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8. [Tactical Difficulty Settings] Discussion[message #327129] Fri, 25 October 2013 02:25 Go to next message
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Messages:1054
Registered:January 2009

;******************************************************************************************************************************
; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
;******************************************************************************************************************************

;------------------------------------------------------------------------------------------------------------------------------
; Bonus APs for Enemy Soldiers:
; Number of extra APs for enemy troops at the various difficulty levels.
; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
;------------------------------------------------------------------------------------------------------------------------------

ENEMY_AP_BONUS_NOVICE = 0
ENEMY_AP_BONUS_EXPERIENCED = 0
ENEMY_AP_BONUS_EXPERT = 0
ENEMY_AP_BONUS_INSANE = 5

;------------------------------------------------------------------------------------------------------------------------------
; Bonus for the player's mercs
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
; Do not set this higher than 50.
;------------------------------------------------------------------------------------------------------------------------------

PLAYER_AP_BONUS = 0

;------------------------------------------------------------------------------------------------------------------------------
; Enemy CtH bonus
; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat.
; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
; current shot, he has 60% instead).
;------------------------------------------------------------------------------------------------------------------------------

; values represent percentual increase
ADMIN_CTH_BONUS_PERCENT = 0
REGULAR_CTH_BONUS_PERCENT = 0
ELITE_CTH_BONUS_PERCENT = 10

;------------------------------------------------------------------------------------------------------------------------------
; Enemy damage resistance bonus
; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
; punches will be reduced by as many percent as you set here.
; The setting also reduce the breath (aka energy) damage inflicted.
; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
;------------------------------------------------------------------------------------------------------------------------------

; values represent percentual reduction
ADMIN_DAMAGE_RESISTANCE = 0
REGULAR_DAMAGE_RESISTANCE = 0
ELITE_DAMAGE_RESISTANCE = 10

;------------------------------------------------------------------------------------------------------------------------------
; These options determine if the game skill traits should be also available to enemies or militia
;
; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
; The actual chance the enemies/militia will gain a skill trait is based on:
; 1) Type of soldier (admin/regular/elite)
; 2) Current game progress
; 3) Special equipment (for certain traits only)
; 4) ASSIGNED_SKILL_TRAITS_RARITY setting
; 5) Random factor
;
; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
; will be more efficient with their weapons
;------------------------------------------------------------------------------------------------------------------------------

ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE
ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
; You can enter values from -100 to 100.
; Negative values represent lesser chance of assigning traits to non-merc soldiers.
; Possitive values represent bigger chance for traits to appear.
; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)
;------------------------------------------------------------------------------------------------------------------------------

ASSIGNED_SKILL_TRAITS_RARITY = 0

;------------------------------------------------------------------------------------------------------------------------------
; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
; 0 = JA2 Default. Militia can't drop any equipment.
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
; 2 = Militia can drop their equipment regardless of who killed them.
;
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
; (or none at all).
;------------------------------------------------------------------------------------------------------------------------------

MILITIA_DROP_EQUIPMENT = 0

;------------------------------------------------------------------------------------------------------------------------------
; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as
; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator.
;------------------------------------------------------------------------------------------------------------------------------

CIVILIANS_DROP_ALL = 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!!
;------------------------------------------------------------------------------------------------------------------------------

; Attributes
HEALTH_SUBPOINTS_TO_IMPROVE = 50
STRENGTH_SUBPOINTS_TO_IMPROVE = 50
WISDOM_SUBPOINTS_TO_IMPROVE = 50
DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
AGILITY_SUBPOINTS_TO_IMPROVE = 50
; Skills
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
MEDICAL_SUBPOINTS_TO_IMPROVE = 25
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
; Experience
LEVEL_SUBPOINTS_TO_IMPROVE = 350

;------------------------------------------------------------------------------------------------------------------------------
; Real Time Sneaking Setting
;
; While observing enemies in real time, the player may enter turn-based at will.
; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
; inactive if RT sneaking is disabled.
; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
; turn-based will continue until the player no longer sees any enemies.
;------------------------------------------------------------------------------------------------------------------------------

; If TRUE, disables some potentially annoying messages during real-time sneaking mode
QUIET_REAL_TIME_SNEAK = FALSE

; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP.
;
; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield.
; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
; 1 = Both options on.
;
; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly.
; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE.
;------------------------------------------------------------------------------------------------------------------------------

REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1

;------------------------------------------------------------------------------------------------------------------------------
; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no
; one else will accidentally step on that mine.
;------------------------------------------------------------------------------------------------------------------------------

MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; Civilian/Militia hostility settings.
;
; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the
; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
;------------------------------------------------------------------------------------------------------------------------------

; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed.
; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian.
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE

; 0 = Militia will never become hostile to you, no matter what you do to them.
; 1 = Militia will only become hostile to you if you kill one of them.
; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
CAN_MILITIA_BECOME_HOSTILE = 1

;------------------------------------------------------------------------------------------------------------------------------
; Mercs strength during autoresolve.
; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit
; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
; would be much more capable of surviving and killing.
;------------------------------------------------------------------------------------------------------------------------------

MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30

;------------------------------------------------------------------------------------------------------------------------------
; Enemy Ambushes
; This setting allows a chance an enemy group ambush player's squad.
; The chance is based on many factors:
; * Game difficulty.
; * Whether you know if the enemy is there or not.
; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
; mean higher chance).
; * Highest level amongst the mercs in your squad.
; * Some other small circumstances.
; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER

; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
; If you like to play vanilla JA2 style, set this to FALSE.
;------------------------------------------------------------------------------------------------------------------------------

ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE

; With this setting, you can make the chance bigger (by positive value) or smaller (by negative)
; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
ENEMY_AMBUSHES_CHANCE_MODIFIER = 0

;------------------------------------------------------------------------------------------------------------------------------
; With this option, you can make the special NPCs in game tougher.
; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
; The value gives them following bonuses:
; 1) APs bonus (+ value/4 APs)
; 2) CtH bonus (actual CtH = (CtH * value/100))
; 3) Damage resistance (+ value/2 %)
; 4) Breath(energy) damage resistance (+ value %)
; 5) They are worth more experiences for mercs if killed
;
; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they
; are special.
; The setting can be from 0 to 200. (+-100 is recommended for good effect.)
;------------------------------------------------------------------------------------------------------------------------------

SPECIAL_NPCS_STRONGER = 75

; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
ASSASSINS_DISGUISED = TRUE

;------------------------------------------------------------------------------------------------------------------------------
; Enemy Assassins
; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait
; new trait system is required for this, and new inventory is system is heavily advised
;------------------------------------------------------------------------------------------------------------------------------

; TRUE: assassins can appear
ENEMY_ASSASSINS = FALSE

; minimum progress required for assassins to appear
ASSASSIN_MINIMUM_PROGRESS = 20

; assassins can only spawn if at least x militia are in sector
ASSASSIN_MINIMUM_MILITIA = 10

; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
; sector, there is a 10% chance of assassins showing up
; 200 means that the chance is 20%, 50 means 5%, and so on
ASSASSIN_PROPABILITY_MODIFIER = 100


Re: 8. [Tactical Difficulty Settings] Discussion[message #327138] Fri, 25 October 2013 11:50 Go to previous message
Asthner

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

[Tactical Difficulty Settings]
; The AI is wasting a lot of AP. This indends to mitigate it a little. Of course, when you get yourself surrounded by these beefes up soldiers, you may just as well load the game anyway
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