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3. [Recruitment Settings] Discussion[message #327090] Thu, 24 October 2013 14:50 Go to next message
Off_Topic

 
Messages:1054
Registered:January 2009
******************************************************************************************************************************
; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
;******************************************************************************************************************************

;------------------------------------------------------------------------------------------------------------------------------
; The following allow you to change how many and which slots from prof.dat are available for
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
; sets will work although the IMPs will be silent a lot of the time.
;
; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
; male and one female slot available.
;
; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
; slots 54-56) will be used instead.
;------------------------------------------------------------------------------------------------------------------------------

IMP_MALE_CHARACTER_COUNT = 7
IMP_FEMALE_CHARACTER_COUNT = 3

IMP_MALE_1 = 51
IMP_MALE_2 = 52
IMP_MALE_3 = 53
IMP_MALE_4 = 169

; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian)

IMP_MALE_5 = 192
IMP_MALE_6 = 193
IMP_MALE_7 = 194
;IMP_MALE_8 = 164

IMP_FEMALE_1 = 54
IMP_FEMALE_2 = 55
IMP_FEMALE_3 = 56

;------------------------------------------------------------------------------------------------------------------------------
; The following values deal with the I.M.P "personalized" merc generation.
;------------------------------------------------------------------------------------------------------------------------------

; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
IMP_INITIAL_POINTS = 500

; How low any attribute can go before it drops straight to 0.
IMP_MIN_ATTRIBUTE = 35

; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15

; How high any attribute can be increased.
IMP_MAX_ATTRIBUTE = 85

; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5

; You get this many points for selecting a disability for your IMP.
IMP_BONUS_POINTS_FOR_DISABILITY = 25

; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35

; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
EXPERTS_GET_DIFFERENT_CHOICES = TRUE

; The financial cost of the created IMP character.
IMP_PROFILE_COST = 3000

; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
DYNAMIC_IMP_PROFILE_COST = FALSE

;------------------------------------------------------------------------------------------------------------------------------
; The following values deal with M.E.R.C recruitment settings
;------------------------------------------------------------------------------------------------------------------------------

; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE

; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE

;------------------------------------------------------------------------------------------------------------------------------
; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
; You can set how many mercs can die this way (in total) at each difficulty level.
;------------------------------------------------------------------------------------------------------------------------------

;Mercs can be on assignment?
; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
MERCS_CAN_BE_ON_ASSIGNMENT = 0

;Can AIM/MERC mercs die while away on other assignments?
MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE

;How many mercs can die at each difficulty level?
MAX_MERC_DEATHS_EASY = 1
MAX_MERC_DEATHS_EXPERIENCED = 2
MAX_MERC_DEATHS_EXPERT = 3
MAX_MERC_DEATHS_INSANE = 4

;------------------------------------------------------------------------------------------------------------------------------
; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
; only be recruited for a limited amount of time.
;------------------------------------------------------------------------------------------------------------------------------

SLAY_STAYS_FOREVER = FALSE

;------------------------------------------------------------------------------------------------------------------------------
; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
; comment on current situation from battlefield if able to (alive and well).
;------------------------------------------------------------------------------------------------------------------------------

RECRUITABLE_SPECK = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc
; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines).
;------------------------------------------------------------------------------------------------------------------------------

RECRUITABLE_JOHN_KULBA = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc.
;------------------------------------------------------------------------------------------------------------------------------

RECRUITABLE_JOHN_KULBA_DELAY = 14

;------------------------------------------------------------------------------------------------------------------------------
; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website.
;------------------------------------------------------------------------------------------------------------------------------

RECRUITABLE_JA1_NATIVES = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
; Valid values are from 1 to 3 where:
; 1 = immediately after liberating Omerta
; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
;------------------------------------------------------------------------------------------------------------------------------

EARLY_REBELS_RECRUITMENT = 3

;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page
;------------------------------------------------------------------------------------------------------------------------------

SHOW_SKILLS_IN_HIRING_PAGE = FALSE

;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting)
; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(Cool
;
; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
; Valid +/- range (0-50)
; For example MERCS_RANDOM_STAT_RANGE = 10,
; Stat = 80 will random between 70-90
; Stat = 95 will random between 90-100 due to 100 maximum limit
; Stat = 5 will random between 1-9 due to 1 minimum limit
; Stat = 0/1/100 will not random
;
; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
; Valid +/- range (0-4)
; For example MERCS_RANDOM_EXP_RANGE = 2,
; Exp = 4 will random between 2-6
; Exp = 8 will random between 7-9 due to 9 maximum limit
; Exp = 2 will random between 1-3 due to 1 minimum limit
; Exp = 1/9 will will not random
;------------------------------------------------------------------------------------------------------------------------------

MERCS_RANDOM_STATS = 1
MERCS_RANDOM_STAT_RANGE = 10
MERCS_RANDOM_EXP_RANGE = 1

;------------------------------------------------------------------------------------------------------------------------------
; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
;------------------------------------------------------------------------------------------------------------------------------

MERCS_RANDOM_START_SALARY = TRUE
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30

[Updated on: Thu, 24 October 2013 14:51] by Moderator



Re: 3. [Recruitment Settings] Discussion[message #327096] Thu, 24 October 2013 15:15 Go to previous messageGo to next message
Off_Topic

 
Messages:1054
Registered:January 2009
(1.13v6484)

Personally I adjust (double)how many Mercs die on duty. With the amount of new DG Mercs added I just feel it balances it a small bit.

Quote:
;How many mercs can die at each difficulty level?
MAX_MERC_DEATHS_EASY = 2
MAX_MERC_DEATHS_EXPERIENCED = 4
MAX_MERC_DEATHS_EXPERT = 6
MAX_MERC_DEATHS_INSANE = 8


The only other things I change here are the random Stats & Price, I always turn them off. I think it's a cool feature, but at the moment I prefer having set prices/stats.

Quote:
Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting)


Quote:
MERCS_RANDOM_START_SALARY = False

[Updated on: Thu, 24 October 2013 15:17] by Moderator



Re: 3. [Recruitment Settings] Discussion[message #327135] Fri, 25 October 2013 11:46 Go to previous message
Asthner

 
Messages:45
Registered:August 2010
Location: Poland, Lodz
Full-scale war INI settings and reasonings.

[Recruitment Settings]

; Defalt is 500. I wanted slightly more versatile IMPs and experienced, so I added a bit over 10% to the value.
IMP_INITIAL_POINTS = 567

; 35 is the default. Lowering it allows for greater cutomisation of IMPs.
IMP_MIN_ATTRIBUTE = 11

; Default is 15, which is about 43% of 35. 4 is even harsher, as it
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