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- ;******************************************************************************************************************************
- ; 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 = 32
- ; Player vehicles, valid values 2 through 6, default is 2
- MAX_NUMBER_PLAYER_VEHICLES = 6
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 32
- ; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
- MAX_NUMBER_CREATURES_IN_TACTICAL = 32
- ; Rebels (i.e., militia), valid values 16 through 64, default is 32
- MAX_NUMBER_MILITIA_IN_TACTICAL = 32
- ; 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 = 240
- MAX_WEAPON_SIZE = 50
- OLD_INVENTORY_ITEM_NUMBER = 999
- ;------------------------------------------------------------------------------------------------------------------------------
- ; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation.
- ; This switch will do nothing if you play with OCTH.
- ; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-)
- ; The switch and the old code will probably be removed in the future.
- ;------------------------------------------------------------------------------------------------------------------------------
- USE_NEW_CTH_CALCULATION = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ; 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 6
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 7
- IMP_FEMALE_CHARACTER_COUNT = 3
- IMP_MALE_1 = 51
- IMP_MALE_2 = 52
- IMP_MALE_3 = 53
- IMP_MALE_4 = 169
- ; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian)
- IMP_MALE_5 = 192
- IMP_MALE_6 = 193
- IMP_MALE_7 = 194
- ;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.
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 25
- ; 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 = 35
- ; 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 = TRUE
- ; 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
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 2
- ;Can AIM/MERC mercs die while away on other assignments?
- MERCS_CAN_DIE_ON_ASSIGNMENT = FALSE
- ;How many mercs can die at each difficulty level?
- MAX_MERC_DEATHS_EASY = 0
- MAX_MERC_DEATHS_EXPERIENCED = 0
- MAX_MERC_DEATHS_EXPERT = 0
- MAX_MERC_DEATHS_INSANE = 0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
- ; comment on current situation from battlefield if able to (alive and well).
- ;------------------------------------------------------------------------------------------------------------------------------
- RECRUITABLE_SPECK = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc
- ; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines).
- ;------------------------------------------------------------------------------------------------------------------------------
- RECRUITABLE_JOHN_KULBA = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc.
- ;------------------------------------------------------------------------------------------------------------------------------
- RECRUITABLE_JOHN_KULBA_DELAY = 7
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website.
- ;------------------------------------------------------------------------------------------------------------------------------
- RECRUITABLE_JA1_NATIVES = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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
- ;------------------------------------------------------------------------------------------------------------------------------
- ; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page
- ;------------------------------------------------------------------------------------------------------------------------------
- SHOW_SKILLS_IN_HIRING_PAGE = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
- ; 0 = do not use random stats (JA2 vanilla setting)
- ; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
- ; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
- ; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
- ; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
- ;
- ; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
- ; Valid +/- range (0-50)
- ; For example MERCS_RANDOM_STAT_RANGE = 10,
- ; Stat = 80 will random between 70-90
- ; Stat = 95 will random between 90-100 due to 100 maximum limit
- ; Stat = 5 will random between 1-9 due to 1 minimum limit
- ; Stat = 0/1/100 will not random
- ;
- ; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
- ; Valid +/- range (0-4)
- ; For example MERCS_RANDOM_EXP_RANGE = 2,
- ; Exp = 4 will random between 2-6
- ; Exp = 8 will random between 7-9 due to 9 maximum limit
- ; Exp = 2 will random between 1-3 due to 1 minimum limit
- ; Exp = 1/9 will will not random
- ;------------------------------------------------------------------------------------------------------------------------------
- MERCS_RANDOM_STATS = 0
- MERCS_RANDOM_STAT_RANGE = 0
- MERCS_RANDOM_EXP_RANGE = 0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
- ; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
- ;------------------------------------------------------------------------------------------------------------------------------
- MERCS_RANDOM_START_SALARY = FALSE
- MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 0
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 30900
- 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Various costs of training Militia.
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Basic cost of training Militia (Green / Rookie)
- MILITIA_BASE_TRAINING_COST = 1000
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 6
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Show hints on the loadscreen?
- ; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
- ;------------------------------------------------------------------------------------------------------------------------------
- USE_LOADSCREENHINTS = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
- ; The delay will only be used if USE_LOADSCREENHINTS = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0
- ;------------------------------------------------------------------------------------------------------------------------------
- ;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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ; Set this to false to keep item attachments.
- ; Unseparable attachments will not be removed.
- SHIFT_F_REMOVE_ATTACHMENTS = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = FALSE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Enable/disable the ability to give commands to Militia during TACTICAL mode.
- ;------------------------------------------------------------------------------------------------------------------------------
- ALLOW_TACTICAL_MILITIA_COMMAND = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 75
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 36
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; If enabled, you do not see the health text when hovering the mouse over an enemy / creature.
- ;------------------------------------------------------------------------------------------------------------------------------
- HIDE_ENEMY_HEALTH_TEXT = FALSE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
- ;------------------------------------------------------------------------------------------------------------------------------
- SHOW_HEALTHBARSOVERHEAD = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 6900
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Default: FALSE
- ; Alternative aiming-levels for targets.
- ;------------------------------------------------------------------------------------------------------------------------------
- ALT_AIMING_ENABLED = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Default: TRUE
- ; Disable visibility of enemy, if they see militia but don't see our mercs.
- ;------------------------------------------------------------------------------------------------------------------------------
- WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Default: 3
- ; Penalty (in %) on tile when you shot in head (for enemy and mercs).
- ;------------------------------------------------------------------------------------------------------------------------------
- SHOT_HEAD_PENALTY = 4
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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
- ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
- ; This saves AP if we decide to immediately continue moving to another location.
- NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 10
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 10
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 2
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as
- ; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator.
- ;------------------------------------------------------------------------------------------------------------------------------
- CIVILIANS_DROP_ALL = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 500
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = FALSE
- ; 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 = 0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 15
- MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ; 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 = 100
- ; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
- ASSASSINS_DISGUISED = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Enemy Assassins
- ; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait
- ; new trait system is required for this, and new inventory is system is heavily advised
- ;------------------------------------------------------------------------------------------------------------------------------
- ; TRUE: assassins can appear
- ENEMY_ASSASSINS = FALSE
- ; minimum progress required for assassins to appear
- ASSASSIN_MINIMUM_PROGRESS = 20
- ; assassins can only spawn if at least x militia are in sector
- ASSASSIN_MINIMUM_MILITIA = 10
- ; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
- ; sector, there is a 10% chance of assassins showing up
- ; 200 means that the chance is 20%, 50 means 5%, and so on
- ASSASSIN_PROPABILITY_MODIFIER = 100
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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
- ;------------------------------------------------------------------------------------------------------------------------------
- ;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest
- ;Important points:
- ;3: normal day
- ;8: mid dawn
- ;12: normal night time
- ;values are in percent
- ;Range: 1-100
- ;------------------------------------------------------------------------------------------------------------------------------
- BRIGHTNESS_MOD_0 = 80
- BRIGHTNESS_MOD_1 = 86
- BRIGHTNESS_MOD_2 = 93
- BRIGHTNESS_MOD_3 = 100
- BRIGHTNESS_MOD_4 = 94
- BRIGHTNESS_MOD_5 = 88
- BRIGHTNESS_MOD_6 = 82
- BRIGHTNESS_MOD_7 = 76
- BRIGHTNESS_MOD_8 = 70
- BRIGHTNESS_MOD_9 = 64
- BRIGHTNESS_MOD_10 = 58
- BRIGHTNESS_MOD_11 = 51
- BRIGHTNESS_MOD_12 = 43
- BRIGHTNESS_MOD_13 = 30
- BRIGHTNESS_MOD_14 = 17
- BRIGHTNESS_MOD_15 = 9
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 3
- ; 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 = TRUE
- ; 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 = TRUE
- SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
- SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
- ; Behavior, Condition
- 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_ENERGY = TRUE
- SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
- SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE
- ; Armor, Headgear
- 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
- ; Weapons
- SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
- SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
- ; Inventory
- 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
- SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE
- SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE
- SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; ULTRA DYNAMIC TOOLTIPS
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Override the distance at which tooltips can be seen?
- ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE
- ; 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 = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 3
- ; 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.
- 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 = TRUE
- ; 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 = TRUE
- ; 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 = TRUE
- ; Allow display of scope modes on weapon
- DISPLAY_SCOPE_MODES = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; external feeding
- ;------------------------------------------------------------------------------------------------------------------------------
- ; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself
- EXTERNAL_FEEDING = 2
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 0
- MINIMUM_CTH_DIVISOR = 100
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 2
- NUM_BULLETS_PER_TRACER = 5
- CTH_BUMP_PER_TRACER = 20
- 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 = TRUE
- ; 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 = 5
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 4x)
- 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 = 25
- ; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
- CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ; allows jumping through closed windows, smashing them while jumping
- CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
- ;------------------------------------------------------------------------------------------------------------------------------
- CAN_CLIMB_ON_WALLS = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
- ;------------------------------------------------------------------------------------------------------------------------------
- INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
- ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
- ;------------------------------------------------------------------------------------------------------------------------------
- INDIVIDUAL_ENEMY_NAMES = FALSE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
- ;------------------------------------------------------------------------------------------------------------------------------
- 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles.
- ; In the xml, one can specify name/bodytype/hair/skin/traits
- ; If selected, the game will select a newly created soldier's data from these profiles randomly
- ;------------------------------------------------------------------------------------------------------------------------------
- SOLDIER_PROFILES_ENEMY = FALSE
- SOLDIER_PROFILES_MILITIA = 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 100
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 100
- ; 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 = 100
- ; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such
- ; NPCs are not required to be in CIV_TEAM anymore.
- ALL_NAMED_NPCS_DECIDE_ACTION = TRUE
- ; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
- ACCESS_OTHER_MERC_INVENTORIES = TRUE
- ; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
- ; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
- BACKPACKWEIGHT_LOWERS_AP = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 100
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 50
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS,
- ; not instead
- ;
- ; 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_PLAYER = 100
- SUPPRESSION_EFFECTIVENESS_AI = 100
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 18
- SUPPRESSION_TOLERANCE_MIN = 1
- ; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
- NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE
- ; 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 = 100
- ; The maximum number of Shock points a character can have.
- MAX_SUPPRESSION_SHOCK = 30
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 2
- ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
- MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 10
- ; 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 = 40
- ; 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 = 1
- ; 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 = 4
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 90
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ; 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 = TRUE
- ; Chance of rain to be triggered once per day.
- RAIN_CHANCE_PER_DAY = 40
- ; 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 = 1
- ; Reduction of the speed of regaining your breath (stamina) when it is raining.
- BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Lightning settings
- ;
- ; (ALLOW_RAIN must be set to TRUE for this to work.)
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Enable/Disable lightning occuring during rain.
- ALLOW_LIGHTNING = TRUE
- ; 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 weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically.
- ; Weapons cool down over time.
- OVERHEATING = TRUE
- ; Should a 'thermometer' for guns and replacable barrels be displayed?
- OVERHEATING_DISPLAY_THERMOMETER = TRUE
- ; 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
- ; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0
- OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 100
- ; Can zombies climb roofs?
- ZOMBIE_CAN_CLIMB = TRUE
- ; Can zombies jump through windows?
- ZOMBIE_CAN_JUMP_WINDOWS = 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 = FALSE
- ; 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 = 1
- ; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
- ZOMBIE_RISE_WITH_ARMOUR = TRUE
- ; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
- ; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
- ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = 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
- ; A multiplicator that determines how many heal points are needed to cure one point of poison
- POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
- ; 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 = 2.0
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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
- ; maximum amount of food poisoning one can get from eating a single piece of food
- FOOD_MAX_POISONING = 5
- ; do mercs make sounds when eating/drinking?
- FOOD_EATING_SOUNDS = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- ; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
- ; # # # # # # # # # # # # # # # # ## # # #
- ; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
- ; # # # # # # # # # # # # # # # # # # # # # #
- ; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 2
- ; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
- DISABLE_STRATEGIC_TRANSITION = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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
- ; The queen decides to go on the offensive. WARNING: This will be hard!
- ; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect
- GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65
- GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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
- ; This enables massive counterattacks in all cities, just like in Drassen.
- ; NOTE: These attacks will be huge. You have been warned.
- ; 0: no attacks
- ; 1: counterattacks on all cities possible
- ; 2: 1 + major offensives depending on game progress
- AGGRESSIVE_STRATEGIC_AI = 0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 2
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ; Allows reinforcements only between city sectors. Only affects militia, not enemies.
- ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Vehicle Inventory
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Do vehicles have their own inventory to carry equipment?
- VEHICLE_INVENTORY = TRUE
- ; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
- HUMVEE_OFFROAD = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 1.0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 10000
- ; 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 = 25
- ;******************************************************************************************************************************
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; advanced repair/dirt system
- ;------------------------------------------------------------------------------------------------------------------------------
- ; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
- ADVANCED_REPAIR = TRUE
- ; the only items we can repair are guns and armour
- ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
- ; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
- MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE
- ; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
- DIRT_SYSTEM = TRUE
- ; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
- FULL_REPAIR_CLEANS_GUN = FALSE
- ; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
- SECTOR_DIRT_DIVIDER = 700
- ; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
- DIRT_GLOBAL_MODIFIER = 1.25
- ;******************************************************************************************************************************
- ; 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 = TRUE
- ;******************************************************************************************************************************
- ; Enable all sectors with "secret" weapon caches.
- ; (These sectors hold usually a few chests with various mediocre to good equipment.)
- ;
- ;******************************************************************************************************************************
- ENABLE_ALL_WEAPON_CACHES = TRUE
- ;******************************************************************************************************************************
- ; Override each map's percent likelihood of an item appearing.
- ; Valid range = 0-100, where 0 uses the map values.
- ; (Mainly for modders, can possibly take the fun out of the game)
- ;******************************************************************************************************************************
- MAP_ITEM_CHANCE_OVERRIDE = 100
- ;******************************************************************************************************************************
- ; Prisoner system
- ;******************************************************************************************************************************
- ; can you capture enemy soldiers?
- ALLOW_TAKE_PRISONERS = TRUE
- ; can you offer enemies a surrender option?
- ENEMY_CAN_SURRENDER = TRUE
- ; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
- DISPLAY_SURRENDER_VALUES = TRUE
- ; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
- SURRENDER_MULTIPLIER = 5.0
- ; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
- ; you to surrender, and you refused
- PLAYER_CAN_ASK_TO_SURRENDER = TRUE
- ; chance that released soldiers join the army again
- PRISONER_RETURN_TO_ARMY_CHANCE = 50
- ; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
- PRISONER_DEFECT_CHANCE = 25
- ; chance that interrogated soldiers can give info on enemy positions
- PRISONER_INFO_BASECHANCE = 25
- ; chance that interrogated soldiers can give info on enemy numbers
- PRISONER_INFO_NUMBER_CHANCE = 30
- ; chance that interrogated soldiers can give info on enemy movement directions
- PRISONER_INFO_DIRECTION_CHANCE = 40
- ; chance that interrogated soldiers get you ransom money
- PRISONER_RANSOM_CHANCE = 25
- ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
- ; Interrogation first removes admin prisoners, then regulars and then elites
- ; If regulars and elites join your militia, there is a chance that they will be ddmoted, otherwise they will join as regular or veteran militia
- ; special prisoners do not exist... yet.
- PRISONER_INTERROGATION_POINTS_ADMIN = 80
- PRISONER_INTERROGATION_POINTS_REGULAR = 100
- PRISONER_INTERROGATION_POINTS_ELITE = 140
- PRISONER_INTERROGATION_POINTS_SPECIAL = 250
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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
- ; Currently not used! If set to TRUE, you can browse to the encyclopedia website on the laptop
- ENCYCLOPEDIA = TRUE
- ; If disabled, the transition will be skipped when opening/closing the laptop
- DISABLE_LAPTOP_TRANSITION = TRUE
- ; Fast loading of WWW laptop sites?
- FAST_WWW_SITES_LOADING = TRUE
- ; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
- LAPTOP_MOUSE_CAPTURED = 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 = TRUE
- ; 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 = 20
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 0
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 3
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 6
- ; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)?
- SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = TRUE
- ; 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 = TRUE
- ; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
- REQ_LEADERSHIP_FOR_MAX_MILITIA = 60
- ; 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 = 10
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ; 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 = 80
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = TRUE
- ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [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 = 5
- VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10
- ; Flat bonus to Militiamen Action Points.
- GREEN_MILITIA_APS_BONUS = 0
- REGULAR_MILITIA_APS_BONUS = 0
- VETERAN_MILITIA_APS_BONUS = 5
- ; 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 = 10
- ; Normal and energy damage is reduced by this many percents.
- GREEN_MILITIA_DAMAGE_RESISTANCE = 0
- REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
- VETERAN_MILITIA_DAMAGE_RESISTANCE = 10
- ; Determines bonus to assigned weapon and gear quality (coolness).
- GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
- REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1
- VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [Militia Equipment Settings]
- ;******************************************************************************************************************************
- ; These settings control the how militia can equip itslef from sector inventories
- ;******************************************************************************************************************************
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in.
- ;
- ; This applies to both tactical and strategic combat.
- ; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector.
- ; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'.
- ; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works
- ; if no mercs are present in that sector.
- ; If militia reinforces a sector, they will take their gear along.
- ; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map.
- ; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in).
- ;------------------------------------------------------------------------------------------------------------------------------
- ; if set to true, militia will take parts of its equipment from a sector's inventory.
- MILITIA_USE_SECTOR_EQUIPMENT = TRUE
- ; determines wether militia picks helmets, vests and leg armour from the sector.
- MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE
- ; determines wether militia takes NVGs, sungoggles and gasmasks from the sector.
- MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE
- ; determines wether militia takes knifes and punch weapons from the sector
- MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE
- ; determines wether militia takes guns from the sector
- MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
- ; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true.
- ; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped
- ; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
- MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
- ; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
- MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
- ; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector
- MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE
- ; the number of bullets deemed sufficient for a gun is
- ; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size))
- ; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo
- MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10
- MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200
- MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2
- ; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector
- ; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and
- ; orange gear cannot be chosen by any militia.
- MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = TRUE
- ;******************************************************************************************************************************
- ;******************************************************************************************************************************
- [Shopkeeper Inventory Settings]
- ;******************************************************************************************************************************
- ; These settings control the inventory of Arulco's resident shopkeepers.
- ; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting)
- ;******************************************************************************************************************************
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 100
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 0
- ; 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 = 1
- SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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 = 1
- ;------------------------------------------------------------------------------------------------------------------------------
- ; 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
- ;------------------------------------------------------------------------------------------------------------------------------
- ; SquadNames
- ;------------------------------------------------------------------------------------------------------------------------------
- ; use squadnames from SquadNames.xml
- USE_XML_SQUADNAMES = TRUE
- [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
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