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source/gamedir-languages/Editor/Ja2_Options.INI
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INI

[Options]
;******************************************************************************************************************************
;******************************************************************************************************************************
; Jagged Alliance 2: 1.13 MOD Release Version 10.22.05
;******************************************************************************************************************************
;******************************************************************************************************************************
; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.
;
;******************************************************************************************************************************
XML_DIRECTORY = TableData\New_Items\
;******************************************************************************************************************************
;General Guidelines:
;
;
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
;
; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
;
; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
;
; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
;
; MAX_STRATEGIC_TEAM_SIZE >= 20
;
; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
;
;
; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
;
; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
;
; _ELITE_BONUS = 1-100 (percentages)
;
; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
; decide to change anything in this file, it's recommended that you make a backup copy
; before you make the changes.
;
;******************************************************************************************************************************
;******************************************************************************************************************************
; These are the Starting cash values for the various difficulties.
; The only restriction with these, is the INT32 they are stored in.
;******************************************************************************************************************************
NOVICE_CASH = 45000
EXPERIENCED_CASH = 35000
EXPERT_CASH = 30000
INSANE_CASH = 15000
;******************************************************************************************************************************
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are 1-100.
;******************************************************************************************************************************
CAN_SELL_ALT_LMB = TRUE
PRICE_MODIFIER = 4
;******************************************************************************************************************************
; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
; start out as. Currently in game it is set to 55.
;******************************************************************************************************************************
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;******************************************************************************************************************************
; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
; MILITIA_TRAINING_COST which is the cost of training militia.
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
;******************************************************************************************************************************
MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20
;******************************************************************************************************************************
; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
;
; Basically the 1st set are the number of available troops the queen starts with in her
; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
; The 3rd set are percentages of extra troops converted to ELITE by the two highest difficulty levels.
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with. And this option right under the comments, this is the largest size an
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
;******************************************************************************************************************************
MAX_STRATEGIC_TEAM_SIZE = 20
NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 400
INSANE_QUEENS_POOL_OF_TROOPS = 8000
EASY_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8
;******************************************************************************************************************************
; 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. This option does not work with USE_RANDOM_PERSONALITY, it won't be random at all. Another Note
: before I get on with the valid settings for these two options, The INI file is NOW read at the beginning
; of the game, so if you want to pick and choose your personalities and attitudes AND use multiple IMPS, you
; Will need to save and exit the game, change the settings and then start the game back up to create the next
; IMP. I WILL FIX THIS by creating another IMP Webpage. But for now, this will have to do.
;
; 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
;******************************************************************************************************************************
USE_RANDOM_PERSONALITY = FALSE
CUSTOM_PERSONALITY = 0
CUSTOM_ATTITUDE = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************