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  1.  
  2. ;******************************************************************************************************************************
  3. ; Jagged Alliance 2 v1.13
  4. ;******************************************************************************************************************************
  5.  
  6. ; This file controls various settings which have been added to the game by the 1.13 mod.
  7. ;
  8. ; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate
  9. ; features unique to 1.13.
  10. ;
  11. ; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change
  12. ; something unless you know what you're doing, or are willing to experiment.
  13. ;
  14. ; 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,
  15. ; and contains more detailed descriptions of each setting and its effect.
  16. ;
  17. ; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning
  18. ; when the game is started, but at worst a default value will be used instead of the wrong one.
  19. ; If any lines are removed from this file, the game will always use a default value.
  20. ;
  21. ; Adding new settings requires changing the game's code.
  22. ;
  23. ;
  24. ;------------------------------------------------------------------------------------------------------------------------------
  25. ;------------------------------------------------------------------------------------------------------------------------------
  26. ; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes!
  27. ;------------------------------------------------------------------------------------------------------------------------------
  28. ;------------------------------------------------------------------------------------------------------------------------------
  29. ;
  30. ; General Guidelines:
  31. ;
  32. ; PRICE_MODIFIER = 1-100 (Lower is better)
  33. ;
  34. ; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
  35. ;
  36. ; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
  37. ;
  38. ; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
  39. ;
  40. ; MAX_STRATEGIC_TEAM_SIZE >= 20
  41. ;
  42. ; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
  43. ;
  44. ; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
  45. ;
  46. ; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
  47. ;
  48. ; _ELITE_BONUS = 1-100 (percentages)
  49. ;
  50. ;------------------------------------------------------------------------------------------------------------------------------
  51.  
  52.  
  53.  
  54.  
  55. ;******************************************************************************************************************************
  56. ;******************************************************************************************************************************
  57.  
  58.  
  59. ; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### ####
  60. ; # # ## # # # # # # # # # # # # ## # # #
  61. ; # ## #### # ## #### ### #### # #### #### # # # # ## # ## ####
  62. ; # # # # # # # # # # # # # # # # # # # # #
  63. ; #### #### # # #### # # # # #### #### #### # # ### # # #### ####
  64.  
  65.  
  66. ;******************************************************************************************************************************
  67. ;******************************************************************************************************************************
  68.  
  69. [System Limit Settings]
  70.  
  71. ;******************************************************************************************************************************
  72. ; These settings control some program limits.
  73. ; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
  74. ;******************************************************************************************************************************
  75.  
  76. ;------------------------------------------------------------------------------------------------------------------------------
  77. ; This is the max number of mercs and vehicles you can recruit.
  78. ;
  79. ; PLEASE NOTE:
  80. ; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
  81. ; To load any "broken" savegames, simply revert to your original settings.
  82. ;------------------------------------------------------------------------------------------------------------------------------
  83.  
  84. ; Player mercs, valid values 16 through 32, default is 24
  85. MAX_NUMBER_PLAYER_MERCS = 32
  86. ; Player vehicles, valid values 2 through 6, default is 2
  87. MAX_NUMBER_PLAYER_VEHICLES = 6
  88.  
  89. ;------------------------------------------------------------------------------------------------------------------------------
  90. ; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
  91. ;------------------------------------------------------------------------------------------------------------------------------
  92.  
  93. ; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
  94. MAX_NUMBER_ENEMIES_IN_TACTICAL = 32
  95. ; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
  96. MAX_NUMBER_CREATURES_IN_TACTICAL = 32
  97. ; Rebels (i.e., militia), valid values 16 through 64, default is 32
  98. MAX_NUMBER_MILITIA_IN_TACTICAL = 32
  99. ; Civilians, valid values 16 through 40, default is 32
  100. MAX_NUMBER_CIVS_IN_TACTICAL = 32
  101.  
  102. ;------------------------------------------------------------------------------------------------------------------------------
  103. ; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
  104. ; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
  105. ; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
  106. ; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
  107. ;------------------------------------------------------------------------------------------------------------------------------
  108.  
  109. MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
  110.  
  111.  
  112. ;------------------------------------------------------------------------------------------------------------------------------
  113. ; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
  114. ; 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
  115. ; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
  116. ; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34.
  117. ; 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
  118. ; regardless of attachments. Values 0-32000, default is 9
  119. ; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99.
  120. ;------------------------------------------------------------------------------------------------------------------------------
  121.  
  122. MAX_ITEM_SIZE = 240
  123. MAX_WEAPON_SIZE = 50
  124. OLD_INVENTORY_ITEM_NUMBER = 999
  125.  
  126. ;------------------------------------------------------------------------------------------------------------------------------
  127. ; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation.
  128. ; This switch will do nothing if you play with OCTH.
  129. ; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-)
  130. ; The switch and the old code will probably be removed in the future.
  131. ;------------------------------------------------------------------------------------------------------------------------------
  132. USE_NEW_CTH_CALCULATION = TRUE
  133.  
  134. ;******************************************************************************************************************************
  135. ;******************************************************************************************************************************
  136.  
  137. [Data File Settings]
  138.  
  139. ;******************************************************************************************************************************
  140. ; These settings tell the game where it should get the data it needs for a few SPECIFIC features.
  141. ;******************************************************************************************************************************
  142.  
  143. ;------------------------------------------------------------------------------------------------------------------------------
  144. ; Difficulty-based PROF.DAT
  145. ;
  146. ; If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
  147. ; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty
  148. ; level of your current game. This allows using different character profiles depending on difficulty level.
  149. ;------------------------------------------------------------------------------------------------------------------------------
  150.  
  151. USE_DIFFICULTY_BASED_PROF_DAT = FALSE
  152.  
  153. ;------------------------------------------------------------------------------------------------------------------------------
  154. ; PROFEX (profile externalization)
  155. ;
  156. ; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are
  157. ; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
  158. ; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM!
  159. ;------------------------------------------------------------------------------------------------------------------------------
  160.  
  161. ; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.
  162. ; If FALSE, reads profile data from PROF.DAT.
  163. READ_PROFILE_DATA_FROM_XML = TRUE
  164.  
  165. ; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
  166. ; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML
  167. ; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.
  168. WRITE_PROFILE_DATA_TO_XML = FALSE
  169.  
  170. ;------------------------------------------------------------------------------------------------------------------------------
  171. ; 0 = Use default drop item system for enemies / militia.
  172. ; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
  173. ; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
  174. ;
  175. ; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
  176. ;------------------------------------------------------------------------------------------------------------------------------
  177.  
  178. USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
  179.  
  180. ;------------------------------------------------------------------------------------------------------------------------------
  181. ; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
  182. ; Must be TRUE if NUM_P_ITEMS (below) is > 3
  183. ; If an xml file doesn't exist, setting the value to true will create one.
  184. ; Issues have been reported using big maps with this value set to TRUE
  185. ; Valid values = TRUE or FALSE, Default = FALSE
  186. ;------------------------------------------------------------------------------------------------------------------------------
  187.  
  188. USE_XML_TILESETS = TRUE
  189.  
  190. ;------------------------------------------------------------------------------------------------------------------------------
  191. ; Change the number of PItem graphics files used by the game
  192. ; Requires using modified xml version of ja2set.dat for values > 3
  193. ; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
  194. ; Do not change this unless you are modding the game, or it will probably break everything!
  195. ; Issues have been reported using big maps with values > 3
  196. ; Valid value range = 3-20, default = 3
  197. ;------------------------------------------------------------------------------------------------------------------------------
  198.  
  199. NUM_P_ITEMS = 6
  200.  
  201.  
  202. ;******************************************************************************************************************************
  203. ;******************************************************************************************************************************
  204.  
  205. [Recruitment Settings]
  206.  
  207. ;******************************************************************************************************************************
  208. ; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
  209. ;******************************************************************************************************************************
  210.  
  211. ;------------------------------------------------------------------------------------------------------------------------------
  212. ; The following allow you to change how many and which slots from prof.dat are available for
  213. ; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
  214. ; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
  215. ; sets will work although the IMPs will be silent a lot of the time.
  216. ;
  217. ; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
  218. ; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
  219. ; male and one female slot available.
  220. ;
  221. ; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
  222. ; slots 54-56) will be used instead.
  223. ;------------------------------------------------------------------------------------------------------------------------------
  224.  
  225. IMP_MALE_CHARACTER_COUNT = 7
  226. IMP_FEMALE_CHARACTER_COUNT = 3
  227.  
  228. IMP_MALE_1 = 51
  229. IMP_MALE_2 = 52
  230. IMP_MALE_3 = 53
  231. IMP_MALE_4 = 169
  232.  
  233. ; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian)
  234.  
  235. IMP_MALE_5 = 192
  236. IMP_MALE_6 = 193
  237. IMP_MALE_7 = 194
  238. ;IMP_MALE_8 = 164
  239.  
  240. IMP_FEMALE_1 = 54
  241. IMP_FEMALE_2 = 55
  242. IMP_FEMALE_3 = 56
  243.  
  244. ;------------------------------------------------------------------------------------------------------------------------------
  245. ; The following values deal with the I.M.P "personalized" merc generation.
  246. ;------------------------------------------------------------------------------------------------------------------------------
  247.  
  248. ; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
  249. ; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
  250. ; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
  251. IMP_INITIAL_POINTS = 500
  252.  
  253. ; How low any attribute can go before it drops straight to 0.
  254. IMP_MIN_ATTRIBUTE = 35
  255.  
  256. ; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
  257. IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
  258.  
  259. ; How high any attribute can be increased.
  260. IMP_MAX_ATTRIBUTE = 85
  261.  
  262. ; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
  263. IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
  264.  
  265. ; You get this many points for selecting a disability for your IMP.
  266. IMP_BONUS_POINTS_FOR_DISABILITY = 25
  267.  
  268. ; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
  269. IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35
  270.  
  271. ; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
  272. ; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
  273. EXPERTS_GET_DIFFERENT_CHOICES = TRUE
  274.  
  275. ; The financial cost of the created IMP character.
  276. IMP_PROFILE_COST = 3000
  277.  
  278. ; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
  279. ; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
  280. DYNAMIC_IMP_PROFILE_COST = FALSE
  281.  
  282. ;------------------------------------------------------------------------------------------------------------------------------
  283. ; The following values deal with M.E.R.C recruitment settings
  284. ;------------------------------------------------------------------------------------------------------------------------------
  285.  
  286. ; 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.
  287. MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE
  288.  
  289. ; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
  290. MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
  291.  
  292. ;------------------------------------------------------------------------------------------------------------------------------
  293. ; 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).
  294. ; You can set how many mercs can die this way (in total) at each difficulty level.
  295. ;------------------------------------------------------------------------------------------------------------------------------
  296.  
  297. ;Mercs can be on assignment?
  298. ; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
  299. ; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
  300. ; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
  301. MERCS_CAN_BE_ON_ASSIGNMENT = 2
  302.  
  303. ;Can AIM/MERC mercs die while away on other assignments?
  304. MERCS_CAN_DIE_ON_ASSIGNMENT = FALSE
  305.  
  306. ;How many mercs can die at each difficulty level?
  307. MAX_MERC_DEATHS_EASY = 0
  308. MAX_MERC_DEATHS_EXPERIENCED = 0
  309. MAX_MERC_DEATHS_EXPERT = 0
  310. MAX_MERC_DEATHS_INSANE = 0
  311.  
  312. ;------------------------------------------------------------------------------------------------------------------------------
  313. ; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
  314. ; only be recruited for a limited amount of time.
  315. ;------------------------------------------------------------------------------------------------------------------------------
  316.  
  317. SLAY_STAYS_FOREVER = TRUE
  318.  
  319. ;------------------------------------------------------------------------------------------------------------------------------
  320. ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
  321. ; comment on current situation from battlefield if able to (alive and well).
  322. ;------------------------------------------------------------------------------------------------------------------------------
  323.  
  324. RECRUITABLE_SPECK = TRUE
  325.  
  326. ;------------------------------------------------------------------------------------------------------------------------------
  327. ; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc
  328. ; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines).
  329. ;------------------------------------------------------------------------------------------------------------------------------
  330.  
  331. RECRUITABLE_JOHN_KULBA = TRUE
  332.  
  333. ;------------------------------------------------------------------------------------------------------------------------------
  334. ; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc.
  335. ;------------------------------------------------------------------------------------------------------------------------------
  336.  
  337. RECRUITABLE_JOHN_KULBA_DELAY = 7
  338.  
  339. ;------------------------------------------------------------------------------------------------------------------------------
  340. ; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website.
  341. ;------------------------------------------------------------------------------------------------------------------------------
  342.  
  343. RECRUITABLE_JA1_NATIVES = TRUE
  344.  
  345. ;------------------------------------------------------------------------------------------------------------------------------
  346. ; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
  347. ; Valid values are from 1 to 3 where:
  348. ; 1 = immediately after liberating Omerta
  349. ; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
  350. ; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
  351. ; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
  352. ; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
  353. ;------------------------------------------------------------------------------------------------------------------------------
  354.  
  355. EARLY_REBELS_RECRUITMENT = 3
  356.  
  357. ;------------------------------------------------------------------------------------------------------------------------------
  358. ; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page
  359. ;------------------------------------------------------------------------------------------------------------------------------
  360.  
  361. SHOW_SKILLS_IN_HIRING_PAGE = TRUE
  362.  
  363. ;------------------------------------------------------------------------------------------------------------------------------
  364. ; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
  365. ; 0 = do not use random stats (JA2 vanilla setting)
  366. ; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
  367. ; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
  368. ; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
  369. ; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
  370. ;
  371. ; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
  372. ; Valid +/- range (0-50)
  373. ; For example MERCS_RANDOM_STAT_RANGE = 10,
  374. ; Stat = 80 will random between 70-90
  375. ; Stat = 95 will random between 90-100 due to 100 maximum limit
  376. ; Stat = 5 will random between 1-9 due to 1 minimum limit
  377. ; Stat = 0/1/100 will not random
  378. ;
  379. ; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
  380. ; Valid +/- range (0-4)
  381. ; For example MERCS_RANDOM_EXP_RANGE = 2,
  382. ; Exp = 4 will random between 2-6
  383. ; Exp = 8 will random between 7-9 due to 9 maximum limit
  384. ; Exp = 2 will random between 1-3 due to 1 minimum limit
  385. ; Exp = 1/9 will will not random
  386. ;------------------------------------------------------------------------------------------------------------------------------
  387.  
  388. MERCS_RANDOM_STATS = 0
  389. MERCS_RANDOM_STAT_RANGE = 0
  390. MERCS_RANDOM_EXP_RANGE = 0
  391.  
  392. ;------------------------------------------------------------------------------------------------------------------------------
  393. ; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
  394. ; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
  395. ;------------------------------------------------------------------------------------------------------------------------------
  396.  
  397. MERCS_RANDOM_START_SALARY = FALSE
  398. MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 0
  399.  
  400.  
  401. ;******************************************************************************************************************************
  402. ;******************************************************************************************************************************
  403.  
  404. [Financial Settings]
  405.  
  406. ;******************************************************************************************************************************
  407. ; Use these settings to change the financial difficulty of the game.
  408. ;******************************************************************************************************************************
  409.  
  410. ;------------------------------------------------------------------------------------------------------------------------------
  411. ; These are the Starting cash values for the various difficulties.
  412. ; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion)
  413. ; You can also set negative values here.
  414. ;------------------------------------------------------------------------------------------------------------------------------
  415.  
  416. STARTING_CASH_NOVICE = 45000
  417. STARTING_CASH_EXPERIENCED = 35000
  418. STARTING_CASH_EXPERT = 30900
  419. STARTING_CASH_INSANE = 15000
  420.  
  421. ;------------------------------------------------------------------------------------------------------------------------------
  422. ; Increases or decreases (by percentage) the amount of cash that mines generate every day.
  423. ;
  424. ; 100% = normal JA2 profits.
  425. ; 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.
  426. ; This value goes all the way up to 65535%, but that's not recommended.
  427. ;------------------------------------------------------------------------------------------------------------------------------
  428.  
  429. MINE_INCOME_PERCENTAGE = 100
  430.  
  431. ;------------------------------------------------------------------------------------------------------------------------------
  432. ; Increases the percentage that the merc salaries rise when they go one experience level up
  433. ; (hardcoded salary maximum 30k per day or 500k per one or two weeks)
  434. ; 0 = no raise
  435. ; 25 = default setting
  436. ; 100 = double salary every level up
  437. ;------------------------------------------------------------------------------------------------------------------------------
  438.  
  439. MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
  440.  
  441. ;------------------------------------------------------------------------------------------------------------------------------
  442. ; Enable/Disable the ability to sell unneeded equipment to the locals.
  443. ;
  444. ; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
  445. ; FALSE Turns off the option.
  446. ;
  447. ; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
  448. ; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
  449. ; Valid ranges for PRICE_MODIFIER are -1-100.
  450. ; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
  451. ; larger modifier.
  452. ; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
  453. ; in the game.
  454. ;------------------------------------------------------------------------------------------------------------------------------
  455.  
  456. SELL_ITEMS_WITH_ALT_LMB = FALSE
  457. SELL_ITEMS_PRICE_MODIFIER = 1
  458.  
  459. ;------------------------------------------------------------------------------------------------------------------------------
  460. ; Various costs of training Militia.
  461. ;------------------------------------------------------------------------------------------------------------------------------
  462.  
  463. ; Basic cost of training Militia (Green / Rookie)
  464. MILITIA_BASE_TRAINING_COST = 1000
  465.  
  466. ; Multiplier for the price of promoting Green Militia to Regular (Light-Blue).
  467. MILITIA_COST_MULTIPLIER_REGULAR = 1
  468.  
  469. ; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue).
  470. ; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
  471. MILITIA_COST_MULTIPLIER_ELITE = 2
  472.  
  473. ; Multiplier for the price of training Mobile Militia.
  474. MILITIA_COST_MULTIPLIER_MOBILE = 3
  475.  
  476. ;------------------------------------------------------------------------------------------------------------------------------
  477. ; Daily prices for maintaining one militiaman of each type.
  478. ;
  479. ; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia
  480. ; will leave your service.
  481. ;
  482. ; Only militia who have been in your service for 24 hours are paid!
  483. ;------------------------------------------------------------------------------------------------------------------------------
  484.  
  485. DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
  486. DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
  487. DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
  488. DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
  489. DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
  490. DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
  491.  
  492.  
  493. ;------------------------------------------------------------------------------------------------------------------------------
  494. ; Change the cost of helicopter movement PER SECTOR.
  495. ;------------------------------------------------------------------------------------------------------------------------------
  496.  
  497. ;Cost for moving through sectors that are free of enemy SAM Site control.
  498. HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
  499.  
  500. ;Cost for moving through sectors that are being controlled by an enemy SAM Site.
  501. HELICOPTER_BASE_COST_PER_RED_TILE = 1000
  502.  
  503.  
  504.  
  505. ;******************************************************************************************************************************
  506. ;******************************************************************************************************************************
  507.  
  508. [Troubleshooting Settings]
  509.  
  510. ;******************************************************************************************************************************
  511. ; Use these settings to possibly prevent lock-ups and crashes.
  512. ; This section also contains some error-reporting settings.
  513. ;******************************************************************************************************************************
  514.  
  515. ;------------------------------------------------------------------------------------------------------------------------------
  516. ; Time in seconds for DeadLock delay, default 30.
  517. ; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision).
  518. ; Do not set this too low, or it may cause enemies to become useless!
  519. ;------------------------------------------------------------------------------------------------------------------------------
  520.  
  521. DEAD_LOCK_DELAY = 30
  522.  
  523. ;------------------------------------------------------------------------------------------------------------------------------
  524. ; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip.
  525. ;------------------------------------------------------------------------------------------------------------------------------
  526.  
  527. ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = TRUE
  528.  
  529. ;------------------------------------------------------------------------------------------------------------------------------
  530. ; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.
  531. ;------------------------------------------------------------------------------------------------------------------------------
  532.  
  533. AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
  534.  
  535. ;------------------------------------------------------------------------------------------------------------------------------
  536. ; Automatically save the game every N GAME-hours. 0 = disable.
  537. ;------------------------------------------------------------------------------------------------------------------------------
  538.  
  539. AUTO_SAVE_EVERY_N_HOURS = 6
  540.  
  541.  
  542.  
  543. ;******************************************************************************************************************************
  544. ;******************************************************************************************************************************
  545.  
  546. [Graphics Settings]
  547.  
  548. ;******************************************************************************************************************************
  549. ; Change basic video/graphics settings.
  550. ; These settings do not affect gameplay at all, only the visual aspect of the game.
  551. ;******************************************************************************************************************************
  552.  
  553. ; If disabled the game will run faster.
  554. VERTICAL_SYNC = TRUE
  555.  
  556. ;------------------------------------------------------------------------------------------------------------------------------
  557. ; Controls animation speed for faster movements in battle
  558. ; 1.0 = normal
  559. ; 0 = max speed
  560. ; Range: 0-1.0 (fractions are allowed)
  561. ;------------------------------------------------------------------------------------------------------------------------------
  562.  
  563. PLAYER_TURN_SPEED_UP_FACTOR = 1.0
  564. ENEMY_TURN_SPEED_UP_FACTOR = 1.0
  565. CREATURE_TURN_SPEED_UP_FACTOR = 1.0
  566. MILITIA_TURN_SPEED_UP_FACTOR = 1.0
  567. CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0
  568.  
  569. ;------------------------------------------------------------------------------------------------------------------------------
  570. ; Should the game use the externalized sector loadscreens?
  571. ; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml.
  572. ; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.
  573. ;------------------------------------------------------------------------------------------------------------------------------
  574.  
  575. USE_EXTERNALIZED_LOADSCREENS = TRUE
  576.  
  577. ;------------------------------------------------------------------------------------------------------------------------------
  578. ; Show hints on the loadscreen?
  579. ; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
  580. ;------------------------------------------------------------------------------------------------------------------------------
  581.  
  582. USE_LOADSCREENHINTS = TRUE
  583.  
  584. ;------------------------------------------------------------------------------------------------------------------------------
  585. ; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
  586. ; The delay will only be used if USE_LOADSCREENHINTS = TRUE
  587. ;------------------------------------------------------------------------------------------------------------------------------
  588.  
  589. ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0
  590.  
  591. ;------------------------------------------------------------------------------------------------------------------------------
  592. ;New Starting Gear Interface
  593. ;This will enable the 21 item view in the AIM page and the possibility to select gearkits
  594. ;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)
  595. ;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection
  596. ;------------------------------------------------------------------------------------------------------------------------------
  597.  
  598. USE_NEW_STARTING_GEAR_INTERFACE = TRUE
  599.  
  600. ;------------------------------------------------------------------------------------------------------------------------------
  601. ; Should the queen's army avoid recruiting Female soldiers?
  602. ; If set to TRUE, female enemies will only occur as Elites in the army.
  603. ;------------------------------------------------------------------------------------------------------------------------------
  604.  
  605. RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
  606.  
  607. ;------------------------------------------------------------------------------------------------------------------------------
  608. ; Default: FALSE
  609. ; New thin progress bar in tactical interface for turns is drawn instead of the default one.
  610. ;------------------------------------------------------------------------------------------------------------------------------
  611. SMALL_SIZE_PB = FALSE
  612.  
  613. ;******************************************************************************************************************************
  614. ;******************************************************************************************************************************
  615.  
  616. [Sound Settings]
  617.  
  618. ;******************************************************************************************************************************
  619. ; Change the volume and behavior of sounds in JA2 1.13.
  620. ;******************************************************************************************************************************
  621.  
  622. ;------------------------------------------------------------------------------------------------------------------------------
  623. ; Change to increase volume for weapon sounds
  624. ; Range: 0-100%
  625. ; 0 = no change
  626. ; 100 = max volume
  627. ;------------------------------------------------------------------------------------------------------------------------------
  628.  
  629. WEAPON_SOUND_EFFECTS_VOLUME = 0
  630.  
  631.  
  632.  
  633.  
  634.  
  635.  
  636. ;******************************************************************************************************************************
  637. ;******************************************************************************************************************************
  638.  
  639.  
  640. ; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### ####
  641. ; # # # # # # # # # # # # # # # ## # # #
  642. ; # #### # # # # #### # #### #### # # # # ## # ## ####
  643. ; # # # # # # # # # # # # # # # # # # # #
  644. ; # # # #### # ### #### # # #### #### #### # # ### # # #### ####
  645.  
  646.  
  647. ;******************************************************************************************************************************
  648. ;******************************************************************************************************************************
  649.  
  650. [Tactical Interface Settings]
  651.  
  652. ;******************************************************************************************************************************
  653. ; These settings change the user interface in the TACTICAL screen.
  654. ; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.
  655. ;******************************************************************************************************************************
  656.  
  657. ;------------------------------------------------------------------------------------------------------------------------------
  658. ; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of
  659. ; combat (when all enemies are dead).
  660. ; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed.
  661. ;------------------------------------------------------------------------------------------------------------------------------
  662.  
  663. REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE
  664.  
  665. ;------------------------------------------------------------------------------------------------------------------------------
  666. ; This section controls the behavior of the "SHIFT + F" hotkey.
  667. ; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons.
  668. ;------------------------------------------------------------------------------------------------------------------------------
  669.  
  670. ; Set this to false to keep weapons loaded.
  671. ; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode.
  672. SHIFT_F_UNLOAD_WEAPONS = TRUE
  673.  
  674. ; Set this to false to keep item attachments.
  675. ; Unseparable attachments will not be removed.
  676. SHIFT_F_REMOVE_ATTACHMENTS = TRUE
  677.  
  678. ;------------------------------------------------------------------------------------------------------------------------------
  679. ; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N".
  680. ; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses
  681. ; he's got during the day.
  682. ; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
  683. ;------------------------------------------------------------------------------------------------------------------------------
  684.  
  685. SMART_GOGGLE_SWAP = TRUE
  686.  
  687. ;------------------------------------------------------------------------------------------------------------------------------
  688. ; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles.
  689. ; When FALSE, these hotkeys will only swap goggles for the currently selected squad.
  690. ;------------------------------------------------------------------------------------------------------------------------------
  691.  
  692. GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE
  693.  
  694. ;------------------------------------------------------------------------------------------------------------------------------
  695. ; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located.
  696. ; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking
  697. ; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
  698. ;------------------------------------------------------------------------------------------------------------------------------
  699.  
  700. AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
  701.  
  702. ;------------------------------------------------------------------------------------------------------------------------------
  703. ; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
  704. ; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
  705. ; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before.
  706. ;------------------------------------------------------------------------------------------------------------------------------
  707.  
  708. MINES_SPOTTED_NO_TALK = FALSE
  709.  
  710. ;------------------------------------------------------------------------------------------------------------------------------
  711. ; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode.
  712. ;------------------------------------------------------------------------------------------------------------------------------
  713.  
  714. ITEMS_SPOTTED_NO_TALK = FALSE
  715.  
  716. ;------------------------------------------------------------------------------------------------------------------------------
  717. ; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour.
  718. ; This setting does not affect leaving sectors on map edges
  719. ;------------------------------------------------------------------------------------------------------------------------------
  720.  
  721. GRID_EXIT_IN_TURNBASED = TRUE
  722.  
  723. ;------------------------------------------------------------------------------------------------------------------------------
  724. ; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
  725. ; If set to "FALSE", the mercs will not stand up after the battle.
  726. ;------------------------------------------------------------------------------------------------------------------------------
  727.  
  728. STAND_UP_AFTER_BATTLE = FALSE
  729.  
  730. ;------------------------------------------------------------------------------------------------------------------------------
  731. ; Enable/disable the ability to give commands to Militia during TACTICAL mode.
  732. ;------------------------------------------------------------------------------------------------------------------------------
  733.  
  734. ALLOW_TACTICAL_MILITIA_COMMAND = TRUE
  735.  
  736. ;------------------------------------------------------------------------------------------------------------------------------
  737. ; Use the Enhanced Description Box instead of the old one?
  738. ; 0 = Both Strategic and Tactical
  739. ; 1 = Strategic only
  740. ; 2 = Tactical only
  741. ; Use the in-game Options Menu to turn the E.D.B on and off.
  742. ;------------------------------------------------------------------------------------------------------------------------------
  743.  
  744. USE_ENHANCED_DESCRIPTION_BOX = 0
  745.  
  746. ;------------------------------------------------------------------------------------------------------------------------------
  747. ; Toggles new targeting cursors for Burst and Autofire.
  748. ; 0 = No new targeting cursors.
  749. ; 1 = New Burst and Autofire targeting cursors
  750. ; 2 = New Burst targeting cursor only
  751. ; 3 = New Autofire targeting cursor only
  752. ;------------------------------------------------------------------------------------------------------------------------------
  753.  
  754. USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1
  755.  
  756. ;------------------------------------------------------------------------------------------------------------------------------
  757. ; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
  758. ; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
  759. ; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
  760. ; character will see the exact results.
  761. ;------------------------------------------------------------------------------------------------------------------------------
  762.  
  763. INACCURATE_CTH_READOUT = TRUE
  764.  
  765. ;------------------------------------------------------------------------------------------------------------------------------
  766. ; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's
  767. ; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets
  768. ; left is completely hidden.
  769. ; Increasing this value will make it harder to give an accurate bullet count during battle.
  770. ; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is
  771. ; displayed as normal.
  772. ;------------------------------------------------------------------------------------------------------------------------------
  773.  
  774. HIDE_BULLET_COUNT_INTENSITY = 75
  775.  
  776. ;------------------------------------------------------------------------------------------------------------------------------
  777. ; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution.
  778. ; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions.
  779. ;------------------------------------------------------------------------------------------------------------------------------
  780.  
  781. MAXIMUM_MESSAGES_IN_TACTICAL = 36
  782.  
  783. ;------------------------------------------------------------------------------------------------------------------------------
  784. ; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3).
  785. ; 0 = Data\Interface\PORTRAITICONS_A.STI
  786. ; 1 = Data\Interface\PORTRAITICONS_B.STI
  787. ; 2 = Data\Interface\PORTRAITICONS_C.STI
  788. ; 3 = Data\Interface\PORTRAITICONS_D.STI
  789. ;------------------------------------------------------------------------------------------------------------------------------
  790.  
  791. TACTICAL_FACE_ICON_STYLE = 0
  792.  
  793. ;------------------------------------------------------------------------------------------------------------------------------
  794. ; If enabled, you see camouflaged portraits of your merc if they were any camo.
  795. ; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait.
  796. ;------------------------------------------------------------------------------------------------------------------------------
  797.  
  798. SHOW_CAMOUFLAGE_FACES = TRUE
  799.  
  800. ;------------------------------------------------------------------------------------------------------------------------------
  801. ; If enabled, you do not see the health text when hovering the mouse over an enemy / creature.
  802. ;------------------------------------------------------------------------------------------------------------------------------
  803.  
  804. HIDE_ENEMY_HEALTH_TEXT = FALSE
  805.  
  806. ;------------------------------------------------------------------------------------------------------------------------------
  807. ; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
  808. ;------------------------------------------------------------------------------------------------------------------------------
  809.  
  810. SHOW_HEALTHBARSOVERHEAD = TRUE
  811.  
  812. ;------------------------------------------------------------------------------------------------------------------------------
  813. ; How should the game display the enemy hit counter?
  814. ; 0 = Show damage inflicted as used to
  815. ; 1 = Show "?" as indicator if you scored a hit
  816. ; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
  817. ;------------------------------------------------------------------------------------------------------------------------------
  818.  
  819. ENEMY_HIT_COUNT = 0
  820.  
  821. ;------------------------------------------------------------------------------------------------------------------------------
  822. ; Default: 10000
  823. ; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
  824. ; takes 3-4 hits to take all the breath away.
  825. ;------------------------------------------------------------------------------------------------------------------------------
  826.  
  827. STAMINA_HIT = 6900
  828.  
  829. ;------------------------------------------------------------------------------------------------------------------------------
  830. ; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon,
  831. ; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes
  832. ; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button
  833. ; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.
  834. ;------------------------------------------------------------------------------------------------------------------------------
  835.  
  836. ENABLE_EXT_MOUSE_KEYS = TRUE
  837.  
  838. ;------------------------------------------------------------------------------------------------------------------------------
  839. ; Default: FALSE
  840. ; Alternative aiming-levels for targets.
  841. ;------------------------------------------------------------------------------------------------------------------------------
  842.  
  843. ALT_AIMING_ENABLED = TRUE
  844.  
  845. ;------------------------------------------------------------------------------------------------------------------------------
  846. ; Default: FALSE
  847. ; The merc can now perform aimed burst fire and aimed auto fire.
  848. ; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
  849. ; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel.
  850. ; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
  851. ;------------------------------------------------------------------------------------------------------------------------------
  852.  
  853. USE_AIMED_BURST = TRUE
  854.  
  855. ;------------------------------------------------------------------------------------------------------------------------------
  856. ; Default: 2
  857. ; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire.
  858. ; 2 is an optimal recommended value.
  859. ;------------------------------------------------------------------------------------------------------------------------------
  860.  
  861. AIMING_BURST_PENALTY = 1
  862.  
  863. ;------------------------------------------------------------------------------------------------------------------------------
  864. ; Default: TRUE
  865. ; Disable visibility of enemy, if they see militia but don't see our mercs.
  866. ;------------------------------------------------------------------------------------------------------------------------------
  867.  
  868. WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = TRUE
  869.  
  870. ;------------------------------------------------------------------------------------------------------------------------------
  871. ; Default: FALSE
  872. ; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to
  873. ; make it lower for silencer and to make it higher for suppressor.
  874. ;------------------------------------------------------------------------------------------------------------------------------
  875.  
  876. ALLOW_WEAR_SUPPRESSOR = TRUE
  877.  
  878. ;------------------------------------------------------------------------------------------------------------------------------
  879. ; Default: FALSE
  880. ; Unnamed civils don't make much actions when you fire. For faster civils turns.
  881. ;------------------------------------------------------------------------------------------------------------------------------
  882.  
  883. ALLOW_LAZY_CIVILIANS = FALSE
  884.  
  885. ;------------------------------------------------------------------------------------------------------------------------------
  886. ; Default: 100
  887. ; Chance to say annoying phrase.
  888. ; 1. when merc see item.
  889. ; 2. when battle turns to real time
  890. ; 3. when merc see enemy
  891. ; 4. approve action
  892. ;------------------------------------------------------------------------------------------------------------------------------
  893.  
  894. CHANCE_SAY_ANNOYING_PHRASE = 100
  895.  
  896. ;------------------------------------------------------------------------------------------------------------------------------
  897. ; Default: FALSE
  898. ; 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)
  899. ; he turn on RED ALERT alarm.
  900. ;------------------------------------------------------------------------------------------------------------------------------
  901.  
  902. NEW_AI_TACTICAL = TRUE
  903.  
  904. ;------------------------------------------------------------------------------------------------------------------------------
  905. ; Default: 3
  906. ; Penalty (in %) on tile when you shot in head (for enemy and mercs).
  907. ;------------------------------------------------------------------------------------------------------------------------------
  908.  
  909. SHOT_HEAD_PENALTY = 4
  910.  
  911. ;------------------------------------------------------------------------------------------------------------------------------
  912. ; Default: 2
  913. ; Modifer of damage when hit in head (for enemy and mercs).
  914. ;------------------------------------------------------------------------------------------------------------------------------
  915.  
  916. SHOT_HEAD_DIVISOR = 2
  917.  
  918. ;------------------------------------------------------------------------------------------------------------------------------
  919. ; Default: 0
  920. ; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.
  921. ;------------------------------------------------------------------------------------------------------------------------------
  922.  
  923. SHOOT_UNSEEN_PENALTY = 100
  924.  
  925. ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
  926. ; This saves AP if we decide to immediately continue moving to another location.
  927. NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
  928.  
  929. ;******************************************************************************************************************************
  930. ;******************************************************************************************************************************
  931.  
  932. [Tactical Difficulty Settings]
  933.  
  934. ;******************************************************************************************************************************
  935. ; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
  936. ;******************************************************************************************************************************
  937.  
  938. ;------------------------------------------------------------------------------------------------------------------------------
  939. ; Bonus APs for Enemy Soldiers:
  940. ; Number of extra APs for enemy troops at the various difficulty levels.
  941. ; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
  942. ;------------------------------------------------------------------------------------------------------------------------------
  943.  
  944. ENEMY_AP_BONUS_NOVICE = 0
  945. ENEMY_AP_BONUS_EXPERIENCED = 0
  946. ENEMY_AP_BONUS_EXPERT = 0
  947. ENEMY_AP_BONUS_INSANE = 5
  948.  
  949. ;------------------------------------------------------------------------------------------------------------------------------
  950. ; Bonus for the player's mercs
  951. ; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
  952. ; Do not set this higher than 50.
  953. ;------------------------------------------------------------------------------------------------------------------------------
  954.  
  955. PLAYER_AP_BONUS = 0
  956.  
  957. ;------------------------------------------------------------------------------------------------------------------------------
  958. ; Enemy CtH bonus
  959. ; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat.
  960. ; "0" means <no change>, 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
  961. ; current shot, he has 60% instead).
  962. ;------------------------------------------------------------------------------------------------------------------------------
  963.  
  964. ; values represent percentual increase
  965. ADMIN_CTH_BONUS_PERCENT = 0
  966. REGULAR_CTH_BONUS_PERCENT = 0
  967. ELITE_CTH_BONUS_PERCENT = 10
  968.  
  969. ;------------------------------------------------------------------------------------------------------------------------------
  970. ; Enemy damage resistance bonus
  971. ; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
  972. ; punches will be reduced by as many percent as you set here.
  973. ; The setting also reduce the breath (aka energy) damage inflicted.
  974. ; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
  975. ;------------------------------------------------------------------------------------------------------------------------------
  976.  
  977. ; values represent percentual reduction
  978. ADMIN_DAMAGE_RESISTANCE = 0
  979. REGULAR_DAMAGE_RESISTANCE = 0
  980. ELITE_DAMAGE_RESISTANCE = 10
  981.  
  982. ;------------------------------------------------------------------------------------------------------------------------------
  983. ; These options determine if the game skill traits should be also available to enemies or militia
  984. ;
  985. ; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
  986. ; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
  987. ; The actual chance the enemies/militia will gain a skill trait is based on:
  988. ; 1) Type of soldier (admin/regular/elite)
  989. ; 2) Current game progress
  990. ; 3) Special equipment (for certain traits only)
  991. ; 4) ASSIGNED_SKILL_TRAITS_RARITY setting
  992. ; 5) Random factor
  993. ;
  994. ; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
  995. ; will be more efficient with their weapons
  996. ;------------------------------------------------------------------------------------------------------------------------------
  997.  
  998. ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE
  999. ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE
  1000.  
  1001. ;------------------------------------------------------------------------------------------------------------------------------
  1002. ; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
  1003. ; You can enter values from -100 to 100.
  1004. ; Negative values represent lesser chance of assigning traits to non-merc soldiers.
  1005. ; Possitive values represent bigger chance for traits to appear.
  1006. ; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)
  1007. ;------------------------------------------------------------------------------------------------------------------------------
  1008.  
  1009. ASSIGNED_SKILL_TRAITS_RARITY = 0
  1010.  
  1011. ;------------------------------------------------------------------------------------------------------------------------------
  1012. ; This setting determines whether militia can drop their equipment when they die, like enemies do.
  1013. ;
  1014. ; 0 = JA2 Default. Militia can't drop any equipment.
  1015. ; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
  1016. ; 2 = Militia can drop their equipment regardless of who killed them.
  1017. ;
  1018. ; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
  1019. ; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
  1020. ; (or none at all).
  1021. ;------------------------------------------------------------------------------------------------------------------------------
  1022.  
  1023. MILITIA_DROP_EQUIPMENT = 2
  1024.  
  1025. ;------------------------------------------------------------------------------------------------------------------------------
  1026. ; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as
  1027. ; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator.
  1028. ;------------------------------------------------------------------------------------------------------------------------------
  1029.  
  1030. CIVILIANS_DROP_ALL = TRUE
  1031.  
  1032. ;------------------------------------------------------------------------------------------------------------------------------
  1033. ; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
  1034. ; number of "sub-points" you need to acquire to gain a new level.
  1035. ;
  1036. ; JA2 defaults are:
  1037. ; Skills: 25 Sub-Points to advance
  1038. ; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership.
  1039. ; Attribs: 50 Sub-Points to advance
  1040. ; Includes Health, Strength, Wisdom, Dexterity, and Agility.
  1041. ; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
  1042. ;
  1043. ; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast.
  1044. ; Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
  1045. ;
  1046. ; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
  1047. ; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
  1048. ; campaign, or suffer(??) the consequences!!
  1049. ;------------------------------------------------------------------------------------------------------------------------------
  1050.  
  1051. ; Attributes
  1052. HEALTH_SUBPOINTS_TO_IMPROVE = 50
  1053. STRENGTH_SUBPOINTS_TO_IMPROVE = 50
  1054. WISDOM_SUBPOINTS_TO_IMPROVE = 50
  1055. DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
  1056. AGILITY_SUBPOINTS_TO_IMPROVE = 50
  1057. ; Skills
  1058. MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
  1059. MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
  1060. EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
  1061. MEDICAL_SUBPOINTS_TO_IMPROVE = 25
  1062. LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
  1063. ; Experience
  1064. LEVEL_SUBPOINTS_TO_IMPROVE = 500
  1065.  
  1066. ;------------------------------------------------------------------------------------------------------------------------------
  1067. ; Real Time Sneaking Setting
  1068. ;
  1069. ; While observing enemies in real time, the player may enter turn-based at will.
  1070. ; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
  1071. ; inactive if RT sneaking is disabled.
  1072. ; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
  1073. ; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
  1074. ; turn-based will continue until the player no longer sees any enemies.
  1075. ;------------------------------------------------------------------------------------------------------------------------------
  1076.  
  1077. ; If TRUE, disables some potentially annoying messages during real-time sneaking mode
  1078. QUIET_REAL_TIME_SNEAK = FALSE
  1079.  
  1080. ; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
  1081. NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
  1082.  
  1083. ;------------------------------------------------------------------------------------------------------------------------------
  1084. ; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP.
  1085. ;
  1086. ; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield.
  1087. ; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
  1088. ; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
  1089. ; 1 = Both options on.
  1090. ;
  1091. ; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly.
  1092. ; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE.
  1093. ;------------------------------------------------------------------------------------------------------------------------------
  1094.  
  1095. REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1
  1096.  
  1097. ;------------------------------------------------------------------------------------------------------------------------------
  1098. ; 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
  1099. ; one else will accidentally step on that mine.
  1100. ;------------------------------------------------------------------------------------------------------------------------------
  1101.  
  1102. MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE
  1103.  
  1104. ;------------------------------------------------------------------------------------------------------------------------------
  1105. ; Civilian/Militia hostility settings.
  1106. ;
  1107. ; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the
  1108. ; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
  1109. ;------------------------------------------------------------------------------------------------------------------------------
  1110.  
  1111. ; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed.
  1112. ; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian.
  1113. CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE
  1114.  
  1115. ; 0 = Militia will never become hostile to you, no matter what you do to them.
  1116. ; 1 = Militia will only become hostile to you if you kill one of them.
  1117. ; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
  1118. CAN_MILITIA_BECOME_HOSTILE = 0
  1119.  
  1120. ;------------------------------------------------------------------------------------------------------------------------------
  1121. ; Mercs strength during autoresolve.
  1122. ; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
  1123. ; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit
  1124. ; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
  1125. ; would be much more capable of surviving and killing.
  1126. ;------------------------------------------------------------------------------------------------------------------------------
  1127.  
  1128. MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15
  1129. MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30
  1130.  
  1131. ;------------------------------------------------------------------------------------------------------------------------------
  1132. ; Enemy Ambushes
  1133. ; This setting allows a chance an enemy group ambush player's squad.
  1134. ; The chance is based on many factors:
  1135. ; * Game difficulty.
  1136. ; * Whether you know if the enemy is there or not.
  1137. ; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
  1138. ; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
  1139. ; mean higher chance).
  1140. ; * Highest level amongst the mercs in your squad.
  1141. ; * Some other small circumstances.
  1142. ; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
  1143.  
  1144. ; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
  1145. ; If you like to play vanilla JA2 style, set this to FALSE.
  1146. ;------------------------------------------------------------------------------------------------------------------------------
  1147.  
  1148. ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE
  1149.  
  1150. ; With this setting, you can make the chance bigger (by positive value) or smaller (by negative)
  1151. ; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
  1152. ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
  1153.  
  1154. ;------------------------------------------------------------------------------------------------------------------------------
  1155. ; With this option, you can make the special NPCs in game tougher.
  1156. ; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
  1157. ; The value gives them following bonuses:
  1158. ; 1) APs bonus (+ value/4 APs)
  1159. ; 2) CtH bonus (actual CtH = (CtH * value/100))
  1160. ; 3) Damage resistance (+ value/2 %)
  1161. ; 4) Breath(energy) damage resistance (+ value %)
  1162. ; 5) They are worth more experiences for mercs if killed
  1163. ;
  1164. ; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they
  1165. ; are special.
  1166. ; The setting can be from 0 to 200. (+-100 is recommended for good effect.)
  1167. ;------------------------------------------------------------------------------------------------------------------------------
  1168.  
  1169. SPECIAL_NPCS_STRONGER = 100
  1170.  
  1171. ; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
  1172. ASSASSINS_DISGUISED = TRUE
  1173.  
  1174. ;------------------------------------------------------------------------------------------------------------------------------
  1175. ; Enemy Assassins
  1176. ; 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
  1177. ; new trait system is required for this, and new inventory is system is heavily advised
  1178. ;------------------------------------------------------------------------------------------------------------------------------
  1179.  
  1180. ; TRUE: assassins can appear
  1181. ENEMY_ASSASSINS = FALSE
  1182.  
  1183. ; minimum progress required for assassins to appear
  1184. ASSASSIN_MINIMUM_PROGRESS = 20
  1185.  
  1186. ; assassins can only spawn if at least x militia are in sector
  1187. ASSASSIN_MINIMUM_MILITIA = 10
  1188.  
  1189. ; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
  1190. ; sector, there is a 10% chance of assassins showing up
  1191. ; 200 means that the chance is 20%, 50 means 5%, and so on
  1192. ASSASSIN_PROPABILITY_MODIFIER = 100
  1193.  
  1194. ;******************************************************************************************************************************
  1195. ;******************************************************************************************************************************
  1196.  
  1197. [Tactical Vision Settings]
  1198.  
  1199. ;******************************************************************************************************************************
  1200. ; These settings change the sight distance of all characters in the game.
  1201. ;******************************************************************************************************************************
  1202.  
  1203. ;------------------------------------------------------------------------------------------------------------------------------
  1204. ; Base sight range for every person in the game. This value is automatically multiplied by 2!
  1205. ; JA2 Default is 13.
  1206. ; Range: 0-255
  1207. ;------------------------------------------------------------------------------------------------------------------------------
  1208.  
  1209. BASE_SIGHT_RANGE = 13
  1210.  
  1211. ;------------------------------------------------------------------------------------------------------------------------------
  1212. ;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest
  1213. ;Important points:
  1214. ;3: normal day
  1215. ;8: mid dawn
  1216. ;12: normal night time
  1217. ;values are in percent
  1218. ;Range: 1-100
  1219. ;------------------------------------------------------------------------------------------------------------------------------
  1220.  
  1221. BRIGHTNESS_MOD_0 = 80
  1222. BRIGHTNESS_MOD_1 = 86
  1223. BRIGHTNESS_MOD_2 = 93
  1224. BRIGHTNESS_MOD_3 = 100
  1225. BRIGHTNESS_MOD_4 = 94
  1226. BRIGHTNESS_MOD_5 = 88
  1227. BRIGHTNESS_MOD_6 = 82
  1228. BRIGHTNESS_MOD_7 = 76
  1229. BRIGHTNESS_MOD_8 = 70
  1230. BRIGHTNESS_MOD_9 = 64
  1231. BRIGHTNESS_MOD_10 = 58
  1232. BRIGHTNESS_MOD_11 = 51
  1233. BRIGHTNESS_MOD_12 = 43
  1234. BRIGHTNESS_MOD_13 = 30
  1235. BRIGHTNESS_MOD_14 = 17
  1236. BRIGHTNESS_MOD_15 = 9
  1237.  
  1238. ;------------------------------------------------------------------------------------------------------------------------------
  1239. ; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides.
  1240. ; Some scopes and headgear may make vision even narrower.
  1241. ; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear).
  1242. ;------------------------------------------------------------------------------------------------------------------------------
  1243.  
  1244. ALLOW_TUNNEL_VISION = TRUE
  1245.  
  1246.  
  1247.  
  1248.  
  1249. ;******************************************************************************************************************************
  1250. ;******************************************************************************************************************************
  1251.  
  1252. [Tactical Tooltip Settings]
  1253.  
  1254. ;******************************************************************************************************************************
  1255. ; In this section you can set details about enemy tooltips.
  1256. ; Tooltips can be enabled/disabled in the Option Screen.
  1257. ; To display the tooltip move the mouse over the enemy and press ALT.
  1258. ;******************************************************************************************************************************
  1259.  
  1260. ;------------------------------------------------------------------------------------------------------------------------------
  1261. ; The minimum amount of information that soldier tooltips will display
  1262. ; 1 = Limited - are they wearing any armor (but not where), general type of weapon
  1263. ; (but no mention of attachments), do they have a gas mask or NVG.
  1264. ; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
  1265. ; and visible weapon attachments, do they have a gas mask or NVG.
  1266. ; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
  1267. ; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
  1268. ;------------------------------------------------------------------------------------------------------------------------------
  1269.  
  1270. SOLDIER_TOOLTIP_DETAIL_LEVEL = 3
  1271.  
  1272. ; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
  1273. ; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
  1274. DYNAMIC_SOLDIER_TOOLTIPS = TRUE
  1275.  
  1276. ; Enable/disable individual lines of information within the tooltip
  1277. ; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
  1278. ; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
  1279.  
  1280. ; Location, Distance
  1281. SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
  1282. SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
  1283. SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
  1284. ; Behavior, Condition
  1285. SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
  1286. SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
  1287. SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
  1288. SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
  1289. SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
  1290. SOLDIER_TOOLTIP_DISPLAY_ENERGY = TRUE
  1291. SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
  1292. SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE
  1293. ; Armor, Headgear
  1294. SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
  1295. SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
  1296. SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
  1297. SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
  1298. SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
  1299. ; Weapons
  1300. SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
  1301. SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
  1302. ; Inventory
  1303. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
  1304. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
  1305. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
  1306. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
  1307. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE
  1308. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE
  1309. SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE
  1310.  
  1311. ;------------------------------------------------------------------------------------------------------------------------------
  1312. ; ULTRA DYNAMIC TOOLTIPS
  1313. ;------------------------------------------------------------------------------------------------------------------------------
  1314.  
  1315. ; Override the distance at which tooltips can be seen?
  1316. ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE
  1317.  
  1318. ; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50)
  1319. DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75
  1320.  
  1321. ; Change the amount of details received in the tooltip, based on your range to that enemy?
  1322. ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
  1323.  
  1324.  
  1325.  
  1326. ;******************************************************************************************************************************
  1327. ;******************************************************************************************************************************
  1328.  
  1329. [Tactical Gameplay Settings]
  1330.  
  1331. ;******************************************************************************************************************************
  1332. ; These settings change the rules of the game in TACTICAL mode.
  1333. ; They affect all characters (friend and foe) equally!
  1334. ;******************************************************************************************************************************
  1335.  
  1336. ;------------------------------------------------------------------------------------------------------------------------------
  1337. ; Allow walking and sidesteps with raised weapons?
  1338. ;------------------------------------------------------------------------------------------------------------------------------
  1339.  
  1340. ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
  1341.  
  1342.  
  1343. ;------------------------------------------------------------------------------------------------------------------------------
  1344. ; Alternative Weapon Holding settings
  1345. ;------------------------------------------------------------------------------------------------------------------------------
  1346.  
  1347. ; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
  1348. ; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
  1349. ; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
  1350. ; no use of scopes.
  1351. ; 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
  1352. ; here is explanation of each:
  1353. ; 0 - Turned off entirely.
  1354. ; 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.
  1355. ; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
  1356. ; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
  1357. ; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
  1358. ; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
  1359. ; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
  1360. ; the standard holding before the shot.
  1361. ; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
  1362. ; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
  1363. ; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
  1364. ; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
  1365. ; Of course, Scope Modes has to be allowed for this to work (they are as default).
  1366. ; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
  1367. ; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
  1368. ; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
  1369. ; 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.
  1370. ;
  1371. ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3
  1372.  
  1373. ; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
  1374. ; 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
  1375. ; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
  1376. ; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
  1377. ;
  1378. RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
  1379.  
  1380. ; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
  1381. ; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
  1382. ; semi-raised gun (quarter-raised by now actullay).
  1383. ; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
  1384. ;
  1385. RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
  1386.  
  1387. ; 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
  1388. ; means -10% APs to shoot from hip / one-handed grip.
  1389. ;
  1390. FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
  1391.  
  1392. ; The base (N)CtH penalty when firing from alternative weapon holding.
  1393. CTH_PENALTY_FROM_ALTWEAPHOLD = 30
  1394.  
  1395. ; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
  1396. AIMING_PENALY_FROM_ALTWEAPHOLD = 30
  1397.  
  1398. ; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
  1399. ; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
  1400. AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50
  1401.  
  1402.  
  1403. ;------------------------------------------------------------------------------------------------------------------------------
  1404. ; Weapon resting features
  1405. ;------------------------------------------------------------------------------------------------------------------------------
  1406.  
  1407. ; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
  1408. ; 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.
  1409. WEAPON_RESTING = TRUE
  1410.  
  1411. ; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
  1412. ; unfamiliar with the feature)
  1413. WEAPON_RESTING_DISPLAY = TRUE
  1414.  
  1415. ; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in].
  1416. ; Value Range: 0 - 100.
  1417. WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
  1418.  
  1419. ;------------------------------------------------------------------------------------------------------------------------------
  1420. ; scope modes
  1421. ;------------------------------------------------------------------------------------------------------------------------------
  1422.  
  1423. ; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
  1424. USE_SCOPE_MODES = TRUE
  1425.  
  1426. ; Allow display of scope modes on weapon
  1427. DISPLAY_SCOPE_MODES = TRUE
  1428.  
  1429. ;------------------------------------------------------------------------------------------------------------------------------
  1430. ; external feeding
  1431. ;------------------------------------------------------------------------------------------------------------------------------
  1432.  
  1433. ; 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
  1434. EXTERNAL_FEEDING = 2
  1435.  
  1436. ;------------------------------------------------------------------------------------------------------------------------------
  1437. ; Set the grid number for the initial merc arrival location.
  1438. ; The JA2 default grid number is 4870 (Sector A9 Omerta).
  1439. ;------------------------------------------------------------------------------------------------------------------------------
  1440.  
  1441. INITIAL_MERC_ARRIVAL_LOCATION = 4870
  1442.  
  1443. ;------------------------------------------------------------------------------------------------------------------------------
  1444. ; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
  1445. ;
  1446. ; Maximum and minimum values go from 0 to 100.
  1447. ; The "DIVISOR" only works when the minimum is set to 0.
  1448. ; 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
  1449. ; 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
  1450. ; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
  1451. ;
  1452. ; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
  1453. ; 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
  1454. ; 100.
  1455. ; With Divisor 2, we get a 1/200 ratio.
  1456. ; With Divisor 10, we get a 1/1000 ratio. And so on.
  1457. ;------------------------------------------------------------------------------------------------------------------------------
  1458.  
  1459. MAXIMUM_POSSIBLE_CTH = 99
  1460. MINIMUM_POSSIBLE_CTH = 0
  1461. MINIMUM_CTH_DIVISOR = 100
  1462.  
  1463. ;------------------------------------------------------------------------------------------------------------------------------
  1464. ; The next three settings control realistic tracer fire.
  1465. ;
  1466. ; REALISTIC_TRACERS: Toggle Realistic Tracers.
  1467. ; 0 = off (regular tracers).
  1468. ; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
  1469. ; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
  1470. ;
  1471. ; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine.
  1472. ; 0 = no tracers.
  1473. ; 1 = every bullet is a tracer.
  1474. ; 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
  1475. ;
  1476. ; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
  1477. ; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
  1478. ; seriously, keep it around 20, willya?
  1479. ;
  1480. ; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.
  1481. ;
  1482. ;------------------------------------------------------------------------------------------------------------------------------
  1483.  
  1484. REALISTIC_TRACERS = 2
  1485. NUM_BULLETS_PER_TRACER = 5
  1486. CTH_BUMP_PER_TRACER = 20
  1487. MIN_RANGE_FOR_TRACER = 10
  1488.  
  1489. ;------------------------------------------------------------------------------------------------------------------------------
  1490. ; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to
  1491. ; the target. The further you are away from the target, the lower that cap will be.
  1492. ; Increase this value to increase the importance of range in this calculation.
  1493. ;
  1494. ; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets.
  1495. ;------------------------------------------------------------------------------------------------------------------------------
  1496.  
  1497. RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
  1498.  
  1499. ;------------------------------------------------------------------------------------------------------------------------------
  1500. ; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
  1501. ;
  1502. ; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs.
  1503. ; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used).
  1504. ;------------------------------------------------------------------------------------------------------------------------------
  1505.  
  1506. INCREASE_AIMING_COSTS = TRUE
  1507.  
  1508. ; Divisor of the gun's "READY" cost that is added to the the first aiming level.
  1509. ; 0 = No extra cost.
  1510. FIRST_AIM_READY_COST_DIVISOR = 5
  1511.  
  1512. ;------------------------------------------------------------------------------------------------------------------------------
  1513. ; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value
  1514. ; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla
  1515. ; style)
  1516. ;
  1517. ; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As
  1518. ; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result
  1519. ; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system
  1520. ; which results in a flat -2CTH against only the first rounds penalty
  1521. ;
  1522. ; Valid range: 0 - 10
  1523. ;------------------------------------------------------------------------------------------------------------------------------
  1524. AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5
  1525.  
  1526. ;------------------------------------------------------------------------------------------------------------------------------
  1527. ; Basic setting to allow more than 4 aiming clicks for any gun
  1528. ;------------------------------------------------------------------------------------------------------------------------------
  1529.  
  1530. ALLOW_EXTRA_AIM_LEVELS = TRUE
  1531.  
  1532. ;------------------------------------------------------------------------------------------------------------------------------
  1533. ; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding.
  1534. ;
  1535. ; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
  1536. ; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach
  1537. ; 8 aiming levels.
  1538. ;
  1539. ; 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).
  1540. ; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used
  1541. ;------------------------------------------------------------------------------------------------------------------------------
  1542.  
  1543. DYNAMIC_AIMING_LIMITS = TRUE
  1544.  
  1545. ;------------------------------------------------------------------------------------------------------------------------------
  1546. ; If set to "TRUE", the AIM Levels you can spend depends on the distance.
  1547. ; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior).
  1548. ;------------------------------------------------------------------------------------------------------------------------------
  1549.  
  1550. AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE
  1551.  
  1552. ;------------------------------------------------------------------------------------------------------------------------------
  1553. ; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default).
  1554. ; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option).
  1555. ; In this case the following formula determines the total scope bonus that will be compared to scope thresholds:
  1556. ; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE
  1557. ; Reasonable values include 10 and BASE_SIGHT_RANGE (13).
  1558. ;------------------------------------------------------------------------------------------------------------------------------
  1559.  
  1560. AIM_LEVELS_COMPATIBILITY_OPTION = 0
  1561.  
  1562. ;------------------------------------------------------------------------------------------------------------------------------
  1563. ; These values determine to what group a scope belongs to.
  1564. ; Scopes are separated in groups by the aimbonus they give per click.
  1565. ;
  1566. ; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
  1567. ; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6.
  1568. ; Anything lower than a medium scope will get a maximum of 5 aimclicks.
  1569. ; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
  1570. ; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position.
  1571. ; You don't need to change this unless you change the aiming bonus that scopes give.
  1572. ;------------------------------------------------------------------------------------------------------------------------------
  1573.  
  1574. ; From what aiming bonus a scope is considered very high power (Sniper Scope 10x)
  1575. VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
  1576.  
  1577. ; From what aiming bonus a scope is considered high power (Battle Scope 7x)
  1578. HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
  1579.  
  1580. ; From what aiming bonus a scope is considered medium power (ACOG 4x)
  1581. MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
  1582.  
  1583. ;------------------------------------------------------------------------------------------------------------------------------
  1584. ; These control the AIs willingness to assign a soldier as a Sniper
  1585. ;
  1586. ; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers.
  1587. ; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using
  1588. ; a sniper rifle.
  1589. ;
  1590. ; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon".
  1591. ;
  1592. ; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming
  1593. ; other criteria are met.
  1594. ;
  1595. ; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming
  1596. ; other criteria are met.
  1597. ;------------------------------------------------------------------------------------------------------------------------------
  1598.  
  1599. AI_SNIPER_RESTRICT_TO_ELITE = TRUE
  1600. AI_SNIPER_MIN_RANGE = 40
  1601. AI_SNIPER_CHANCE = 30
  1602. AI_SNIPER_CHANCE_WITH_SR = 80
  1603.  
  1604. ;------------------------------------------------------------------------------------------------------------------------------
  1605. ; Firing at moving targets.
  1606. ;
  1607. ; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number
  1608. ; of tiles this target has moved since the beginning of their current turn.
  1609. ; Use these settings to change the severity of this effect.
  1610. ;------------------------------------------------------------------------------------------------------------------------------
  1611.  
  1612. ; How much CTH is lost when firing at a target, for each tile the target has moved so far?
  1613. CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
  1614.  
  1615. ; How much CTH can be lost in total due to the movement of your target?
  1616. MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
  1617.  
  1618. ;------------------------------------------------------------------------------------------------------------------------------
  1619. ; Add extra effects to critical hits.
  1620. ;
  1621. ; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause
  1622. ; attribute loss.
  1623. ; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects.
  1624. ;------------------------------------------------------------------------------------------------------------------------------
  1625.  
  1626. ; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness
  1627. ; is also proportional to damage.
  1628. ; 0 = Disabled.
  1629. ; 100 = Always.
  1630. CHANCE_BLINDED_BY_HEADSHOT = 25
  1631.  
  1632. ; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
  1633. CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE
  1634.  
  1635. ;------------------------------------------------------------------------------------------------------------------------------
  1636. ; Turn this on and your merc can jump through open windows by pressing Shift + j.
  1637. ; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and
  1638. ; there has to be a free tile next to the window (the landing tile).
  1639. ;------------------------------------------------------------------------------------------------------------------------------
  1640.  
  1641. CAN_JUMP_THROUGH_WINDOWS = TRUE
  1642.  
  1643. ; allows jumping through closed windows, smashing them while jumping
  1644. CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE
  1645.  
  1646. ;------------------------------------------------------------------------------------------------------------------------------
  1647. ; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
  1648. ;------------------------------------------------------------------------------------------------------------------------------
  1649.  
  1650. CAN_CLIMB_ON_WALLS = TRUE
  1651.  
  1652. ;------------------------------------------------------------------------------------------------------------------------------
  1653. ; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
  1654. ;------------------------------------------------------------------------------------------------------------------------------
  1655.  
  1656. INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
  1657.  
  1658. ;------------------------------------------------------------------------------------------------------------------------------
  1659. ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
  1660. ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
  1661. ;------------------------------------------------------------------------------------------------------------------------------
  1662. INDIVIDUAL_ENEMY_NAMES = FALSE
  1663.  
  1664. ;------------------------------------------------------------------------------------------------------------------------------
  1665. ; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
  1666. ;------------------------------------------------------------------------------------------------------------------------------
  1667. INDIVIDUAL_ENEMY_RANK = FALSE
  1668.  
  1669. ;------------------------------------------------------------------------------------------------------------------------------
  1670. ; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
  1671. ;------------------------------------------------------------------------------------------------------------------------------
  1672. INDIVIDUAL_CIVILIAN_NAMES = TRUE
  1673.  
  1674. ;------------------------------------------------------------------------------------------------------------------------------
  1675. ; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles.
  1676. ; In the xml, one can specify name/bodytype/hair/skin/traits
  1677. ; If selected, the game will select a newly created soldier's data from these profiles randomly
  1678. ;------------------------------------------------------------------------------------------------------------------------------
  1679. SOLDIER_PROFILES_ENEMY = FALSE
  1680. SOLDIER_PROFILES_MILITIA = FALSE
  1681.  
  1682. ;------------------------------------------------------------------------------------------------------------------------------
  1683. ; 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
  1684. ; the rag to completely erase the camo.
  1685. ; This is important for Camouflaged/Ranger traits.
  1686. ;------------------------------------------------------------------------------------------------------------------------------
  1687.  
  1688. CAMO_REMOVING = TRUE
  1689.  
  1690. ;------------------------------------------------------------------------------------------------------------------------------
  1691. ; Enhanced Close Combat System
  1692. ;
  1693. ; This option generally improves many things around the game's close combat system, like:
  1694. ;
  1695. ; * HtH hit to head deal more damage but has lesser chance to hit.
  1696. ; * HtH hit to legs do half damage but has much better chance to hit.
  1697. ; * HtH damage on lying enemies increased.
  1698. ; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased.
  1699. ; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists
  1700. ; perform their spinning kick then.
  1701. ; * Attributes used for HtH attacks or stealing slightly tweaked.
  1702. ; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..)
  1703. ; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now
  1704. ; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to
  1705. ; 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
  1706. ; message occures that you haven't taken all you wanted.
  1707. ; * Several minor tweaks included.
  1708. ;------------------------------------------------------------------------------------------------------------------------------
  1709.  
  1710. ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE
  1711.  
  1712. ;------------------------------------------------------------------------------------------------------------------------------
  1713. ; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
  1714. ; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
  1715. ; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing.
  1716. ;
  1717. ; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice
  1718. ; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks,
  1719. ; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort
  1720. ; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! )
  1721. ;------------------------------------------------------------------------------------------------------------------------------
  1722.  
  1723. AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100
  1724.  
  1725. ;------------------------------------------------------------------------------------------------------------------------------
  1726. ; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings
  1727. ; True = enabled, they always have all three items
  1728. ; False = disabled, classic behaviour
  1729. ;------------------------------------------------------------------------------------------------------------------------------
  1730.  
  1731. SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
  1732.  
  1733. ;------------------------------------------------------------------------------------------------------------------------------
  1734. ; Improved Interrupt System (IIS)
  1735. ; (Enable IIS on gamestart screen.)
  1736. ;
  1737. ; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
  1738. ; interrupts more frequent)
  1739. BASIC_PERCENTAGE_APS_REGISTERED = 60
  1740.  
  1741. ; Percent added to basic percentage per soldier's experience level
  1742. ; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered,
  1743. ; which is further adjusted by range to target)
  1744. PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4
  1745.  
  1746. ; A value controlling how often an interrupt can be triggered, lower = more interrupts
  1747. ; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries
  1748. ; and such though)
  1749. BASIC_REACTION_TIME_LENGTH = 25
  1750.  
  1751. ; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats
  1752. ; exp level and such
  1753. ALLOW_COLLECTIVE_INTERRUPTS = TRUE
  1754.  
  1755. ; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend)
  1756. ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
  1757.  
  1758. ;------------------------------------------------------------------------------------------------------------------------------
  1759. ;Should the Robot be exempt from paying AP-to-Ready?
  1760. ROBOT_NO_READYTIME = FALSE
  1761.  
  1762.  
  1763. ;------------------------------------------------------------------------------------------------------------------------------
  1764. ; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
  1765. ; being spotted, to compensate it a marker and enemy quote is implemented.
  1766. ; This setting can be 0 or 1 or 2.
  1767. ; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
  1768. ; 1 = enemies will not do that
  1769. ; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
  1770. NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1
  1771.  
  1772.  
  1773. ;------------------------------------------------------------------------------------------------------------------------------
  1774. ; Energy cost on weapon manipulation
  1775. ; 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.
  1776. ; Weapon weight:
  1777. ; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
  1778. ; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
  1779. ; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
  1780. ; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
  1781. ; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
  1782. ; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
  1783. ; 0 = disabled. 100 = default. Max is 250 (rather excessive).
  1784. ENERGY_COST_FOR_WEAPON_WEIGHT = 100
  1785.  
  1786. ; Weapon recoil kick:
  1787. ; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
  1788. ; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
  1789. ; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
  1790. ; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
  1791. ; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
  1792. ; (should) consider firing from hip as a more beneficial stance for it.
  1793. ; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
  1794. ; 0 = disabled. 100 = default. Max is 250 (rather excessive).
  1795. ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100
  1796.  
  1797. ; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such
  1798. ; NPCs are not required to be in CIV_TEAM anymore.
  1799. ALL_NAMED_NPCS_DECIDE_ACTION = TRUE
  1800.  
  1801. ; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
  1802. ACCESS_OTHER_MERC_INVENTORIES = TRUE
  1803.  
  1804. ; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
  1805. ; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
  1806. BACKPACKWEIGHT_LOWERS_AP = TRUE
  1807.  
  1808. ;******************************************************************************************************************************
  1809. ;******************************************************************************************************************************
  1810.  
  1811. [Tactical Cover System Settings]
  1812.  
  1813. ;******************************************************************************************************************************
  1814. ; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
  1815. ;******************************************************************************************************************************
  1816.  
  1817. ; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
  1818. COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15
  1819.  
  1820. ; This tell how much a stealth value of 100 will decrese the sight range of an enemy.
  1821. ; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
  1822. COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50
  1823.  
  1824. ; This is similar to STEALTH_EFFECTIVENESS.
  1825. ; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
  1826. COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50
  1827.  
  1828. ; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
  1829. COVER_SYSTEM_STANCE_EFFECTIVENESS = 10
  1830.  
  1831. ; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
  1832. ; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
  1833. COVER_SYSTEM_LBE_EFFECTIVENESS = 20
  1834.  
  1835. ; Running around crazy will give you a penalty of up to 50% (default).
  1836. COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20
  1837.  
  1838. ; The cover system automaticly calculates how dense an object it.
  1839. ; This will tell you how much percent of vision should be decreased if the object is 100% dense,
  1840. ; 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).
  1841. ; If you put it to a realistic setting, where solid stuff always blocks enemy views,
  1842. ; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.
  1843. COVER_SYSTEM_TREE_EFFECTIVENESS = 15
  1844.  
  1845. ; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
  1846. ; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
  1847. COVER_SYSTEM_UPDATE_DELAY = 100
  1848.  
  1849.  
  1850. ;******************************************************************************************************************************
  1851. ;******************************************************************************************************************************
  1852.  
  1853. [Tactical Suppression Fire Settings]
  1854.  
  1855. ;******************************************************************************************************************************
  1856. ; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
  1857. ;
  1858. ; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
  1859. ; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
  1860. ;
  1861. ; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
  1862. ;******************************************************************************************************************************
  1863.  
  1864. ;******************************************************************************************************************************
  1865. ; SUPPRESSION BASICS
  1866. ;
  1867. ; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
  1868. ; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
  1869. ;
  1870. ; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
  1871. ; and morale loss. This value is based on the character's Experience and Morale, among other things.
  1872. ;
  1873. ; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
  1874. ; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
  1875. ;
  1876. ; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
  1877. ;
  1878. ; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
  1879. ; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
  1880. ; fire, it means that the character is useless of a whole turn and can be assaulted safely.
  1881. ;
  1882. ; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
  1883. ; hiding.
  1884. ; Note that they will try to do the same thing to you!
  1885. ;******************************************************************************************************************************
  1886.  
  1887.  
  1888. ;------------------------------------------------------------------------------------------------------------------------------
  1889. ; Controls how powerful suppression fire is.
  1890. ;
  1891. ; 0 = JA2 Default: Suppression is DISABLED.
  1892. ; 100 = Suppression is fully activated.
  1893. ;
  1894. ; This value can be raised to 65535... But don't. Values over 200 are already excessive.
  1895. ;------------------------------------------------------------------------------------------------------------------------------
  1896.  
  1897. SUPPRESSION_EFFECTIVENESS = 50
  1898.  
  1899. ;------------------------------------------------------------------------------------------------------------------------------
  1900. ; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS,
  1901. ; not instead
  1902. ;
  1903. ; 0 = JA2 Default: Suppression is DISABLED.
  1904. ; 100 = Suppression is fully activated.
  1905. ;
  1906. ; This value can be raised to 65535... But don't. Values over 200 are already excessive.
  1907. ;------------------------------------------------------------------------------------------------------------------------------
  1908.  
  1909. SUPPRESSION_EFFECTIVENESS_PLAYER = 100
  1910. SUPPRESSION_EFFECTIVENESS_AI = 100
  1911.  
  1912. ;------------------------------------------------------------------------------------------------------------------------------
  1913. ; Minimum and Maximum amount of Suppression Tolerance a character can have.
  1914. ;
  1915. ; NOTE: You'll cause problems if you set MIN to a value greater then MAX
  1916. ;------------------------------------------------------------------------------------------------------------------------------
  1917.  
  1918. SUPPRESSION_TOLERANCE_MAX = 18
  1919. SUPPRESSION_TOLERANCE_MIN = 1
  1920.  
  1921. ; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
  1922. NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE
  1923.  
  1924. ; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
  1925. TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
  1926.  
  1927. ;------------------------------------------------------------------------------------------------------------------------------
  1928. ; This controls how much Suppression Shock is taken when under fire.
  1929. ;
  1930. ; 100 is the "normal" effect.
  1931. ; Range is 0 (no suppression shock) to 65535 (65535% effect).
  1932. ; 200 is a LOT.
  1933. ;------------------------------------------------------------------------------------------------------------------------------
  1934.  
  1935. SUPPRESSION_SHOCK_INTENSITY = 100
  1936.  
  1937. ; The maximum number of Shock points a character can have.
  1938. MAX_SUPPRESSION_SHOCK = 30
  1939.  
  1940. ;------------------------------------------------------------------------------------------------------------------------------
  1941. ; Shocked Target CTH Penalty
  1942. ;
  1943. ; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
  1944. ; Use these settings to change the CTH penalty for shooting at such targets.
  1945. ;------------------------------------------------------------------------------------------------------------------------------
  1946.  
  1947. ; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
  1948. CTH_PENALTY_PER_TARGET_SHOCK = 2
  1949.  
  1950. ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
  1951. MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 10
  1952.  
  1953. ; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
  1954. CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
  1955. CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
  1956. CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
  1957. CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
  1958.  
  1959. ; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop.
  1960. MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
  1961.  
  1962. ;------------------------------------------------------------------------------------------------------------------------------
  1963. ; Shock Effects
  1964. ;
  1965. ; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
  1966. ; Use these settings to enable further effects from being shocked.
  1967. ;------------------------------------------------------------------------------------------------------------------------------
  1968.  
  1969. ; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
  1970. ; 0 = No limit.
  1971. MAX_CTH_PENALTY_FROM_SHOCK = 40
  1972.  
  1973. ; Vision loss due to Suppression Shock.
  1974. ; 0 = No vision loss.
  1975. ; 2 = Vision range reduced proportionally to shock.
  1976. ; 3 = Tunnel Vision increased proportionally to shock.
  1977. ; 1 = Both options enabled.
  1978. SHOCK_REDUCES_SIGHTRANGE = 1
  1979.  
  1980. ; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
  1981. ; the character considerably less resistance to further suppression fire, until the shock can clear away.
  1982. COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4
  1983.  
  1984. ;------------------------------------------------------------------------------------------------------------------------------
  1985. ; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
  1986. ; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
  1987. ; 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
  1988. ; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
  1989. ;------------------------------------------------------------------------------------------------------------------------------
  1990.  
  1991. AI_SUPPRESS_MIN_MAG_SIZE = 30
  1992. AI_SUPPRESS_MIN_AMMO_REMAINING = 20
  1993.  
  1994. ;------------------------------------------------------------------------------------------------------------------------------
  1995. ; Explosive Suppression
  1996. ;
  1997. ; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
  1998. ; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
  1999. ; of the explosion itself!
  2000. ; 0 = disabled.
  2001. ; 100 = "normal" effect.
  2002. ;------------------------------------------------------------------------------------------------------------------------------
  2003.  
  2004. EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90
  2005.  
  2006. ;------------------------------------------------------------------------------------------------------------------------------
  2007. ; Other settings
  2008. ;------------------------------------------------------------------------------------------------------------------------------
  2009.  
  2010. ; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
  2011. NOTIFY_WHEN_PINNED_DOWN = TRUE
  2012.  
  2013. ; Minimum distance at which friendly characters become suppressed their own forces.
  2014. MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
  2015.  
  2016.  
  2017. ;******************************************************************************************************************************
  2018. ;******************************************************************************************************************************
  2019.  
  2020. [Tactical Weather Settings]
  2021.  
  2022. ;******************************************************************************************************************************
  2023. ; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy
  2024. ; positions.
  2025. ;******************************************************************************************************************************
  2026.  
  2027. ;------------------------------------------------------------------------------------------------------------------------------
  2028. ; Rain settings
  2029. ;
  2030. ; (For slow CPUs, you may want to disable rain entirely.
  2031. ;------------------------------------------------------------------------------------------------------------------------------
  2032.  
  2033. ; Enable/Disable rain appearing in the game.
  2034. ALLOW_RAIN = TRUE
  2035.  
  2036. ; Chance of rain to be triggered once per day.
  2037. RAIN_CHANCE_PER_DAY = 40
  2038.  
  2039. ; Minimum/Maximum length of rain.
  2040. RAIN_MIN_LENGTH_IN_MINUTES = 60
  2041. RAIN_MAX_LENGTH_IN_MINUTES = 300
  2042.  
  2043. ; For slow CPUs decrease the MAX_RAIN_DROPS.
  2044. MAX_RAIN_DROPS = 80
  2045.  
  2046. ; Controls how rain affects visual distance
  2047. ; Range: 0-100%
  2048. ; 0% = Rain doesn't decrease sightrange.
  2049. ; 100% = Can't see anything in the rain.
  2050. VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30
  2051.  
  2052. ; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often.
  2053. WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 1
  2054.  
  2055. ; Reduction of the speed of regaining your breath (stamina) when it is raining.
  2056. BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
  2057.  
  2058.  
  2059. ;------------------------------------------------------------------------------------------------------------------------------
  2060. ; Lightning settings
  2061. ;
  2062. ; (ALLOW_RAIN must be set to TRUE for this to work.)
  2063. ;------------------------------------------------------------------------------------------------------------------------------
  2064.  
  2065. ; Enable/Disable lightning occuring during rain.
  2066. ALLOW_LIGHTNING = TRUE
  2067.  
  2068. ; Minimum/Maximum intervals between lightning in real time mode.
  2069. MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
  2070. MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
  2071.  
  2072. ; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay)
  2073. MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
  2074. MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
  2075.  
  2076. ; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look.
  2077. DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
  2078.  
  2079. ; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
  2080. CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
  2081.  
  2082.  
  2083. ;******************************************************************************************************************************
  2084. ;******************************************************************************************************************************
  2085.  
  2086. [Tactical Weapon Overheating Settings]
  2087.  
  2088. ;******************************************************************************************************************************
  2089. ; In this section you can modify global settings for weapon overheating.
  2090. ;******************************************************************************************************************************
  2091.  
  2092. ; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically.
  2093. ; Weapons cool down over time.
  2094. OVERHEATING = TRUE
  2095.  
  2096. ; Should a 'thermometer' for guns and replacable barrels be displayed?
  2097. OVERHEATING_DISPLAY_THERMOMETER = TRUE
  2098.  
  2099. ; Starting amount of red colour in the temperature bar. Must be in [0, 255]
  2100. OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
  2101.  
  2102. ; If a barrel is not in someone's inventory, it cools down a little bit better.
  2103. OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
  2104.  
  2105. ; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0
  2106. OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0
  2107.  
  2108. ;******************************************************************************************************************************
  2109. ;******************************************************************************************************************************
  2110.  
  2111. [Tactical Zombie Settings]
  2112.  
  2113. ;******************************************************************************************************************************
  2114. ; In this section you can specify how the dead will raise from their graves.
  2115. ;******************************************************************************************************************************
  2116.  
  2117. ; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
  2118. ; is still room for more zombies in the sector)?
  2119. ; 0 - Every corpse spawns a zombie once
  2120. ; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
  2121. ; 2 - It is randomly decided if a corpse can rise
  2122. ; 3 - A corpse spawns a zombie once, after that it's random
  2123. ZOMBIE_RISE_BEHAVIOUR = 0
  2124.  
  2125. ; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
  2126. ; every zombie rise individually (FALSE)?
  2127. ZOMBIE_SPAWN_WAVES = FALSE
  2128.  
  2129. ; How often are waves of zombies created? 0 means never, 100 means whenever possible
  2130. ZOMBIE_RISE_WAVE_FREQUENCY = 100
  2131.  
  2132. ; Can zombies climb roofs?
  2133. ZOMBIE_CAN_CLIMB = TRUE
  2134.  
  2135. ; Can zombies jump through windows?
  2136. ZOMBIE_CAN_JUMP_WINDOWS = TRUE
  2137.  
  2138. ; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
  2139. ; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
  2140. ; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
  2141. ; This still results in deadlocks!
  2142. ZOMBIE_EXPLODING_CIVS = FALSE
  2143.  
  2144. ; Damage is reduced by this percentage. Valid values from -50 to 95
  2145. ZOMBIE_DAMAGE_RESISTANCE = 0
  2146.  
  2147. ; Breath damage is reduced by this percentage. Valid values from -50 to 95
  2148. ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0
  2149.  
  2150. ; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
  2151. ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
  2152.  
  2153. ; Zombie difficulty level, determines hitpoints, stats and skills
  2154. ; 1 - Night of the Living Dead
  2155. ; 2 - Dawn of the Dead
  2156. ; 3 - Resident Evil
  2157. ; 4 - 28 Days later
  2158. ZOMBIE_DIFFICULTY_LEVEL = 1
  2159.  
  2160. ; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
  2161. ZOMBIE_RISE_WITH_ARMOUR = TRUE
  2162.  
  2163. ; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
  2164. ; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
  2165. ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
  2166.  
  2167. ;******************************************************************************************************************************
  2168. ;******************************************************************************************************************************
  2169.  
  2170. [Tactical Poison Settings]
  2171.  
  2172. ;******************************************************************************************************************************
  2173. ; In this section you can specify the new poison system
  2174. ;******************************************************************************************************************************
  2175.  
  2176. ; The poison system is a new feature that gives a bit of variation to the life and damage system.
  2177. ; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
  2178. ; poison damage, he not only looses life, he also gains a poison point.
  2179. ; The basic consequences are:
  2180. ; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
  2181. ; poison points
  2182. ; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
  2183. ; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
  2184. ; The lost point will be bandaged, so you do not have to immediately bandage it.
  2185. ; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
  2186. ; We require immediate medical assistance, or we will die!
  2187. ; Yes, it is possible to die this way.
  2188. ; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
  2189. ; action automatically performed by your doctors and the hospital, if the merc is their patient.
  2190. ; 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).
  2191. ; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
  2192.  
  2193. ; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
  2194. POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
  2195.  
  2196. ; A multiplicator that determines how many heal points are needed to cure one point of poison
  2197. POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
  2198.  
  2199. ; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
  2200. ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
  2201.  
  2202. ; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
  2203. ; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
  2204. ; valid values from 1.0 to 10.0, 4.0 is recommended
  2205. POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0
  2206.  
  2207. ;******************************************************************************************************************************
  2208. ;******************************************************************************************************************************
  2209.  
  2210. [Tactical Food Settings]
  2211.  
  2212. ;******************************************************************************************************************************
  2213. ; In this section you can specify the food system
  2214. ;******************************************************************************************************************************
  2215.  
  2216. ; Your team needs water food, otherwise they'll starve...
  2217. ; 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
  2218. ; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts)
  2219. ; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks:
  2220. ; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...)
  2221. ; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep
  2222. ; - breath regenerates slower
  2223. ; - his performance on assignments (training milita, doctoring, repairing...) is worse
  2224. ; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this!
  2225. ; 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)
  2226.  
  2227. ; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250
  2228. FOOD_DIGESTION_HOURLY_BASE_FOOD = 20
  2229. FOOD_DIGESTION_HOURLY_BASE_DRINK = 130
  2230.  
  2231. ; The digestion value is modfied with the number corresponding to your current activity
  2232. FOOD_DIGESTION_SLEEP = 0.6
  2233. FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8
  2234. FOOD_DIGESTION_TRAVEL = 1.5
  2235. FOOD_DIGESTION_ASSIGNMENT = 0.9
  2236. FOOD_DIGESTION_ONDUTY = 1.0
  2237. FOOD_DIGESTION_COMBAT = 2.0
  2238.  
  2239. ; allow decay of food in every sector?
  2240. FOOD_DECAY_IN_SECTORS = TRUE
  2241. ; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
  2242. FOOD_DECAY_MODIFICATOR = 1.0
  2243.  
  2244. ; maximum amount of food poisoning one can get from eating a single piece of food
  2245. FOOD_MAX_POISONING = 5
  2246.  
  2247. ; do mercs make sounds when eating/drinking?
  2248. FOOD_EATING_SOUNDS = TRUE
  2249.  
  2250. ;******************************************************************************************************************************
  2251. ;******************************************************************************************************************************
  2252.  
  2253. [Tactical Fortification Settings]
  2254.  
  2255. ;******************************************************************************************************************************
  2256. ; In this section you can specify settings for the fortification system
  2257. ;******************************************************************************************************************************
  2258.  
  2259. ; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
  2260. FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE
  2261.  
  2262. ;******************************************************************************************************************************
  2263. ;******************************************************************************************************************************
  2264.  
  2265.  
  2266. ; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
  2267. ; # # # # # # # # # # # # # # # # ## # # #
  2268. ; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
  2269. ; # # # # # # # # # # # # # # # # # # # # # #
  2270. ; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
  2271.  
  2272.  
  2273. ;******************************************************************************************************************************
  2274. ;******************************************************************************************************************************
  2275.  
  2276. [Strategic Gamestart Settings]
  2277.  
  2278. ;******************************************************************************************************************************
  2279. ; These settings control the situation at the start of the game.
  2280. ;******************************************************************************************************************************
  2281.  
  2282. ;------------------------------------------------------------------------------------------------------------------------------
  2283. ; Game starting time and merc arrival delay
  2284. ;
  2285. ; The values are in seconds (3600 = 1 hour)
  2286. ;
  2287. ; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
  2288. ; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
  2289. ;
  2290. ; Do not change this setting after the game has started
  2291. ; Do not set the values too low
  2292. ;------------------------------------------------------------------------------------------------------------------------------
  2293.  
  2294. ; Default value is 3600 (1am)
  2295. GAME_STARTING_TIME = 3600
  2296.  
  2297. ; Default value is 21600 (7am)
  2298. FIRST_ARRIVAL_DELAY = 21600
  2299.  
  2300. ;------------------------------------------------------------------------------------------------------------------------------
  2301. ; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
  2302. ; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
  2303. ;
  2304. ; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
  2305. ; airspace sector immediately after your initial arrival!!
  2306. ;------------------------------------------------------------------------------------------------------------------------------
  2307.  
  2308. DEFAULT_ARRIVAL_SECTOR_X = 9
  2309. DEFAULT_ARRIVAL_SECTOR_Y = 1
  2310.  
  2311.  
  2312.  
  2313. ;******************************************************************************************************************************
  2314. ;******************************************************************************************************************************
  2315.  
  2316. [Strategic Interface Settings]
  2317.  
  2318. ;******************************************************************************************************************************
  2319. ; These settings change the user interface in STRATEGIC mode.
  2320. ;******************************************************************************************************************************
  2321.  
  2322. ;------------------------------------------------------------------------------------------------------------------------------
  2323. ; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory.
  2324. ;
  2325. ; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back.
  2326. ;------------------------------------------------------------------------------------------------------------------------------
  2327.  
  2328. ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE
  2329.  
  2330. ;------------------------------------------------------------------------------------------------------------------------------
  2331. ; Change the color of the Stat Progress Bars shown on your character's information panel.
  2332. ;
  2333. ; The bars can be turned off completely using the in-game Options Menu.
  2334. ;------------------------------------------------------------------------------------------------------------------------------
  2335.  
  2336. STAT_PROGRESS_BARS_RED = 140
  2337. STAT_PROGRESS_BARS_GREEN = 90
  2338. STAT_PROGRESS_BARS_BLUE = 20
  2339.  
  2340. ;------------------------------------------------------------------------------------------------------------------------------
  2341. ; Determine whether the Daily Expenses window takes into account your mercs' contracts.
  2342. ;
  2343. ; 0 = Do not take merc contracts into account.
  2344. ; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs)
  2345. ; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most
  2346. ; recent contract signed with them.
  2347. ;------------------------------------------------------------------------------------------------------------------------------
  2348.  
  2349. INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 2
  2350.  
  2351. ; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
  2352. DISABLE_STRATEGIC_TRANSITION = TRUE
  2353.  
  2354. ;******************************************************************************************************************************
  2355. ;******************************************************************************************************************************
  2356.  
  2357. [Strategic Progress Settings]
  2358.  
  2359. ;******************************************************************************************************************************
  2360. ; These settings change the way that Game Progress is calculated, and various other factors that are progress-based.
  2361. ; PROGRESS normally increases as you advance in the game. It can also go down if you are losing.
  2362. ;******************************************************************************************************************************
  2363.  
  2364. ;------------------------------------------------------------------------------------------------------------------------------
  2365. ; Game progress weights
  2366. ;
  2367. ; Determine what factors influence your current progress.
  2368. ; Range: 0-100%
  2369. ; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults
  2370. ;------------------------------------------------------------------------------------------------------------------------------
  2371.  
  2372. ; The maximum number of progress points you can get from killing enemies. Default 25
  2373. GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
  2374.  
  2375. ; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you
  2376. ; conquer more sectors. Default 25
  2377. GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25
  2378.  
  2379. ; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
  2380. ; control more mines and get more loyalty in the towns where the mines are. Default 50
  2381. GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50
  2382.  
  2383. ; The maximum number of progress points you can get from exploring sectors on the map. Default 0
  2384. GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
  2385.  
  2386. ;------------------------------------------------------------------------------------------------------------------------------
  2387. ; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses
  2388. ; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress.
  2389. ;
  2390. ; If set to TRUE, all progress weights are automatically set to 100.
  2391. ;------------------------------------------------------------------------------------------------------------------------------
  2392.  
  2393. ALTERNATE_PROGRESS_CALCULATION = TRUE
  2394.  
  2395. ;------------------------------------------------------------------------------------------------------------------------------
  2396. ; Additional factors to Progress Calculation
  2397. ;------------------------------------------------------------------------------------------------------------------------------
  2398.  
  2399. ; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see
  2400. ; above) can surpass it.
  2401. GAME_PROGRESS_MINIMUM = 0
  2402.  
  2403. ; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100%
  2404. ; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
  2405. GAME_PROGRESS_MODIFIER = 0
  2406.  
  2407. ;------------------------------------------------------------------------------------------------------------------------------
  2408. ; Number of kills required to get a single progress point, based on game difficulty.
  2409. ; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above)
  2410. ;------------------------------------------------------------------------------------------------------------------------------
  2411.  
  2412. NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
  2413. NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
  2414. NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
  2415. NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
  2416.  
  2417.  
  2418. ;------------------------------------------------------------------------------------------------------------------------------
  2419. ; The minimum progress level required to trigger some events.
  2420. ; Range: 0-100%
  2421. ;------------------------------------------------------------------------------------------------------------------------------
  2422.  
  2423. ; Default 35
  2424. GAME_PROGRESS_START_MADLAB_QUEST = 35
  2425.  
  2426. ; Default 50
  2427. GAME_PROGRESS_MIKE_AVAILABLE = 50
  2428.  
  2429. ; Default 70
  2430. GAME_PROGRESS_IGGY_AVAILABLE = 70
  2431.  
  2432. ; The queen decides to go on the offensive. WARNING: This will be hard!
  2433. ; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect
  2434. GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65
  2435. GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85
  2436.  
  2437.  
  2438.  
  2439. ;******************************************************************************************************************************
  2440. ;******************************************************************************************************************************
  2441.  
  2442. [Strategic Event Settings]
  2443.  
  2444. ;******************************************************************************************************************************
  2445. ; Controls various campaign events.
  2446. ;******************************************************************************************************************************
  2447.  
  2448. ;------------------------------------------------------------------------------------------------------------------------------
  2449. ; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
  2450. ; NOTE: This will make the beginning of the game MUCH HARDER if enabled!
  2451.  
  2452. TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE
  2453.  
  2454. ; This enables massive counterattacks in all cities, just like in Drassen.
  2455. ; NOTE: These attacks will be huge. You have been warned.
  2456. ; 0: no attacks
  2457. ; 1: counterattacks on all cities possible
  2458. ; 2: 1 + major offensives depending on game progress
  2459. AGGRESSIVE_STRATEGIC_AI = 0
  2460.  
  2461. ;------------------------------------------------------------------------------------------------------------------------------
  2462. ; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
  2463.  
  2464. ENABLE_CREPITUS = TRUE
  2465.  
  2466. ;------------------------------------------------------------------------------------------------------------------------------
  2467. ; Mine Shut-down Event
  2468. ;
  2469. ; Allows you to control which mine will run out of ore and stop working.
  2470.  
  2471. ; Select mine.
  2472. ; -1 = Game chooses a mine randomly.
  2473. ; 0 = No mine will shut down!
  2474. ; 2 = Drassen
  2475. ; 3 = Alma
  2476. ; 4 = Cambria
  2477. ; 5 = Chitzena
  2478. ; 6 = Grumm
  2479. ;------------------------------------------------------------------------------------------------------------------------------
  2480.  
  2481. WHICH_MINE_SHUTS_DOWN = 2
  2482.  
  2483.  
  2484. ;******************************************************************************************************************************
  2485. ;******************************************************************************************************************************
  2486.  
  2487. [Strategic Gameplay Settings]
  2488.  
  2489.  
  2490. ;******************************************************************************************************************************
  2491. ; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will
  2492. ; definitely change the way it is played.
  2493. ;******************************************************************************************************************************
  2494.  
  2495. ;------------------------------------------------------------------------------------------------------------------------------
  2496. ; Reinforcements
  2497. ;
  2498. ; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
  2499. ; 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.
  2500. ;
  2501. ; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
  2502. ; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
  2503. ; die or run away.
  2504. ;------------------------------------------------------------------------------------------------------------------------------
  2505.  
  2506. ; Allows enemy/militia reinforcements from adjacent sectors.
  2507. ALLOW_REINFORCEMENTS = TRUE
  2508.  
  2509. ; Allows reinforcements only between city sectors. Only affects militia, not enemies.
  2510. ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = TRUE
  2511.  
  2512. ;------------------------------------------------------------------------------------------------------------------------------
  2513. ; Vehicle Inventory
  2514. ;------------------------------------------------------------------------------------------------------------------------------
  2515.  
  2516. ; Do vehicles have their own inventory to carry equipment?
  2517. VEHICLE_INVENTORY = TRUE
  2518.  
  2519. ; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
  2520. HUMVEE_OFFROAD = TRUE
  2521.  
  2522. ;------------------------------------------------------------------------------------------------------------------------------
  2523. ; This determines how important luck is in Auto-Resolve combat, compared to actual skills.
  2524. ; JA2 Default is 2.0 (luck is as important as skills).
  2525. ; Lower this value to reply more on skills, raise to rely more on luck.
  2526. ; Minimum is 1.0.
  2527. ;------------------------------------------------------------------------------------------------------------------------------
  2528.  
  2529. AUTORESOLVE_LUCK_FACTOR = 1.0
  2530.  
  2531. ;------------------------------------------------------------------------------------------------------------------------------
  2532. ; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map
  2533. ; (as a big red "?").
  2534. ; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise.
  2535. ;------------------------------------------------------------------------------------------------------------------------------
  2536.  
  2537. NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
  2538.  
  2539. ;------------------------------------------------------------------------------------------------------------------------------
  2540. ; Set the frequency and severity of risks triggered by using strategic facilities.
  2541. ;------------------------------------------------------------------------------------------------------------------------------
  2542.  
  2543. ; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000.
  2544. FACILITY_EVENT_RARITY = 10000
  2545.  
  2546. ; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more
  2547. ; noticeable. Increase this for the opposite. Default = 50.
  2548. FACILITY_DANGER_RATE = 25
  2549.  
  2550. ;******************************************************************************************************************************
  2551. ; Activates the new additional repair mode.
  2552. ; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing
  2553. ; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor
  2554. ; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the
  2555. ; same sector, then all equipped armor, and so forth, always starting with the item with least durability
  2556. ; (especially jammed guns).
  2557. ;
  2558. ; FALSE = 1.13 repair system
  2559. ; TRUE = New additional repair system based on priorities
  2560. ;******************************************************************************************************************************
  2561.  
  2562. ADDITIONAL_REPAIR_MODE = TRUE
  2563.  
  2564. ;------------------------------------------------------------------------------------------------------------------------------
  2565. ; advanced repair/dirt system
  2566. ;------------------------------------------------------------------------------------------------------------------------------
  2567.  
  2568. ; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
  2569. ADVANCED_REPAIR = TRUE
  2570.  
  2571. ; the only items we can repair are guns and armour
  2572. ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
  2573.  
  2574. ; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
  2575. MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE
  2576.  
  2577. ; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
  2578. DIRT_SYSTEM = TRUE
  2579.  
  2580. ; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
  2581. FULL_REPAIR_CLEANS_GUN = FALSE
  2582.  
  2583. ; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
  2584. SECTOR_DIRT_DIVIDER = 700
  2585.  
  2586. ; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
  2587. DIRT_GLOBAL_MODIFIER = 1.25
  2588.  
  2589. ;******************************************************************************************************************************
  2590. ; Set how to handle Skyrider "hot LZ" options
  2591. ;
  2592. ; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
  2593. ; 1 = Allow Skyrider to drop off mercs to center of map
  2594. ; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
  2595. ;******************************************************************************************************************************
  2596.  
  2597. ALLOW_SKYRIDER_HOT_LZ = 2
  2598.  
  2599. ;******************************************************************************************************************************
  2600. ; Always make all the terrorists to appear in Arulco.
  2601. ;
  2602. ;******************************************************************************************************************************
  2603.  
  2604. ENABLE_ALL_TERRORISTS = TRUE
  2605.  
  2606. ;******************************************************************************************************************************
  2607. ; Enable all sectors with "secret" weapon caches.
  2608. ; (These sectors hold usually a few chests with various mediocre to good equipment.)
  2609. ;
  2610. ;******************************************************************************************************************************
  2611.  
  2612. ENABLE_ALL_WEAPON_CACHES = TRUE
  2613.  
  2614. ;******************************************************************************************************************************
  2615. ; Override each map's percent likelihood of an item appearing.
  2616. ; Valid range = 0-100, where 0 uses the map values.
  2617. ; (Mainly for modders, can possibly take the fun out of the game)
  2618. ;******************************************************************************************************************************
  2619.  
  2620. MAP_ITEM_CHANCE_OVERRIDE = 100
  2621.  
  2622. ;******************************************************************************************************************************
  2623. ; Prisoner system
  2624. ;******************************************************************************************************************************
  2625.  
  2626. ; can you capture enemy soldiers?
  2627. ALLOW_TAKE_PRISONERS = TRUE
  2628.  
  2629. ; can you offer enemies a surrender option?
  2630. ENEMY_CAN_SURRENDER = TRUE
  2631.  
  2632. ; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
  2633. DISPLAY_SURRENDER_VALUES = TRUE
  2634.  
  2635. ; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
  2636. SURRENDER_MULTIPLIER = 5.0
  2637.  
  2638. ; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
  2639. ; you to surrender, and you refused
  2640. PLAYER_CAN_ASK_TO_SURRENDER = TRUE
  2641.  
  2642. ; chance that released soldiers join the army again
  2643. PRISONER_RETURN_TO_ARMY_CHANCE = 50
  2644.  
  2645. ; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
  2646. PRISONER_DEFECT_CHANCE = 25
  2647.  
  2648. ; chance that interrogated soldiers can give info on enemy positions
  2649. PRISONER_INFO_BASECHANCE = 25
  2650.  
  2651. ; chance that interrogated soldiers can give info on enemy numbers
  2652. PRISONER_INFO_NUMBER_CHANCE = 30
  2653.  
  2654. ; chance that interrogated soldiers can give info on enemy movement directions
  2655. PRISONER_INFO_DIRECTION_CHANCE = 40
  2656.  
  2657. ; chance that interrogated soldiers get you ransom money
  2658. PRISONER_RANSOM_CHANCE = 25
  2659.  
  2660. ; 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
  2661. ; Interrogation first removes admin prisoners, then regulars and then elites
  2662. ; 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
  2663. ; special prisoners do not exist... yet.
  2664. PRISONER_INTERROGATION_POINTS_ADMIN = 80
  2665. PRISONER_INTERROGATION_POINTS_REGULAR = 100
  2666. PRISONER_INTERROGATION_POINTS_ELITE = 140
  2667. PRISONER_INTERROGATION_POINTS_SPECIAL = 250
  2668.  
  2669. ;******************************************************************************************************************************
  2670. ;******************************************************************************************************************************
  2671.  
  2672. [Laptop Settings]
  2673.  
  2674. ;******************************************************************************************************************************
  2675. ; Use these settings to make changes to the laptop screen.
  2676. ;******************************************************************************************************************************
  2677.  
  2678. ; If set to TRUE, you can browse to the briefing room website on the laptop
  2679. BRIEFING_ROOM = FALSE
  2680.  
  2681. ; Currently not used! If set to TRUE, you can browse to the encyclopedia website on the laptop
  2682. ENCYCLOPEDIA = TRUE
  2683.  
  2684. ; If disabled, the transition will be skipped when opening/closing the laptop
  2685. DISABLE_LAPTOP_TRANSITION = TRUE
  2686.  
  2687. ; Fast loading of WWW laptop sites?
  2688. FAST_WWW_SITES_LOADING = TRUE
  2689.  
  2690. ; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
  2691. LAPTOP_MOUSE_CAPTURED = FALSE
  2692.  
  2693. ;******************************************************************************************************************************
  2694. ;******************************************************************************************************************************
  2695.  
  2696. [Bobby Ray Settings]
  2697.  
  2698. ;******************************************************************************************************************************
  2699. ; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's.
  2700. ;******************************************************************************************************************************
  2701.  
  2702. ; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take.
  2703. BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE
  2704.  
  2705. ; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment.
  2706. BOBBY_RAY_MAX_PURCHASE_AMOUNT = 20
  2707.  
  2708. ;------------------------------------------------------------------------------------------------------------------------------
  2709. ; Item shipment settings
  2710. ;------------------------------------------------------------------------------------------------------------------------------
  2711.  
  2712. ; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
  2713. STEALING_FROM_SHIPMENTS_DISABLED = FALSE
  2714.  
  2715. ; Set the chance in percentage of whole shipment lost from Bobby Ray
  2716. CHANCE_OF_SHIPMENT_LOSS = 0
  2717.  
  2718.  
  2719. ;******************************************************************************************************************************
  2720. ;******************************************************************************************************************************
  2721.  
  2722. [Item Property Settings]
  2723.  
  2724. ;******************************************************************************************************************************
  2725. ; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change
  2726. ; all the individual entries in Items.XML or Weapons.XML.
  2727. ;******************************************************************************************************************************
  2728.  
  2729. ;------------------------------------------------------------------------------------------------------------------------------
  2730. ; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles.
  2731. ; Range: 0-1000
  2732. ; 100 means 100% (no change in damage)
  2733. ; maximum damage (internal) is 255
  2734. ;------------------------------------------------------------------------------------------------------------------------------
  2735.  
  2736. EXPLOSIVES_DAMAGE_MODIFIER = 100
  2737. MELEE_DAMAGE_MODIFIER = 100
  2738. GUN_DAMAGE_MODIFIER = 100
  2739.  
  2740. ;------------------------------------------------------------------------------------------------------------------------------
  2741. ; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles.
  2742. ; Range: 0-1000
  2743. ; 100 means 100% (no change in range)
  2744. ; 200 means 200% (doubles the range)
  2745. ; 50 means 50% (halves the range)
  2746. ;------------------------------------------------------------------------------------------------------------------------------
  2747. GUN_RANGE_MODIFIER = 100
  2748.  
  2749. ;------------------------------------------------------------------------------------------------------------------------------
  2750. ; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target
  2751. ; in an unprotected area. Each armor item has a different coverage value.
  2752. ;------------------------------------------------------------------------------------------------------------------------------
  2753.  
  2754. ENABLE_ARMOR_COVERAGE = TRUE
  2755.  
  2756. ;------------------------------------------------------------------------------------------------------------------------------
  2757. ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip.
  2758. ; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside.
  2759. ;------------------------------------------------------------------------------------------------------------------------------
  2760.  
  2761. DYNAMIC_AMMO_WEIGHT = TRUE
  2762.  
  2763. ;------------------------------------------------------------------------------------------------------------------------------
  2764. ; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too,
  2765. ; but won't lower B/5AP below 0.
  2766. ; 0 = No change from normal
  2767. ; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
  2768. ;------------------------------------------------------------------------------------------------------------------------------
  2769.  
  2770. AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
  2771.  
  2772. ;------------------------------------------------------------------------------------------------------------------------------
  2773. ; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.)
  2774. ; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has.
  2775. ; At 0.5, characters can comfortably carry twice as much with the same amount of strength.
  2776. ;------------------------------------------------------------------------------------------------------------------------------
  2777.  
  2778. STRENGTH_TO_LIFT_HALF_KILO = 1.0
  2779.  
  2780. ;------------------------------------------------------------------------------------------------------------------------------
  2781. ; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate.
  2782. ; Note: This is only used if Old Trait System is played
  2783. ;------------------------------------------------------------------------------------------------------------------------------
  2784.  
  2785. MORTAR_CTH_DIVISOR = 3
  2786.  
  2787. ;------------------------------------------------------------------------------------------------------------------------------
  2788. ; When attachments have not been assigned for NAS, the game can add default slots that differ per item type.
  2789. ; It is recommended to play with this set to FALSE when the attachments are assigned properly.
  2790. ; This option is best used when playing a XML based mod that does not have the NAS xml fully updated.
  2791. ; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.
  2792. ;------------------------------------------------------------------------------------------------------------------------------
  2793.  
  2794. USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE
  2795.  
  2796. ;------------------------------------------------------------------------------------------------------------------------------
  2797. ; The chance in percentages that an attachment will have to drop with the item if an NPC dies.
  2798. ; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
  2799. ; Inseperable attachments will always drop. Range: 0 - 100%
  2800. ;------------------------------------------------------------------------------------------------------------------------------
  2801.  
  2802. ATTACHMENT_DROP_RATE = 100
  2803.  
  2804.  
  2805. ;------------------------------------------------------------------------------------------------------------------------------
  2806. ; The maximum amount of attachments NPC's can get on their gun when they get random equipment.
  2807. ; They will usually get less attachments than this value because of randomness. Range: 2 - 30
  2808. ;------------------------------------------------------------------------------------------------------------------------------
  2809.  
  2810. MAX_ENEMY_ATTACHMENTS = 6
  2811.  
  2812. ; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)?
  2813. SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
  2814.  
  2815. ;******************************************************************************************************************************
  2816. ;******************************************************************************************************************************
  2817.  
  2818. [Strategic Enemy AI Settings]
  2819.  
  2820. ;******************************************************************************************************************************
  2821. ; These settings change the behavior of the queen's army on the Strategy Map.
  2822. ;******************************************************************************************************************************
  2823.  
  2824. ;------------------------------------------------------------------------------------------------------------------------------
  2825. ; New strategic AI
  2826. ;
  2827. ; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies
  2828. ; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens
  2829. ; to every city, possibly several times during the campaign!
  2830. ; When set to TRUE, this setting has the potential of making the game considerably harder.
  2831. ;------------------------------------------------------------------------------------------------------------------------------
  2832.  
  2833. NEW_AGGRESSIVE_AI = FALSE
  2834.  
  2835. ;------------------------------------------------------------------------------------------------------------------------------
  2836. ; Enemy army composition
  2837. ;
  2838. ; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign.
  2839. ;------------------------------------------------------------------------------------------------------------------------------
  2840.  
  2841. ; Percentage of troops that are actually placed on the map at the start of the game.
  2842. ; 100 = All "default" troops are placed.
  2843. ; 200 = Twice as many troops are placed.
  2844. INITIAL_GARRISON_PERCENTAGES_NOVICE = 70
  2845. INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100
  2846. INITIAL_GARRISON_PERCENTAGES_EXPERT = 150
  2847. INITIAL_GARRISON_PERCENTAGES_INSANE = 200
  2848.  
  2849. ; Minimum enemy group size. Enemy groups will never be smaller than this!
  2850. MIN_ENEMY_GROUP_SIZE_NOVICE = 3
  2851. MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4
  2852. MIN_ENEMY_GROUP_SIZE_EXPERT = 6
  2853. MIN_ENEMY_GROUP_SIZE_INSANE = 12
  2854.  
  2855. ; Percent of troops converted to extra elites in enemy groups
  2856. PERCENT_EXTRA_ELITES_EXPERIENCED = 0
  2857. PERCENT_EXTRA_ELITES_EXPERT = 25
  2858. PERCENT_EXTRA_ELITES_INSANE = 50
  2859.  
  2860. ;------------------------------------------------------------------------------------------------------------------------------
  2861. ; Queen's Pool
  2862. ;
  2863. ; These settings control how many troops the queen has for using against you, how many new troops she gets every day,
  2864. ; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you.
  2865. ;------------------------------------------------------------------------------------------------------------------------------
  2866.  
  2867. ; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
  2868. UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE
  2869. UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE
  2870. UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE
  2871. UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE
  2872.  
  2873. ; Amount of troops avaliable to the queen at game start
  2874. QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150
  2875. QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200
  2876. QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400
  2877. QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000
  2878.  
  2879. ; Amount of troops that will be added to queens army when the troops pool is empty
  2880. QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
  2881.  
  2882. ;------------------------------------------------------------------------------------------------------------------------------
  2883. ; Alert Levels
  2884. ;
  2885. ; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes
  2886. ; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better
  2887. ; chance of spotting your mercs in the wilderness and chasing them around.
  2888. ;
  2889. ; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in
  2890. ; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically.
  2891. ;
  2892. ; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map.
  2893. ;------------------------------------------------------------------------------------------------------------------------------
  2894.  
  2895. ; Sets the starting alert chances.
  2896. ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5
  2897. ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20
  2898. ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60
  2899. ENEMY_STARTING_ALERT_LEVEL_INSANE = 80
  2900.  
  2901. ; When an enemy spots and chases a player group, the alertness value decrements by this value.
  2902. ; Ranges from 1-100 (but recommend 20-60).
  2903. ENEMY_ALERT_DECAY_NOVICE = 75
  2904. ENEMY_ALERT_DECAY_EXPERIENCED = 50
  2905. ENEMY_ALERT_DECAY_EXPERT = 25
  2906. ENEMY_ALERT_DECAY_INSANE = 10
  2907.  
  2908. ; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
  2909. ; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable
  2910. ; is what is used to determine the free checks.
  2911. NUM_AWARE_BATTLES_NOVICE = 1
  2912. NUM_AWARE_BATTLES_EXPERIENCED = 2
  2913. NUM_AWARE_BATTLES_EXPERT = 3
  2914. NUM_AWARE_BATTLES_INSANE = 4
  2915.  
  2916. ;------------------------------------------------------------------------------------------------------------------------------
  2917. ; Queen's Army AI / Behavior
  2918. ;
  2919. ; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive
  2920. ; she is about it.
  2921. ;------------------------------------------------------------------------------------------------------------------------------
  2922.  
  2923. ; The base interval between the queen's decisions. She can only make one decision at a time.
  2924. BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480
  2925. BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360
  2926. BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180
  2927. BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90
  2928.  
  2929. ; A random variation to the interval between queen's decisions.
  2930. EVALUATION_DELAY_VARIANCE_NOVICE = 240
  2931. EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180
  2932. EVALUATION_DELAY_VARIANCE_EXPERT = 120
  2933. EVALUATION_DELAY_VARIANCE_INSANE = 60
  2934.  
  2935. ; This is a delay between the player taking a sector, and the queen being able to decide to attack it.
  2936. ; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
  2937. GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144
  2938. GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96
  2939. GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48
  2940. GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6
  2941.  
  2942. ; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
  2943. ; A longer grace period causes defeated enemy patrols to reappear less often.
  2944. GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16
  2945. GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12
  2946. GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8
  2947. GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2
  2948.  
  2949. ; Determines whether the queen always prefers attacking your sectors to defending her own.
  2950. ; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable
  2951. ; unlimited reinforcements
  2952. AGGRESSIVE_QUEEN_AI_NOVICE = FALSE
  2953. AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE
  2954. AGGRESSIVE_QUEEN_AI_EXPERT = FALSE
  2955. AGGRESSIVE_QUEEN_AI_INSANE = TRUE
  2956.  
  2957. ;------------------------------------------------------------------------------------------------------------------------------
  2958. ; Individual Enemy Group Behavior
  2959. ;
  2960. ; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what
  2961. ; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active.
  2962. ; This behavior was deactivated in original game.
  2963. ;
  2964. ; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to
  2965. ; reinforce this sector.
  2966. ; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
  2967. ; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
  2968. ;------------------------------------------------------------------------------------------------------------------------------
  2969.  
  2970. ENEMY_INVESTIGATE_SECTOR = FALSE
  2971. REASSIGN_PENDING_REINFORCEMENTS = FALSE
  2972.  
  2973.  
  2974. ;******************************************************************************************************************************
  2975. ;******************************************************************************************************************************
  2976.  
  2977. [Militia Training Settings]
  2978.  
  2979. ;******************************************************************************************************************************
  2980. ; These settings control the training of Town Militia.
  2981. ;******************************************************************************************************************************
  2982.  
  2983. ; Defines the maximum number of Militia that can occupy the same sector
  2984. ; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the
  2985. ; duration of the battle.
  2986. MAX_MILITIA_PER_SECTOR = 20
  2987.  
  2988. ; The number of Town Militia that are trained in a single "training session".
  2989. NUM_MILITIA_TRAINED_PER_SESSION = 10
  2990.  
  2991. ; How much loyalty you need in a town to allow you to train Militia there.
  2992. MIN_LOYALTY_TO_TRAIN_MILITIA = 20
  2993.  
  2994. ; This controls how fast town militia gets trained.
  2995. MILITIA_TRAINING_RATE = 4
  2996.  
  2997. ;------------------------------------------------------------------------------------------------------------------------------
  2998. ; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia,
  2999. ; and are almost as well-trained as enemy Blackshirts.
  3000. ;------------------------------------------------------------------------------------------------------------------------------
  3001.  
  3002. ; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities.
  3003. ; FALSE = Only Regular (Light-Blue) militia can be trained.
  3004. ALLOW_TRAINING_ELITE_MILITIA = TRUE
  3005.  
  3006. ; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE)
  3007. ELITE_MILITIA_TRAINING_DELAY= 1
  3008.  
  3009. ;------------------------------------------------------------------------------------------------------------------------------
  3010. ; Leadership and Town Militia training
  3011. ;------------------------------------------------------------------------------------------------------------------------------
  3012.  
  3013. ; Militia training bonus for RPC (as a percentage of the normal training speed)
  3014. ; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster.
  3015. RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10
  3016.  
  3017. ; Minimum leadership skill required to be able to train Militia at all
  3018. MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
  3019.  
  3020. ; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE).
  3021. LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE
  3022.  
  3023. ; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
  3024. REQ_LEADERSHIP_FOR_MAX_MILITIA = 60
  3025.  
  3026. ; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test
  3027. ; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia
  3028. ; training.
  3029. ; 100 = no bonus. 150 = 50% bonus. etcetera
  3030. ; Note: This is only used if Old Trait System is played
  3031. TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
  3032.  
  3033. ;******************************************************************************************************************************
  3034. ;******************************************************************************************************************************
  3035.  
  3036. [Mobile Militia Training Settings]
  3037.  
  3038. ;******************************************************************************************************************************
  3039. ; These settings control the training of Mobile Militia.
  3040. ;******************************************************************************************************************************
  3041.  
  3042. ; Allows training militia that move around on the Strategy Map.
  3043. ; If FALSE, all other settings in this category are disabled automatically.
  3044. ALLOW_MOBILE_MILITIA = FALSE
  3045.  
  3046. ; Delay ability to train Mobile Militia till this day
  3047. MOBILE_MILITIA_TRAINING_DELAY = 1
  3048.  
  3049. ; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
  3050. NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10
  3051.  
  3052. ;------------------------------------------------------------------------------------------------------------------------------
  3053. ; Training method options.
  3054. ;
  3055. ; There are two methods:
  3056. ; One is Manual Training - you pay money to train Mobile Militia whenever you desire.
  3057. ; The second method is to have them created automatically (for free!) every N hours.
  3058. ;------------------------------------------------------------------------------------------------------------------------------
  3059.  
  3060. ; Determines which method of training is used.
  3061. ; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all
  3062. ; "Leadership and Mobile Militia Training settings", below.
  3063. MUST_TRAIN_MOBILE_MILITIA = TRUE
  3064.  
  3065. ; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile
  3066. ; Militia group.
  3067. ; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid.
  3068. CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24
  3069.  
  3070. ;------------------------------------------------------------------------------------------------------------------------------
  3071. ; Leadership and Mobile Militia training
  3072. ;------------------------------------------------------------------------------------------------------------------------------
  3073.  
  3074. ; Minimum required leadership skill to train Mobile Militia
  3075. MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
  3076.  
  3077. ; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the
  3078. ; value dictated by DIV_OF_ORIGINAL_MILITIA.
  3079. ; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed.
  3080. LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE
  3081.  
  3082. ; Required leadership score to train the maximum number of Mobile Militia allowed.
  3083. ; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work)
  3084. REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80
  3085.  
  3086. ; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE).
  3087. LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
  3088.  
  3089. ; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups
  3090. ; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia.
  3091. PERCENT_MOBILE_MILITIA_ELITES = 20
  3092. PERCENT_MOBILE_MILITIA_REGULARS = 30
  3093.  
  3094. ;******************************************************************************************************************************
  3095. ;******************************************************************************************************************************
  3096.  
  3097. [Mobile Militia Movement Settings]
  3098.  
  3099. ;******************************************************************************************************************************
  3100. ; These settings control how Mobile Militia move around the strategy map.
  3101. ;******************************************************************************************************************************
  3102.  
  3103. ;------------------------------------------------------------------------------------------------------------------------------
  3104. ; If set to FALSE, Mobile Militia can move anywhere they want.
  3105. ; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST)
  3106. ;------------------------------------------------------------------------------------------------------------------------------
  3107.  
  3108. RESTRICT_ROAMING = TRUE
  3109.  
  3110. ;------------------------------------------------------------------------------------------------------------------------------
  3111. ; EXPLORATION-based restrictions
  3112. ;
  3113. ; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
  3114. ; RESTRICT_ROAMING must be set to TRUE.
  3115. ;------------------------------------------------------------------------------------------------------------------------------
  3116.  
  3117. ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE
  3118.  
  3119. ;------------------------------------------------------------------------------------------------------------------------------
  3120. ; CONQUEST-based restrictions
  3121. ;
  3122. ; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far.
  3123. ; This utilizes the rules laid down in the file "DynamicRestrictions.XML".
  3124. ; RESTRICT_ROAMING must be set to TRUE.
  3125. ;------------------------------------------------------------------------------------------------------------------------------
  3126.  
  3127. ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
  3128.  
  3129. ;------------------------------------------------------------------------------------------------------------------------------
  3130. ; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a
  3131. ; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
  3132. ; have already been liberated once in the past.
  3133. ;
  3134. ; In the JA2 campaign, this allows travel through:
  3135. ; San Mona, Tixa, Orta, Estoni, and Omerta.
  3136. ;
  3137. ; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
  3138. ;------------------------------------------------------------------------------------------------------------------------------
  3139.  
  3140. ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE
  3141.  
  3142. ;------------------------------------------------------------------------------------------------------------------------------
  3143. ; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison.
  3144. ; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia.
  3145. ; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore.
  3146. ;
  3147. ; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
  3148. ;------------------------------------------------------------------------------------------------------------------------------
  3149.  
  3150. ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE
  3151. ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE
  3152.  
  3153. ;******************************************************************************************************************************
  3154. ;******************************************************************************************************************************
  3155.  
  3156. [Militia Strength Settings]
  3157.  
  3158. ;******************************************************************************************************************************
  3159. ; These settings control the strength of town or mobile militia in tactial combat and autoresolve.
  3160. ;******************************************************************************************************************************
  3161.  
  3162. ;------------------------------------------------------------------------------------------------------------------------------
  3163. ; These settings determine how well the militia will fight during autoresolve and tactical combat.
  3164. ;
  3165. ; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia
  3166. ; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia
  3167. ; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies.
  3168. ;------------------------------------------------------------------------------------------------------------------------------
  3169.  
  3170. ; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
  3171. ; negative, meaning the militia will be weaker.
  3172. GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
  3173. REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5
  3174. VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10
  3175.  
  3176. ; Flat bonus to Militiamen Action Points.
  3177. GREEN_MILITIA_APS_BONUS = 0
  3178. REGULAR_MILITIA_APS_BONUS = 0
  3179. VETERAN_MILITIA_APS_BONUS = 5
  3180.  
  3181. ; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
  3182. GREEN_MILITIA_CTH_BONUS_PERCENT = 0
  3183. REGULAR_MILITIA_CTH_BONUS_PERCENT = 0
  3184. VETERAN_MILITIA_CTH_BONUS_PERCENT = 10
  3185.  
  3186. ; Normal and energy damage is reduced by this many percents.
  3187. GREEN_MILITIA_DAMAGE_RESISTANCE = 0
  3188. REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
  3189. VETERAN_MILITIA_DAMAGE_RESISTANCE = 10
  3190.  
  3191. ; Determines bonus to assigned weapon and gear quality (coolness).
  3192. GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
  3193. REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1
  3194. VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2
  3195.  
  3196. ;******************************************************************************************************************************
  3197. ;******************************************************************************************************************************
  3198.  
  3199. [Militia Equipment Settings]
  3200.  
  3201. ;******************************************************************************************************************************
  3202. ; These settings control the how militia can equip itslef from sector inventories
  3203. ;******************************************************************************************************************************
  3204.  
  3205. ;------------------------------------------------------------------------------------------------------------------------------
  3206. ; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in.
  3207. ;
  3208. ; This applies to both tactical and strategic combat.
  3209. ; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector.
  3210. ; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'.
  3211. ; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works
  3212. ; if no mercs are present in that sector.
  3213. ; If militia reinforces a sector, they will take their gear along.
  3214. ; 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.
  3215. ; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in).
  3216. ;------------------------------------------------------------------------------------------------------------------------------
  3217.  
  3218. ; if set to true, militia will take parts of its equipment from a sector's inventory.
  3219. MILITIA_USE_SECTOR_EQUIPMENT = TRUE
  3220.  
  3221. ; determines wether militia picks helmets, vests and leg armour from the sector.
  3222. MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE
  3223.  
  3224. ; determines wether militia takes NVGs, sungoggles and gasmasks from the sector.
  3225. MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE
  3226.  
  3227. ; determines wether militia takes knifes and punch weapons from the sector
  3228. MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE
  3229.  
  3230. ; determines wether militia takes guns from the sector
  3231. MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
  3232.  
  3233. ; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true.
  3234. ; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped
  3235. ; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
  3236. MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
  3237.  
  3238. ; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
  3239. MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
  3240.  
  3241. ; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector
  3242. MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE
  3243.  
  3244. ; the number of bullets deemed sufficient for a gun is
  3245. ; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size))
  3246. ; 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
  3247. MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10
  3248. MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200
  3249. MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2
  3250.  
  3251. ; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector
  3252. ; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and
  3253. ; orange gear cannot be chosen by any militia.
  3254. MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = TRUE
  3255.  
  3256. ;******************************************************************************************************************************
  3257. ;******************************************************************************************************************************
  3258.  
  3259. [Shopkeeper Inventory Settings]
  3260.  
  3261. ;******************************************************************************************************************************
  3262. ; These settings control the inventory of Arulco's resident shopkeepers.
  3263. ; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting)
  3264. ;******************************************************************************************************************************
  3265.  
  3266. ;------------------------------------------------------------------------------------------------------------------------------
  3267. ; 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
  3268. ; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home.
  3269. ;------------------------------------------------------------------------------------------------------------------------------
  3270. CHANCE_TONY_AVAILABLE = 100
  3271.  
  3272. ;------------------------------------------------------------------------------------------------------------------------------
  3273. ; Turn on to get BR shipments faster
  3274. ;------------------------------------------------------------------------------------------------------------------------------
  3275. FAST_BOBBY_RAY_SHIPMENTS = FALSE
  3276.  
  3277. ;******************************************************************************************************************************
  3278. ;******************************************************************************************************************************
  3279.  
  3280. [Strategic Assignment Settings]
  3281.  
  3282. ;******************************************************************************************************************************
  3283. ; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty.
  3284. ;******************************************************************************************************************************
  3285.  
  3286. ;------------------------------------------------------------------------------------------------------------------------------
  3287. ; Basic Settings
  3288. ;
  3289. ; Use these to affect all assignments.
  3290. ;------------------------------------------------------------------------------------------------------------------------------
  3291.  
  3292. ; The amount time a character must be on assignment before it can have any effect.
  3293. ; Theoretically, everything will go faster if this is lower...
  3294. MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
  3295.  
  3296. ;------------------------------------------------------------------------------------------------------------------------------
  3297. ; Skill Training
  3298. ;
  3299. ; These settings control the speed of training, and how useful some characters are at training others.
  3300. ;------------------------------------------------------------------------------------------------------------------------------
  3301.  
  3302. ; Min skill required for a character to be able to increase that skill at all.
  3303. MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0
  3304.  
  3305. ; Max value to which any skill can be trained.
  3306. MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100
  3307.  
  3308. ; Divisor for rate of self-training (the "PRACTICE" assignment)
  3309. TRAINING_RATE_DIVISOR = 1000
  3310.  
  3311. ; The divisor for rate of training bonus due to instructors influence
  3312. ; Reduce to speed-up trainer/student training
  3313. ; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points
  3314. INSTRUCTED_TRAINING_DIVISOR = 3000
  3315.  
  3316. ; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
  3317. ; Also applies to training militia
  3318. TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
  3319.  
  3320. ; The minimum skill rating a character must have before he can train fellow teammates in that skill.
  3321. MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
  3322.  
  3323. ;------------------------------------------------------------------------------------------------------------------------------
  3324. ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
  3325. ;
  3326. ; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
  3327. ; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
  3328. ; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
  3329. ; 1 = Both options on.
  3330. ;------------------------------------------------------------------------------------------------------------------------------
  3331.  
  3332. SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1
  3333. SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1
  3334.  
  3335. ;------------------------------------------------------------------------------------------------------------------------------
  3336. ; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
  3337. ;
  3338. ; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
  3339. ; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
  3340. ; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
  3341. ; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
  3342. ; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
  3343. ; 1 = Both options on.
  3344. ;
  3345. ; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the
  3346. ; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING).
  3347. ;------------------------------------------------------------------------------------------------------------------------------
  3348.  
  3349. REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1
  3350.  
  3351. ;------------------------------------------------------------------------------------------------------------------------------
  3352. ; Doctoring
  3353. ;
  3354. ; (for reference: OKLIFE = 15 health)
  3355. ;------------------------------------------------------------------------------------------------------------------------------
  3356.  
  3357. ; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
  3358. ; Low = patient, high = working
  3359. NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1
  3360. NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4
  3361. NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12
  3362.  
  3363. ; Increase this value to reduce doctoring pts per hour, or vice versa.
  3364. ; At 2400, the theoretical maximum is 150 full healing pts/day.
  3365. DOCTORING_RATE_DIVISOR = 2400
  3366.  
  3367. ; How many points of healing each hospital patients gains per hour in the hospital
  3368. ; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
  3369. HOSPITAL_HEALING_RATE = 5
  3370.  
  3371. ; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left)
  3372. BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
  3373.  
  3374. ; Multiplier for how much medical skill is needed, for each point below OKLIFE
  3375. MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
  3376.  
  3377. ; Number of "doctor" points used up to heal each point below OKLIFE
  3378. POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
  3379.  
  3380. ;------------------------------------------------------------------------------------------------------------------------------
  3381. ; Repairing
  3382. ;------------------------------------------------------------------------------------------------------------------------------
  3383.  
  3384. ; Cost to unjam a weapon in repair pts
  3385. REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
  3386.  
  3387. ; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
  3388. REPAIR_RATE_DIVISOR = 2500
  3389.  
  3390. ; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
  3391. ; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
  3392. ; down repair. A lower value speeds it up.
  3393. REPAIR_SESSIONS_PER_DAY = 24
  3394.  
  3395. ;------------------------------------------------------------------------------------------------------------------------------
  3396. ; SquadNames
  3397. ;------------------------------------------------------------------------------------------------------------------------------
  3398.  
  3399. ; use squadnames from SquadNames.xml
  3400. USE_XML_SQUADNAMES = TRUE
  3401.  
  3402. [Clock Settings]
  3403.  
  3404. ;******************************************************************************************************************************
  3405. ; These settings control the speed behavior of the game.
  3406. ;******************************************************************************************************************************
  3407.  
  3408. ;------------------------------------------------------------------------------------------------------------------------------
  3409. ; Change in Clock Speed from base clock speed in percent
  3410. ; Range: 100 - 300 Default: 150
  3411. ;------------------------------------------------------------------------------------------------------------------------------
  3412.  
  3413. CLOCK_SPEED_PERCENT = 150
  3414.  
  3415. ;------------------------------------------------------------------------------------------------------------------------------
  3416. ; Timeslice in microseconds. The frequency that the screen is refreshed.
  3417. ; At normal speed the clock is updated every 16 milliseconds.
  3418. ; Range: 1000 - 20000 Default: 16000
  3419. ;------------------------------------------------------------------------------------------------------------------------------
  3420.  
  3421. UPDATE_FREQUENCY = 16000
  3422.  
  3423. ;------------------------------------------------------------------------------------------------------------------------------
  3424. ; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.
  3425. ; At normal speed the clock is updated every 10 milliseconds.
  3426. ; Range: 1-10000 Default: 500
  3427. ;------------------------------------------------------------------------------------------------------------------------------
  3428.  
  3429. FAST_FORWARD_PERIOD = 500
  3430.  
  3431. ;------------------------------------------------------------------------------------------------------------------------------
  3432. ; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled.
  3433. ; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx
  3434. ; Note MENU = [ALT], CONTROL = [CTRL]
  3435. ; Examples (separated by comma):
  3436. ; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
  3437. ;------------------------------------------------------------------------------------------------------------------------------
  3438.  
  3439. FAST_FORWARD_KEY = SUBTRACT
  3440.  
  3441. [Overhead Map Settings]
  3442. ;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
  3443. ;Modes:
  3444. ; 0 Off
  3445. ; 1 Draw Rectangles
  3446. ; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
  3447. MARKER_MODE = 2
  3448. ;Precision governs how small the marked area will be
  3449. ; 0 Hostiles are in a general area 180 tiles across
  3450. ; 1 Hostiles are in a general area 120 tiles across
  3451. ; 2 Hostiles are in a general area 90 tiles across
  3452. ; 3 Hostiles are in a general area 60 tiles across
  3453. ; 4 Hostiles are in a general area 45 tiles across
  3454. ; 5 Hostiles are in a general area 30 tiles across
  3455. DAYTIME_PRECISION = 4
  3456. ;Same as above, this time for Night
  3457. NIGHTTIME_PRECISION = 5
  3458. ;Number of remaining Soldiers before their location gets marked
  3459. MAX_SOLDIERS_LEFT = 1
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