTE_POINT = 85
|
|
IMPATTRIBUTEPOINTS = 30
|
|
MAX_ZERO_BONUS = 15
|
|
START_ATTRIBUTE = 55
|
|
|
|
;******************************************************************************************************************************
|
|
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
|
|
; opens the website up on day one.
|
|
;
|
|
; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
|
|
; This will include any future MERC Mercs that are added.
|
|
;******************************************************************************************************************************
|
|
|
|
MERC_AVAILABLE_DAY_ONE = FALSE
|
|
ALL_MERCS_AT_MERC = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
|
|
; your IMP Mercs.
|
|
;
|
|
; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP
|
|
; Merc.
|
|
; Here are the valid settings for personalities and Attitudes:
|
|
;
|
|
; PERSONALITIES:
|
|
;
|
|
; Normal = 0
|
|
; Heat Intolerant = 1
|
|
; Nervous = 2
|
|
; Claustrophobic = 3
|
|
; NonSwimmer = 4
|
|
; Fear of Insects = 5
|
|
; Forgetful = 6
|
|
; Psycho = 7
|
|
;
|
|
; ATTITUDES:
|
|
;
|
|
; NORMAL = 0
|
|
; FRIENDLY = 1
|
|
; LONER = 2
|
|
; OPTIMIST = 3
|
|
; PESSIMIST = 4
|
|
; AGGRESSIVE = 5
|
|
; ARROGANT = 6
|
|
; BIG_SHOT = 7
|
|
; ASSHOLE = 8
|
|
; COWARD = 9
|
|
;******************************************************************************************************************************
|
|
|
|
CUSTOM_PERSONALITY = 0
|
|
CUSTOM_ATTITUDE = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change video settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Video Settings]
|
|
|
|
; If disabled the game will run faster
|
|
VERTICAL_SYNC = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change rain settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Rain Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can enable the rain.
|
|
; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
|
|
; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
|
|
; with lightning)
|
|
; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_RAIN = FALSE
|
|
RAIN_CHANCE_PER_DAY = 100
|
|
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
|
RAIN_MAX_LENGTH_IN_MINUTES = 180
|
|
MAX_RAIN_DROPS = 80
|
|
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
|
|
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change thunder settings that appear in combination with rain
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Thunder Settings]
|
|
|
|
MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
|
|
MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
|
|
MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
|
|
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
|
|
PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
|
|
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change the animation speed
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Turnbased Animation Speed Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Controls animation speed for faster movements in battle
|
|
; 1 = normal
|
|
; 0 = max speed
|
|
; Range: 0-1
|
|
;******************************************************************************************************************************
|
|
|
|
PLAYER_TURN_SPEED_UP_FACTOR = 1
|
|
ENEMY_TURN_SPEED_UP_FACTOR = 1
|
|
CREATURE_TURN_SPEED_UP_FACTOR = 1
|
|
MILITIA_TURN_SPEED_UP_FACTOR = 1
|
|
CIVILIAN_TURN_SPEED_UP_FACTOR = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change some tactical settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Tactical Settings]
|
|
|
|
; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
|
|
; Range: 0-255
|
|
BASE_SIGHT_RANGE = 13
|
|
|
|
; Controls how rain affects visual distance
|
|
; Range: 0-100%
|
|
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
|
|
|
|
; Enable/disable militia command on tactical map
|
|
; Range: TRUE/FALSE
|
|
ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
|
|
|
|
; Enable/disable limited vision
|
|
; Range: TRUE/FALSE
|
|
ALLOW_LIMITED_VISION = FALSE
|
|
|
|
; Show information about selected person
|
|
ALLOW_SOLDIER_TOOL_TIPS = FALSE
|
|
|
|
; How much infomation will the soldier tooltips display
|
|
; 1 = Limited - are they wearing any armor (but not where), general type of weapon
|
|
(but no mention of attachments), do they have a gas mask or NVG.
|
|
; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
|
|
and visible weapon attachments, do they have a gas mask or NVG.
|
|
; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
|
|
; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
|
|
|
|
SOLDIER_TOOLTIP_DETAIL_LEVEL = 1
|
|
|
|
; Enable/disable individual lines of information within the tooltip
|
|
; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
|
|
; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change some tactical AI settings (NOT IMPLEMENTED)
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
;[JA2 Tactical AI Settings]
|
|
;MAX_TOSS_SEARCH_DIST=3
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change sounds settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Sound Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Change to increase volume for weapon sounds
|
|
; Range: 0-100%
|
|
; 0 = no change
|
|
; 100 = max volume
|
|
;******************************************************************************************************************************
|
|
|
|
WEAPON_SOUND_EFFECTS_VOLUME = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change system settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 System Settings]
|
|
|
|
; Time in seconds for DeadLock delay, default 15
|
|
; Do not set this too low!
|
|
DEAD_LOCK_DELAY = 15
|
|
|
|
; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
|
|
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE |