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11 changes: 2 additions & 9 deletions Data-AIM/Item_Settings.ini
Original file line number Diff line number Diff line change
Expand Up @@ -158,6 +158,8 @@ SP4T_PUNCH_MODIFIER = 1.0
SP4T_TENTACLE_MODIFIER = 1.0
; ------- THROWING KNIFES -------
SP4T_THROWKNIFE_MODIFIER = 1.0
; ------- THROW GRENADES --------
SP10T_THROWGRENADE_MODIFIER = 1.0

; Here comes the modifiers for burst fire.
; These modifiers are multiplied with the Burst AP of a weapon (<bBurstAP>).
Expand Down Expand Up @@ -336,15 +338,6 @@ DAMAGE_HEALTH_EXPLOSIVE_MODIFIER = 1.0
DAMAGE_BREATH_EXPLOSIVE_MODIFIER = 1.0
;******************************************************************************************************************************

;******************************************************************************************************************************
; The following modifiers define a max miss radius for ballistic explosive handling. Explosives will land within this radius
; around the target tile. The better a merc is with grenades or mortar (check the traits) the higher will be his Chance to Hit
; and the smaller will be the final radius.
; Valid values are from 0 to 30.
MISS_MAX_RADIUS_GRENADE = 5;
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Did this get moved to another file?

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it is an accident copy of these 2 params. Original params are at lines 355-356

MISS_MAX_RADIUS_MORTAR = 10;
;******************************************************************************************************************************

;******************************************************************************************************************************
; The following modifiers are multiplied with the base explosive damage (<ubDamage>) but they apply ONLY to gas type explosives.
; When someone moves through a gas cloud without a gas mask he will receive the modified base damage each tile he moves.
Expand Down
35 changes: 29 additions & 6 deletions Data-AIM/Ja2_Options.INI
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@

; Player mercs, valid values 16 through 32, default is 24
MAX_NUMBER_PLAYER_MERCS = 32
; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
; Player vehicles, valid values 2 through 6, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 6

;------------------------------------------------------------------------------------------------------------------------------
Expand Down Expand Up @@ -174,7 +174,7 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
;------------------------------------------------------------------------------------------------------------------------------

USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1

;------------------------------------------------------------------------------------------------------------------------------
; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
Expand Down Expand Up @@ -2398,7 +2398,7 @@ INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2

;******************************************************************************************************************************
;******************************************************************************************************************************

[Tactical Cover System Settings]

;******************************************************************************************************************************
Expand Down Expand Up @@ -2944,6 +2944,13 @@ DISEASE_WHO_SUBSCRIPTIONCOST = 2000
; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease
DISEASE_CONTAMINATES_ITEMS = TRUE

; Unlocks more severe effects on some diseases. The possibilities include:
; - getting additional permanent disabilities
; - only one hand can be used for the duration of the disease
; - damage to the legs precludes kicking, running, and drastically increases travel times
; See Disease.xml for more details.
DISEASE_SEVERE_LIMITATIONS = FALSE

;******************************************************************************************************************************
;******************************************************************************************************************************

Expand Down Expand Up @@ -4225,7 +4232,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0

;------------------------------------------------------------------------------------------------------------------------------
; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay.
; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay.
;
; Intel can be gained in several ways:
; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
Expand All @@ -4241,6 +4248,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------

RESOURCE_INTEL = FALSE
Expand Down Expand Up @@ -4400,7 +4408,7 @@ REPAIR_SESSIONS_PER_DAY = 20
;------------------------------------------------------------------------------------------------------------------------------
; Administration
;
; This assignment has a merc preforming various administrative tasks that boost the productivity of other mercs in the same
; This assignment has a merc performing various administrative tasks that boost the productivity of other mercs in the same
; town or sector. This affects doctoring, repairing, training, interrogation, fortification, burial, item movement etc..
; The boost is divided over all applicable mercs by the same amount.
;------------------------------------------------------------------------------------------------------------------------------
Expand All @@ -4412,6 +4420,18 @@ ADMINISTRATION_POINTS_PER_PERCENT = 20.0
; What is the maximum boost one can receive this way?
ADMINISTRATION_MAX_PERCENTAGE = 15

;------------------------------------------------------------------------------------------------------------------------------
; Exploration
;
; This assignment has a merc exploring the sector for items the player does not yet know about. Once done, the approximate location
; of these items is marked on the full sector map.
; This does not reveal the items, reveal rooms, or take care of traps - it is a merely a help for the player on where they should
; go looking.
;------------------------------------------------------------------------------------------------------------------------------

; Modifies how fast a merc explores. Higher means faster. Values in [0.01; 10.0], default 2.0.
EXPLORATION_POINTS_MODIFIER = 2.0

;------------------------------------------------------------------------------------------------------------------------------
; SquadNames
;------------------------------------------------------------------------------------------------------------------------------
Expand Down Expand Up @@ -4510,4 +4530,7 @@ AI_MOVEMENT_MODE = TRUE
AI_PATH_TWEAKS = TRUE

; Log AI decision info
AI_DECISION_INFO = TRUE
AI_DECISION_INFO = FALSE

; Allow AI soldiers to shoot at recently seen/heard enemies (targets that nobody from his team sees currently)
AI_SHOOT_UNSEEN = TRUE
9 changes: 9 additions & 0 deletions Data-AIM/Skills_Settings.INI
Original file line number Diff line number Diff line change
Expand Up @@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE
; and redisguise automatically after 3 turns not seen by the enemy
; COVERT_STRIPIFUNCOVERED = FALSE

; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later.
COVERT_TURNCOATS = TRUE

; if set to TRUE, activating all turncoats within a sector requires a radio operator
COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE

; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0

;******************************************************************************************************************************
;******************************************************************************************************************************
[Radio Operator]
Expand Down
40 changes: 32 additions & 8 deletions Data-AIM/TableData/DifficultySettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -20,9 +20,18 @@
MinEnemyGroupSize : Minimum enemy group size. Enemy groups will never be smaller than this!
CounterAttackGroupSize : Counter attacks on cities consist of 4 groups of this size.
PercentElitesBonus : Percent of troops converted to extra elites in enemy groups
UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
QueensInitialPoolOfTroops : Amount of troops available to the queen at game start
QueenPoolIncrementPerDifficultyLevel : Amount of troops that will be added to queens army when the troops pool is empty
UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, the following settings are ignored: QueenPoolMaxSizePerDifficultyLevel,
QueenPoolIncrementDaysPerDifficultyLevel, QueenPoolBaseIncrementSizePerDifficultyLevel, QueenPoolRecruitPercentPerDifficultyLevel.
QueensInitialPoolOfTroops : Amount of troops available to the queen at game start; part of troops is issued for garrisons and patrols, the rest is in Reserve. Valid range is 0 .. ~2 billion.
QueenPoolMaxSizePerDifficultyLevel : Amount of troops in Reserve may increase during the game as Queen train more soldiers continuously, this value is the max size of Reserve the Queen can have.
Valid range is 0 .. ~2 billion.
QueenPoolIncrementDaysPerDifficultyLevel : Interval in days for training of a new recruit group. Valid values are:
0 - use old simple schema (increment by QueenPoolBaseIncrementSizePerDifficultyLevel value if reserves are dropped below this value; Strategic AI goes sleep for a while in case of increment
happened); QueenPoolMaxSizePerDifficultyLevel, QueenPoolRecruitPercentPerDifficultyLevel are ignored.
1 .. 65535.
QueenPoolBaseIncrementSizePerDifficultyLevel : It is amount of recruits which can be trained on training camp at a time. Basically, it is capacity of one training camp (Meduna), the same capacity
provides the second camp (Alma). AI tries to fulfill all available training capacity each day. Valid range is 0 .. ~2 billion; don't play with big numbers here, or you may face overflow problems otherwise.
QueenPoolRecruitPercentPerDifficultyLevel: Percent of a sector population the Army takes as recruits each day.
EnemyStartingAlertLevel : Sets the starting alert chances.
EnemyAlertDecay : When an enemy spots and chases a player group, the alertness value decrements by this value. Ranges from 1-100 (but recommend 20-60).
NumAwareBattles : Certain conditions can cause the queen to go into a "full alert" mode.
Expand Down Expand Up @@ -141,7 +150,10 @@
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>0</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>0</QueenPoolIncrementPerDifficultyLevel>
<QueenPoolMaxSizePerDifficultyLevel>0</QueenPoolMaxSizePerDifficultyLevel>
<QueenPoolIncrementDaysPerDifficultyLevel>0</QueenPoolIncrementDaysPerDifficultyLevel>
<QueenPoolBaseIncrementSizePerDifficultyLevel>0</QueenPoolBaseIncrementSizePerDifficultyLevel>
<QueenPoolRecruitPercentPerDifficultyLevel>0</QueenPoolRecruitPercentPerDifficultyLevel>
<EnemyStartingAlertLevel>0</EnemyStartingAlertLevel>
<EnemyAlertDecay>0</EnemyAlertDecay>
<NumAwareBattles>0</NumAwareBattles>
Expand Down Expand Up @@ -217,7 +229,10 @@
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>150</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<QueenPoolMaxSizePerDifficultyLevel>500</QueenPoolMaxSizePerDifficultyLevel>
<QueenPoolIncrementDaysPerDifficultyLevel>0</QueenPoolIncrementDaysPerDifficultyLevel>
<QueenPoolBaseIncrementSizePerDifficultyLevel>25</QueenPoolBaseIncrementSizePerDifficultyLevel>
<QueenPoolRecruitPercentPerDifficultyLevel>1</QueenPoolRecruitPercentPerDifficultyLevel>
<EnemyStartingAlertLevel>5</EnemyStartingAlertLevel>
<EnemyAlertDecay>75</EnemyAlertDecay>
<NumAwareBattles>1</NumAwareBattles>
Expand Down Expand Up @@ -293,7 +308,10 @@
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>200</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<QueenPoolMaxSizePerDifficultyLevel>1000</QueenPoolMaxSizePerDifficultyLevel>
<QueenPoolIncrementDaysPerDifficultyLevel>0</QueenPoolIncrementDaysPerDifficultyLevel>
<QueenPoolBaseIncrementSizePerDifficultyLevel>40</QueenPoolBaseIncrementSizePerDifficultyLevel>
<QueenPoolRecruitPercentPerDifficultyLevel>1</QueenPoolRecruitPercentPerDifficultyLevel>
<EnemyStartingAlertLevel>20</EnemyStartingAlertLevel>
<EnemyAlertDecay>50</EnemyAlertDecay>
<NumAwareBattles>2</NumAwareBattles>
Expand Down Expand Up @@ -369,7 +387,10 @@
<PercentElitesBonus>5</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>400</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<QueenPoolMaxSizePerDifficultyLevel>2000</QueenPoolMaxSizePerDifficultyLevel>
<QueenPoolIncrementDaysPerDifficultyLevel>0</QueenPoolIncrementDaysPerDifficultyLevel>
<QueenPoolBaseIncrementSizePerDifficultyLevel>50</QueenPoolBaseIncrementSizePerDifficultyLevel>
<QueenPoolRecruitPercentPerDifficultyLevel>1</QueenPoolRecruitPercentPerDifficultyLevel>
<EnemyStartingAlertLevel>60</EnemyStartingAlertLevel>
<EnemyAlertDecay>25</EnemyAlertDecay>
<NumAwareBattles>3</NumAwareBattles>
Expand Down Expand Up @@ -446,7 +467,10 @@
<PercentElitesBonus>10</PercentElitesBonus>
<UnlimitedPoolOfTroops>1</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>8000</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<QueenPoolMaxSizePerDifficultyLevel>2000</QueenPoolMaxSizePerDifficultyLevel>
<QueenPoolIncrementDaysPerDifficultyLevel>0</QueenPoolIncrementDaysPerDifficultyLevel>
<QueenPoolBaseIncrementSizePerDifficultyLevel>50</QueenPoolBaseIncrementSizePerDifficultyLevel>
<QueenPoolRecruitPercentPerDifficultyLevel>2</QueenPoolRecruitPercentPerDifficultyLevel>
<EnemyStartingAlertLevel>80</EnemyStartingAlertLevel>
<EnemyAlertDecay>10</EnemyAlertDecay>
<NumAwareBattles>4</NumAwareBattles>
Expand Down
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