;****************************************************************************************************************************** ; Jagged Alliance 2 v1.13 ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want. ; By default, the values below are the values present in the 9-14-05 release of the code. ;****************************************************************************************************************************** ;****************************************************************************************************************************** ;General Guidelines: ; ; PRICE_MODIFIER = 1-100 (Lower is better) ; ; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT ; ; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range ; ; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) ; ; MAX_STRATEGIC_TEAM_SIZE >= 20 ; ; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 ; ; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE ; ; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE ; ; _ELITE_BONUS = 1-100 (percentages) ; ; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you ; decide to change anything in this file, it's recommended that you make a backup copy ; before you make the changes. ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change settings which uses the IMP generation ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Laptop Settings] ; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6). MAX_IMP_CHARACTERS = 6 ;****************************************************************************************************************************** ; The following allow you to change how many and which slots from prof.dat are available for ; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other ; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice ; sets will work although the IMPs will be silent a lot of the time. ; ; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by ; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one ; male and one female slot available. ; ; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females ; slots 54-56) will be used instead. ;****************************************************************************************************************************** IMP_MALE_CHARACTER_COUNT = 3 IMP_FEMALE_CHARACTER_COUNT = 3 IMP_MALE_1 = 51 IMP_MALE_2 = 52 IMP_MALE_3 = 53 ; The following are empty in standard JA2 1.13 but do not have full voice sets. ;IMP_MALE_4 = 169 ;IMP_MALE_5 = 65 ;IMP_MALE_6 = 71 ;IMP_MALE_7 = 163 ;IMP_MALE_8 = 164 IMP_FEMALE_1 = 54 IMP_FEMALE_2 = 55 IMP_FEMALE_3 = 56 ;****************************************************************************************************************************** ; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest ; you can lower an attribute, and the lowest you can lower a skill before it hits zero. ; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to. ; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats ; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points ; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose ; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in ; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills ; start out as. Currently in game it is set to 55. ;****************************************************************************************************************************** MIN_ATTRIBUTE_POINT = 35 MAX_ATTRIBUTE_POINT = 85 IMPATTRIBUTEPOINTS = 50 MAX_ZERO_BONUS = 15 START_ATTRIBUTE = 55 IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 IMP_BONUS_POINTS_FOR_DISABILITY = 20 IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25 ;****************************************************************************************************************************** ; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus ; opens the website up on day one. ; ; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens. ; This will include any future MERC Mercs that are added. ;****************************************************************************************************************************** MERC_AVAILABLE_DAY_ONE = TRUE ALL_MERCS_AT_MERC = TRUE ;****************************************************************************************************************************** ; The Following settings define if and how many mercenaries die while on assignment ; if they have not been hired. ;****************************************************************************************************************************** MERCS_DIE_ON_ASSIGNMENT = FALSE EASY_MERC_DEATHS = 1 EXPERIENCED_MERC_DEATHS = 2 EXPERT_MERC_DEATHS = 3 INSANE_MERC_DEATHS = 4 ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change system settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 System Settings] ; Time in seconds for DeadLock delay, default 30 ; Do not set this too low! ; Increased because 1) deadlocks are significantly reduced, and 2) some actions actually take a while DEAD_LOCK_DELAY = 30 ; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE ; Automatically try to save when an assertion failure occurs AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change video settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Video Settings] ; If disabled the game will run faster VERTICAL_SYNC = FALSE ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change the animation speed ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Turnbased Animation Speed Settings] ;****************************************************************************************************************************** ; Controls animation speed for faster movements in battle ; 1 = normal ; 0 = max speed ; Range: 0-1 ;****************************************************************************************************************************** PLAYER_TURN_SPEED_UP_FACTOR = 1 ENEMY_TURN_SPEED_UP_FACTOR = 1 CREATURE_TURN_SPEED_UP_FACTOR = 1 MILITIA_TURN_SPEED_UP_FACTOR = 1 CIVILIAN_TURN_SPEED_UP_FACTOR = 1 ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change sounds settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Sound Settings] ;****************************************************************************************************************************** ; Change to increase volume for weapon sounds ; Range: 0-100% ; 0 = no change ; 100 = max volume ;****************************************************************************************************************************** WEAPON_SOUND_EFFECTS_VOLUME = 0 ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change tactical settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Tactical Settings] ; This setting determines if items on enemy soldiers have to be seen by mercs after combat ; or if they automatically reveal themselves when combat is over. REVEAL_ITEMS_AFTER_COMBAT = TRUE ; Enable/disable militia command on tactical map ; Range: TRUE/FALSE ALLOW_TACTICAL_MILITIA_COMMAND = TRUE ;****************************************************************************************************************************** ; Bonus APs for Enemy Soldiers: ; Number of extra APs for enemy troops at the various difficulty levels ;****************************************************************************************************************************** NOVICE_AP_BONUS = 0 EXPERIENCED_AP_BONUS = 0 EXPERT_AP_BONUS = 0 INSANE_AP_BONUS = 5 ;****************************************************************************************************************************** ; Bonus for the player's mercs ; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. ; Do not set this higher than 50. ;****************************************************************************************************************************** PLAYER_AP_BONUS = 0 ; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2) ; Range: 0-255 BASE_SIGHT_RANGE = 13 ; Controls how rain affects visual distance ; Range: 0-100% ; 0% - no decrease ; 100% - max VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 ; Enable/disable limited vision ; Range: TRUE/FALSE ALLOW_LIMITED_VISION = TRUE ;****************************************************************************************************************************** ; In this section you can set details about enemy tooltips. ; Tooltips can be enabled/disabled in the Option Screen. ; To display the tooltip move the mouse over the enemy and press ALT. ;****************************************************************************************************************************** ; ULTRA DYNAMIC TOOLTIPS ; Range and Detail overwrite dynamic range and detail level respectively. ALLOW_UDT_RANGE = TRUE ALLOW_UDT_DETAIL = TRUE ; The modifier sets the percentage of visible range that tooltips will be visible for (Default = 50) UDT_MODIFIER = 75 ;****************************************************************************************************************************** ; The minimum amount of information that soldier tooltips will display ; 1 = Limited - are they wearing any armor (but not where), general type of weapon ; (but no mention of attachments), do they have a gas mask or NVG. ; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon ; and visible weapon attachments, do they have a gas mask or NVG. ; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. ; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. ;****************************************************************************************************************************** SOLDIER_TOOLTIP_DETAIL_LEVEL = 4 ; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, ; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc. DYNAMIC_SOLDIER_TOOLTIPS = TRUE ; Enable/disable individual lines of information within the tooltip ; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line ; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE SOLDIER_TOOLTIP_DISPLAY_ID = TRUE SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE ;****************************************************************************************************************************** ; This section controls Shift+F behaviour. ; Use this combination to to remove attachments and to unload all weapons in sector ;****************************************************************************************************************************** ; Set this to false to keep weapons loaded. ; Note that loaded weapon can be stolen by militia or enemy. SHIFT_F_UNLOAD_WEAPONS = TRUE ; Set this to false to keep item attachments. ; Unseparable attachments will not be removed. SHIFT_F_REMOVE_ATTACHMENTS = TRUE ; Armor coverage ENABLE_ARMOR_COVERAGE = TRUE ;****************************************************************************************************************************** ; Allows the player to stay in real time while unnoticed by the enemy. ; While observing enemies in real time, the player may enter turn-based at will. ; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, ; inactive if RT sneaking is disabled. ; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. ; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - ; turn-based will continue until the player no longer sees any enemies. ;****************************************************************************************************************************** ALLOW_REAL_TIME_SNEAK = FALSE QUIET_REAL_TIME_SNEAK = FALSE ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change rain settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Rain Settings] ;****************************************************************************************************************************** ; In this section you can enable the rain. ; Enabled rain also includes new features to the game (e.g: visibility radius decrease when ; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night ; with lightning) ; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE) ;****************************************************************************************************************************** ALLOW_RAIN = TRUE RAIN_CHANCE_PER_DAY = 40 RAIN_MIN_LENGTH_IN_MINUTES = 60 RAIN_MAX_LENGTH_IN_MINUTES = 300 MAX_RAIN_DROPS = 80 WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change thunder settings that appear in combination with rain ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Thunder Settings] ALLOW_LIGHTNING = TRUE MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5 CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change global gameplay settings ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 Gameplay Settings] ;****************************************************************************************************************************** ; These are the Starting cash values for the various difficulties. ; The only restriction with these, is the INT32 they are stored in. ;****************************************************************************************************************************** NOVICE_CASH = 45000 EXPERIENCED_CASH = 35000 EXPERT_CASH = 30000 INSANE_CASH = 15000 ;****************************************************************************************************************************** ; Game starting time and merc arrival delay ; ; The values are in seconds (3600 = 1 hour) ; ; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME ; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival ; ; Do not change this setting after the game has started ; Do not set the values too low ;****************************************************************************************************************************** ; Default value is 3600 (1am) GAME_STARTING_TIME = 3600 ; Default value is 21600 (7am) FIRST_ARRIVAL_DELAY = 21600 ;****************************************************************************************************************************** ; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. ; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. ; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. ; Valid ranges for PRICE_MODIFIER are -1-100. ; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a ; larger modifier. ; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later ; in the game. ;****************************************************************************************************************************** CAN_SELL_ALT_LMB = FALSE PRICE_MODIFIER = 10 ;****************************************************************************************************************************** ; Item shipment settings ;****************************************************************************************************************************** ; Should the stealing from shipments (in Drassen this is Pablo) be disabled? STEALING_FROM_SHIPMENTS_DISABLED = FALSE ; Set the chance in percentage of whole shipment lost from Bobby Ray CHANCE_OF_SHIPMENT_LOST = 10 ;****************************************************************************************************************************** ; Game progress weights ; Range: 0-100% ; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults ;****************************************************************************************************************************** ; Default 25 GAME_PROGRESS_KILLS = 25 ; Default 25 GAME_PROGRESS_CONTROL = 25 ; Default 50 GAME_PROGRESS_INCOME = 50 ; Sectors visited GAME_PROGRESS_VISITED = 0 ; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults ; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment. ; These values will also affect the inventory at Bobby Rays because it is based off game progress. ; ; The minimum acts as a floor value for the in-game progress, i.e., until the normally computed progress surpasses ; it this value is used as the game progress. GAME_PROGRESS_MINIMUM = 0 ; The increment is just added to the normally computed game progress but of course cannot make it higher than 100% GAME_PROGRESS_INCREMENT = 0 ; If TRUE Shift-N will switch to best night vision goggles at night and best sunglasses during the day ; If FALSE whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) SMART_GOGGLE_SWITCH = TRUE ; If TRUE when a character finds a mine they will automatically put a blue flag there without asking ; If FALSE when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) AUTOMATICALLY_FLAG_MINES = TRUE ;****************************************************************************************************************************** ; Time when some global events occur ; Range: 0-100% ;****************************************************************************************************************************** ; Default 35 GAME_PROGRESS_START_MADLAB_QUEST = 35 ; Default 50 GAME_PROGRESS_MIKE_AVAILABLE = 50 ; Default 70 GAME_PROGRESS_IGGY_AVAILABLE = 5 ;****************************************************************************************************************************** ; Use these to adjust the numbers of various sorts of "people" that can appear on one map. ;****************************************************************************************************************************** ; Player mercs, valid values 16 through 32, default is 24 MAX_NUMBER_PLAYER_MERCS = 24 ; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now. MAX_NUMBER_PLAYER_VEHICLES = 2 ; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 MAX_NUMBER_ENEMIES = 32 ; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 MAX_NUMBER_CREATURES = 32 ; Rebels (i.e., militia), valid values 16 through 64, default is 32 MAX_NUMBER_REBELS = 32 ; Civilians, valid values 16 through 40, default is 32 MAX_NUMBER_CIVS = 32 ;****************************************************************************************************************************** ; Strategic Events on/off ;****************************************************************************************************************************** ; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = FALSE ;****************************************************************************************************************************** ; Additional multipliers for weapons damage. Use it if you don't want edit datafiles. ; Range: 0-100 ; 0 means no additional damage ; 50 means 150% damage (100 + 50) ; maximum damage (internal) is 255 ;****************************************************************************************************************************** EXPLOSIVES_DAMAGE_MULTIPLIER = 0 MELEE_DAMAGE_MULTIPLIER = 0 GUN_DAMAGE_MULTIPLIER = 0 ;****************************************************************************************************************************** ; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20 ; ; Basically the 1st set are the number of available troops the queen starts with in her ; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are. ; The 3rd set are percentages of extra troops converted to ELITE by the Three highest difficulty levels. ; The last set is the minimum size of an enemy group. This is the smallest group size an enemy ; wants to travel with. And this option right under the comments, this is the largest size an ; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could ; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off ; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that ; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and ; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along ; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now. ;****************************************************************************************************************************** MAX_STRATEGIC_TEAM_SIZE = 20 ; This is not used yet NEW_AGGRESSIVE_AI = FALSE ; Amount of troops avaliable to the queen at game start NOVICE_QUEENS_POOL_OF_TROOPS = 150 EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200 EXPERT_QUEENS_POOL_OF_TROOPS = 400 INSANE_QUEENS_POOL_OF_TROOPS = 8000 ; Initial group sizes for pre-placed garrisons when starting a new game NOVICE_INITIAL_GARRISON_PERCENTAGES = 70 EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100 EXPERT_INITIAL_GARRISON_PERCENTAGES = 150 INSANE_INITIAL_GARRISON_PERCENTAGES = 200 ; Percent of troops converted to extra elites in enemy groups EXPERIENCED_ELITE_BONUS = 0 EXPERT_ELITE_BONUS = 25 INSANE_ELITE_BONUS = 50 ; Minimum enemy group size NOVICE_MIN_ENEMY_GROUP_SIZE = 3 EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4 EXPERT_MIN_ENEMY_GROUP_SIZE = 6 INSANE_MIN_ENEMY_GROUP_SIZE = 12 ;****************************************************************************************************************************** ; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player, ; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated ; with each side checked. Stationary groups do this check periodically. ;****************************************************************************************************************************** NOVICE_ENEMY_STARTING_ALERT_LEVEL = 5 EXPERIENCED_ENEMY_STARTING_ALERT_LEVEL = 20 EXPERT_ENEMY_STARTING_ALERT_LEVEL = 60 INSANE_ENEMY_STARTING_ALERT_LEVEL = 80 ;****************************************************************************************************************************** ; When an enemy spots and chases a player group, the alertness value decrements by this value. The ; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This ; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60). ;****************************************************************************************************************************** NOVICE_ENEMY_STARTING_ALERT_DECAY = 75 EXPERIENCED_ENEMY_STARTING_ALERT_DECAY = 50 EXPERT_ENEMY_STARTING_ALERT_DECAY = 25 INSANE_ENEMY_STARTING_ALERT_DECAY = 10 ;****************************************************************************************************************************** ; The base time that the queen can think about reinforcements for refilling lost patrol groups, ; town garrisons, etc. She only is allowed one action per 'turn'. ;****************************************************************************************************************************** NOVICE_TIME_EVALUATE_IN_MINUTES = 480 EXPERIENCED_TIME_EVALUATE_IN_MINUTES = 360 EXPERT_TIME_EVALUATE_IN_MINUTES = 180 INSANE_TIME_EVALUATE_IN_MINUTES = 90 ;****************************************************************************************************************************** ; The variance added on. ;****************************************************************************************************************************** NOVICE_TIME_EVALUATE_VARIANCE = 240 EXPERIENCED_TIME_EVALUATE_VARIANCE = 180 EXPERT_TIME_EVALUATE_VARIANCE = 120 INSANE_TIME_EVALUATE_VARIANCE = 60 ;****************************************************************************************************************************** ; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a ; limited amount of time. This essentially dumbs down the AI, making it less aggressive. ;****************************************************************************************************************************** NOVICE_GRACE_PERIOD_IN_HOURS = 144 EXPERIENCED_GRACE_PERIOD_IN_HOURS = 96 EXPERT_GRACE_PERIOD_IN_HOURS = 48 INSANE_GRACE_PERIOD_IN_HOURS = 6 ;****************************************************************************************************************************** ; Defines how many days must pass before the queen is willing to refill a defeated patrol group. ;****************************************************************************************************************************** NOVICE_PATROL_GRACE_PERIOD_IN_DAYS = 16 EXPERIENCED_PATROL_GRACE_PERIOD_IN_DAYS = 12 EXPERT_PATROL_GRACE_PERIOD_IN_DAYS = 8 INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2 ;****************************************************************************************************************************** ; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's ; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable ; is what is used to determine the free checks. ;****************************************************************************************************************************** NOVICE_NUM_AWARE_BATTLES = 1 EXPERIENCED_NUM_AWARE_BATTLES = 2 EXPERT_NUM_AWARE_BATTLES = 3 INSANE_NUM_AWARE_BATTLES = 4 ;****************************************************************************************************************************** ; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited ;****************************************************************************************************************************** NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE ;****************************************************************************************************************************** ; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors ; and overall strategy. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool ; or enable unlimited reinforcements ;****************************************************************************************************************************** NOVICE_QUEEN_AGGRESSIVE = FALSE EXPERIENCED_QUEEN_AGGRESSIVE = FALSE EXPERT_QUEEN_AGGRESSIVE = FALSE INSANE_QUEEN_AGGRESSIVE = TRUE ;****************************************************************************************************************************** ; Settings for Strategic AI ; ; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of the city will come to investigate what ; happened when one of the city sectors is taken by player. It will happen only if the tactical view is active. ; This behavior was deactivated in original game. ; ; After the sector is taken by the player the game will check to see if there are any pending reinforcements for this sector. ; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. ; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. ;****************************************************************************************************************************** ENEMY_INVESTIGATE_SECTOR = FALSE REASSIGN_PENDING_REINFORCEMENTS = FALSE ;****************************************************************************************************************************** ; 0 = Use default drop item system for enemies (militia). ; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, ; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in ; the option screen, to use the new drop system. ;****************************************************************************************************************************** ENEMIES_ITEM_DROP = 1 ;****************************************************************************************************************************** ; Should the game use the externalized sector loadscreens? ; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. ; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. ;****************************************************************************************************************************** USE_EXTERNALIZED_LOADSCREENS = TRUE ;****************************************************************************************************************************** ; Settings for mobile militia ; ; If you set MUST_TRAIN_MOBILE_MILITIA = FALSE ; Then you have to set ALLOW_MILITIA_MOBILE_GROUPS = FALSE ; as well. Otherwise you pay and get nothing. Also ; of note, you have to pay 2*MILITIA_TRAINING_COST ; for Mobile Militia Groups. ;****************************************************************************************************************************** ; Delay ability to train mobile militia till this day ALLOW_MILITIA_MOBILE_DELAY = 1 ; Delay ability to train veteran militia till this day TRAIN_VETERAN_MILITIA_DELAY = 1 ; Allows the training of Veteran Militia TRAIN_VETERAN_MILITIA = FALSE ; Allows militia to move on strategic map ALLOW_MILITIA_MOBILE_GROUPS = FALSE ; Forces paying and training mobile militia. MUST_TRAIN_MOBILE_MILITIA = FALSE ; Allows militia reinforcements from near sectors ALLOW_REINFORCEMENTS = FALSE ; Allows militia reinforcements only in cities ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE ; Amount of troops that will be added to queens army when the troops pool is empty QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 ; Will create a squad each n hours (12 for example). Should divide 24 without remainder CREATE_EACH_N_HOURS = 24 ; Divisor for mobile group size DIV_OF_ORIGINAL_MILITIA = 4 ; Minimum possible militia squad size MINIMUM_MILITIA_SQUAD_SIZE = 5 ; Maximum possible militia squad size MAXIMUM_MILITIA_SQUAD_SIZE = 20 ;****************************************************************************************************************************** ; Merchant coolness settings ; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better) ; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better) ;****************************************************************************************************************************** TONY_USES_BR_SETTING = TRUE DEVIN_USES_BR_SETTING = TRUE ;****************************************************************************************************************************** ; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. ; Keep in mind that there is not enough room on the strategic map to display more than 20 ; Militia per sector correctly (could possibly change) but they will still be there to defend, ; and you can still train them, and it will still cost you. ; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of: ; MILITIA_TRAINING_COST which is the cost of training militia. ; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia. ;****************************************************************************************************************************** MAX_MILITIA_PER_SECTOR = 20 MAX_TRAINING_SQUAD_SIZE = 10 MILITIA_TRAINING_COST = 750 ; Price Modifier for training Mobile Militia MILITIA_COST_MODIFIER = 3 ; Price Modifier for Promoting to Regular REGULAR_COST_MODIFIER = 1 ; Price Modifier for Promoting to Veteran VETERAN_COST_MODIFIER = 2 MIN_LOYALTY_TO_TRAIN = 20 ; This setting will restrict your roaming militia from entering any sectors ; defined in RestrictedRoamingMilitia.xml RESTRICT_ROAMING = FALSE ;****************************************************************************************************************************** ; Repairing ;****************************************************************************************************************************** ; Number we divide the total pts accumlated per day by for each assignment period ; Higher number = slower repair rate ASSIGNMENT_UNITS_PER_DAY = 24 ;****************************************************************************************************************************** ; Assignment Settings: ; The following settings control various rates/speeds/effectiveness ; of the different merc assignments (repair, train, doctor, etc) ;****************************************************************************************************************************** ; The amount time must be on assignment before it can have any effect ; theoretically, everything will go faster if this is lower... MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 ;****************************************************************************************************************************** ; Skill Training ;****************************************************************************************************************************** ; Min value required to train a skill TRAINING_SKILL_MIN = 0 ; Max value to which a skill can be trained TRAINING_SKILL_MAX = 100 ; Divisor for rate of self-training; reduce to speed all skill training SELF_TRAINING_DIVISOR = 1000 ; The divisor for rate of training bonus due to instructors influence ; Reduce to speed trainer/student training ; This value gets added to the self training divisor when calculating training points INSTRUCTED_TRAINING_DIVISOR = 3000 ; The bonus to training in marksmanship in the Alma gun range sector GUN_RANGE_TRAINING_BONUS = 25 ;****************************************************************************************************************************** ; Militia Training ;****************************************************************************************************************************** ; This controls how fast town militia gets trained MILITIA_TRAINING_RATE = 4 ; Limits the number of mercs assigned to militia training in a single sector MAX_MILITIA_TRAINERS_PER_SECTOR = 2 ; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) ; Also applies to training militia TEACH_BONUS_TO_TRAIN = 30 ; Militia training bonus for RPC (percentage points) ; RPCs (Ira, Miguel, etc) train militia a bit faster RPC_BONUS_TO_TRAIN_MILITIA = 10 ; The minimum skill rating that is need to teach a fellow teammate MIN_RATING_TO_TEACH = 25 ;****************************************************************************************************************************** ; Doctoring ; for reference: OKLIFE = 15 ;****************************************************************************************************************************** ; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) ; Low = patient, high = working LOW_ACTIVITY_LEVEL = 1 MEDIUM_ACTIVITY_LEVEL = 4 HIGH_ACTIVITY_LEVEL = 12 ; Increase to reduce doctoring pts, or vice versa ; At 2400, the theoretical maximum is 150 full healing pts/day DOCTORING_RATE_DIVISOR = 2400 ; How many points of healing each hospital patients gains per hour in the hospital ; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! HOSPITAL_HEALING_RATE = 5 ; Base skill to deal with an emergency (when a patient has less than OKLIFE health left) BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 ; Multiplier for skill needed for each point below OKLIFE MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 ; Number of pts needed for each point below OKLIFE POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 ; Cost to unjam a weapon in repair pts REPAIR_COST_PER_JAM = 2 ; Increase to reduce repair pts, or vice versa REPAIR_RATE_DIVISOR = 2500 ;****************************************************************************************************************************** ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip ;****************************************************************************************************************************** DYNAMIC_AMMO_WEIGHT = TRUE ;****************************************************************************************************************************** ; The following options require a new game in order to work: ;****************************************************************************************************************************** ; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) ENABLE_CREPITUS = TRUE ; Determines whether all the terrorists are available, or whether they're chosen at random (default) ENABLE_ALL_TERRORISTS = TRUE ; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default) ENABLE_ALL_WEAPON_CACHES = TRUE ; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one. ; Can be switched in the middle of your campagin, but will break weapon balance in such case. ; It's better to change this before starting a new game SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = TRUE ;****************************************************************************************************************************** ; Vehicle Inventory ;****************************************************************************************************************************** VEHICLE_INVENTORY = TRUE ;****************************************************************************************************************************** ; If the game difficult level is INSANE, the game progress is above 25% and the ; enemy outnumbers the players, then there is a chance of the enemies ambushing the group ; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE ;****************************************************************************************************************************** ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE ;****************************************************************************************************************************** ; Slay Forever ;****************************************************************************************************************************** SLAY_FOREVER = TRUE ;****************************************************************************************************************************** ; Allow the item description and stack popup windows to be accessed from the sector inventory panel ;****************************************************************************************************************************** ALLOW_SECTOR_DESCRIPTION_WINDOW = TRUE ;****************************************************************************************************************************** ; Use the new bullet tracer animation instead of the classic bullet animation? ;****************************************************************************************************************************** USE_BULLET_TRACERS = FALSE ;****************************************************************************************************************************** ; Restrict female enemies from beeing in the queens army (except Female Elite enemies)? ; If set to TRUE, female enemies will only occur as Elites in the army. ;****************************************************************************************************************************** RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE ;****************************************************************************************************************************** ; Use the Enhanced Description Box instead of the old one? ; 0 = Both Strategic and Tactical ; 1 = Strategic only ; 2 = Tactical only ;****************************************************************************************************************************** USE_ENHANCED_DESCRIPTION_BOX = 0 ;****************************************************************************************************************************** ; Use the file "prof.dat" for all difficult settings instead of the specific ones. ;****************************************************************************************************************************** ALWAYS_USE_PROF_DAT = FALSE ;****************************************************************************************************************************** ; ----------------------------------------------------------------------------------------------------------------------------- ; In this section you can change additional settings introduced by Headrock's HAM 2.8 ; ----------------------------------------------------------------------------------------------------------------------------- ;****************************************************************************************************************************** [JA2 HAM Settings] ;****************************************************************************************************************************** ; Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal ; JA2 profits. This value goes all the way up to 65535%, but that's not recommended. ; ; 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. ;****************************************************************************************************************************** MINE_INCOME_PERCENTAGE = 100 ;****************************************************************************************************************************** ; H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack. ; Maximum and minimum values go from 0 to 100. ; Divisor only works when minimum is 0. ; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random ; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor ; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. ; ; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. ; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every ; 100. ; With Divisor 2, we get a 1/200 ratio. ; With Divisor 10, we get a 1/1000 ratio. And so on. ;****************************************************************************************************************************** MAXIMUM_POSSIBLE_CTH = 99 MINIMUM_POSSIBLE_CTH = 0 MINIMUM_CTH_DIVISOR = 100 ;****************************************************************************************************************************** ; Allow restricted militia to move through visited sectors regardless of XML restrictions? ; Requires RESTRICT_ROAMING to be TRUE. ;****************************************************************************************************************************** ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE ;****************************************************************************************************************************** ; Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have ; been liberated? ; Requires RESTRICT_ROAMING to be TRUE, but overrides XML definitions. ;****************************************************************************************************************************** ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE ;****************************************************************************************************************************** ; Enable Suppression Bugfix/feature. ; ; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime. ; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER. ; 1 = The suppression counter is cleared at the start of the character's turn. ; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression. ; ;****************************************************************************************************************************** CLEAR_SUPPRESSION_COUNTER = 1 ;****************************************************************************************************************************** ; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant ; gets at the end of the attack. ; ; 100 = Normal ; 0 = No suppression at all. ; ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;****************************************************************************************************************************** SUPPRESSION_EFFECTIVENESS = 0 ;****************************************************************************************************************************** ; Flags to determine if we should limit how many APs can be lost per attack/turn. Actual AP amounts can be changed in ; APBPConstants.ini ; - AP_MAX_SUPPRESSED ; - AP_MAX_TURN_SUPPRESSED ; ; TRUE = Use the value from APBPConstants.ini ; FALSE = Ignore the value in APBPConstants.ini ;****************************************************************************************************************************** LIMITED_SUPPRESSION_AP_LOSS_PER_TURN = TRUE LIMITED_SUPPRESSION_AP_LOSS_PER_ATTACK = TRUE ;****************************************************************************************************************************** ; Minimum and Maximum amounts that Suppression Tolerance can be modified to based on various in game factors ; ; NOTE: You'll cause problems if you set MIN to a value greater then MAX ;****************************************************************************************************************************** SUPPRESSION_TOLERANCE_MAX = 18 SUPPRESSION_TOLERANCE_MIN = 1 ;****************************************************************************************************************************** ; Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to ; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock ; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn). ; ; FALSE = No Suppression Shock. ; TRUE = activated. ;****************************************************************************************************************************** SUPPRESSION_SHOCK = TRUE ;****************************************************************************************************************************** ; This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to ; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared ; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points ; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach ; the limit), but please note that very high suppression may cause a character to surpass the limit and take a while before they ; can even fire a shot again at more than minimum CTH. ; ; Range is 0 (no suppression shock) to 65535 (65535% effect). 100 is "normal" effect. ; PLEASE PLEASE don't mess around - use values no higher than 300%, otherwise you risk throwing game balance out of whack. ; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway. ;****************************************************************************************************************************** SUPPRESSION_SHOCK_EFFECTIVENESS = 100 ;****************************************************************************************************************************** ; This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes ; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can. ; ; The effect when the target is crouched is 1/3 of the full value. ; ; Set to 0 to turn off "Cowering". By doing so, you'll also reduce the frequency of enemies dropping - the trained mercs will ; still drop, but will also remain more accurate. ;****************************************************************************************************************************** AIM_PENALTY_PER_TARGET_SHOCK = 2 ;****************************************************************************************************************************** ; If this percentage value is increased above 0, it will affect the amount of suppression a character receives when ; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character ; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been ; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get ; out of the way. They will subsequently also become more shocked. ;****************************************************************************************************************************** COWER_EFFECT_ON_SUPPRESSION = 150 ;****************************************************************************************************************************** ; The next three settings control realistic tracer fire. ; ; REALISTIC_TRACERS: Toggle Realistic Tracers. ; 0 = off (regular tracers). ; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. ; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction ; ; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any magazine. 0 = no tracers. 1 = every bullet ; is a tracer. 2 = bullets #2, #4, #6 etc. in the magazine are tracers. ; ; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire ; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but ; seriously, keep it around 20, willya? ; ;****************************************************************************************************************************** REALISTIC_TRACERS = 2 NUM_BULLETS_PER_TRACER = 5 CTH_BUMP_PER_TRACER = 0 ;****************************************************************************************************************************** ; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) ; ; Any aiming (with/without scope) = +1/2 of the weapon's draw cost ; Any aiming with a scope = +1 AP for the first aiming level only. ; Aiming level 1-4 = increased by 1 AP per aiming point as normal ; Aiming level 5-6 = 4 AP + 2 for each aiming point beyond 4 ; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6 ;****************************************************************************************************************************** INCREASED_AIM_COST = FALSE ;****************************************************************************************************************************** ; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, ; and bipod use.(TRUE/FALSE) ; ; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do. ;****************************************************************************************************************************** DYNAMIC_AIM_LIMITS = FALSE ;****************************************************************************************************************************** ; How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile). ; Please note, the maximum CTH loss is 30, no matter how high you set this. ;****************************************************************************************************************************** MOVEMENT_EFFECT_ON_AIMING = 1.5 ;****************************************************************************************************************************** ; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too, ; but won't lower B/5AP below 0. ; 0 = No change from normal ; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. ; ;****************************************************************************************************************************** AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 ;****************************************************************************************************************************** ; This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important ; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0. ;****************************************************************************************************************************** AUTORESOLVE_LUCK_FACTOR = 2.0 ;****************************************************************************************************************************** ; This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program ; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the ; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note ; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less. ;****************************************************************************************************************************** MAXIMUM_SUPPRESSION_SHOCK = 30 ;****************************************************************************************************************************** ; Toggles new CTH bars for Burst and Autofire. ; 0 = No new CTH bars. ; 1 = New Burst and Autofire CTH bars ; 2 = New Burst CTH Bars only ; 3 = New Autofire CTH Bars only ;****************************************************************************************************************************** NEW_BURST-AUTO_CTH_BARS = 1 ;****************************************************************************************************************************** ; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression ; values above. Otherwise, you'll want to turn this on, otherwise the AI will be very stupid about suppressing you, and about ; running away from suppression fire. ;****************************************************************************************************************************** INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE ;****************************************************************************************************************************** ; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the ; number of "sub-points" you need to acquire to gain a new level. ; ; JA2 defaults are: ; Skills: 25 Sub-Points to advance ; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. ; Attribs: 50 Sub-Points to advance ; Includes Health, Strength, Wisdom, Dexterity, and Agility. ; ExpLevel: 350 Sub-Points (times the current experience level) to advance. ; ; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. ; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! ; ; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear ; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new ; campaign, or suffer(??) the consequences!! ;****************************************************************************************************************************** HEALTH_SUBPOINTS_TO_IMPROVE = 50 STRENGTH_SUBPOINTS_TO_IMPROVE = 50 WISDOM_SUBPOINTS_TO_IMPROVE = 50 DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 AGILITY_SUBPOINTS_TO_IMPROVE = 50 MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 MEDICAL_SUBPOINTS_TO_IMPROVE = 25 LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 LEVEL_SUBPOINTS_TO_IMPROVE = 350 ;****************************************************************************************************************************** ; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on ; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our ; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained ; character will see the exact results. ;****************************************************************************************************************************** APPROXIMATE_CTH = FALSE ;****************************************************************************************************************************** ; This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a ; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they ; have already been liberated once in the past. ; ; In the JA2 campaign, this allows travel through: ; San Mona, Tixa, Orta, Estoni, and Omerta. ; ; For this feature to work, "RESTRICT_ROAMING" and at least one of the militia restriction options must be set to TRUE. ;****************************************************************************************************************************** ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE ;****************************************************************************************************************************** ; The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around ; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained ; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city. ; ; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE ;****************************************************************************************************************************** SMART_ROAMING_MILITIA_GENERATOR = TRUE ;****************************************************************************************************************************** ; With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and ; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia ; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle. ; ; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE ;****************************************************************************************************************************** DIVERSE_ROAMING_MILITIA_GROUPS = FALSE ;****************************************************************************************************************************** ; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into ; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them. ; If the roll fails, one group will fill up, while the other disappears or gets the leftovers. ; ; Range 0 to 100. ; 0 = JA2 default, militia will always try to join up into the largest groups possible. ; 100 = Militia will always average out with one another, eventually spreading out in groups of half the maximum size over a ; large area. Naturally, if you keep training militia, they'll eventually fill up, but until then they will try to stay average ; with each other as much as possible. ; 50 = Militia will join up into large groups only half of the time. This will create a situation where there are several large ; groups of militia in different places at different times, while most groups are smaller. ;****************************************************************************************************************************** ROAMING_MILITIA_SPREADOUT_CHANCE = 50 ;****************************************************************************************************************************** ; It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on ; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults ; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs. ; ; Range: 1 to 255 ; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from ; cowering at all. ;****************************************************************************************************************************** CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1 CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3 CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4 CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 ;****************************************************************************************************************************** ; This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the ; shooter is any closer than this, he will receive a proportionally lower penalty. ; ; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be ; possible set this higher (200 should be nice. 300 tactically resembles JA2, sort of). ; ; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from ; cowering at all. ;****************************************************************************************************************************** MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 ;****************************************************************************************************************************** ; These are the maximum possible CTH penalties we can get from cowering. ; ; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured. ; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it. ; ; Range: 0 to 65535. A value of 0 means that there is no flat limit (except what's imposed by other limits for suppression shock ; and cowering, if applicable) ;****************************************************************************************************************************** MAX_SHOOTER_COWERING_PENALTY = 0 MAX_TARGET_COWERING_PENALTY = 0 ;****************************************************************************************************************************** ; This setting determines whether militia can drop their equipment when they die, like enemies do. ; ; 0 = JA2 Default. Militia can't drop any equipment. ; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) ; 2 = Militia can drop their equipment regardless of who killed them. ; ; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When ; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly ; (or none at all). ;****************************************************************************************************************************** MILITIA_DROP_EQUIPMENT = 0 ;****************************************************************************************************************************** ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. ; ; 0 = Disabled. Mercs will go to sleep / wake up regardless of what their trainer/students are doing. ; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. ; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. ; 1 = Both options on. ; ; Different combinations may cause training to function differently from what you'd expect. I suggest setting both of these to ; 1, or both to 0, but feel free to experiment. ;****************************************************************************************************************************** SMART_TRAINING-SLEEP_HANDLER = 0 SMART_TRAINING-WAKE_HANDLER = 0 ;****************************************************************************************************************************** ; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. ; ; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. ; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered ; "Resting", and will regain their fatigue back slowly until at least one student wakes up. ; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered ; "Resting", and will regain their fatigue back slowly until the trainer wakes up. ; 1 = Both options on. ; ; Notice that if set to 1 or 3, students will NOT study while all trainers are asleep! They'll only study if there's a ; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait. ;****************************************************************************************************************************** SMART_TRAINING_REST = 0