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| Re: Traits and NCTH[message #298856]
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Mon, 13 February 2012 22:15 
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Blue_Fox |
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Messages:538
Registered:September 2006 Location: Netherlands |
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Check in Folder Data_1.13/Skills_Settings.INI
Toggle Spoiler
[Generic Traits Settings]
;******************************************************************************************************************************
; !IMPORTANT! - all following settings only work in games, where "New Trait System" was chosen.
;------------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
; Values from 2 to 30 are allowed.
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
;------------------------------------------------------------------------------------------------------------------------------
MAX_NUMBER_OF_TRAITS = 7
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5
; Allow Dr.Q to have one more trait? (giving him Martial Arts + Paramedic + Night Ops)
ALLOW_EXCEPTION_FOR_DR_Q = TRUE
; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = FALSE
;******************************************************************************************************************************
; The following modifiers simply affects relevant weapons CtH (or dodging)
; keep in mind that all of this can be compensated through skill traits
;------------------------------------------------------------------------------------------------------------------------------
ASSAULT_RIFLES_CTH_MODIFIER = -5
SNIPER_RIFLES_CTH_MODIFIER = -10
RIFLES_CTH_MODIFIER = -5
SMGS_CTH_MODIFIER = -5
LMGS_CTH_MODIFIER = -10
SHOTGUNS_CTH_MODIFIER = -5
PISTOLS_CTH_MODIFIER = -5
MACHINE_PISTOLS_CTH_MODIFIER = -5
ROCKET_LAUNCHERS_CTH_MODIFIER = -25
GRENADE_LAUNCHERS_CTH_MODIFIER = -25
MORTAR_CTH_MODIFIER = -60
THROWING_KNIVES_CTH_MODIFIER = -15
THROWING_GRENADES_CTH_MODIFIER = -10
HTH_ATTACK_CTH_MODIFIER = -15
CHANCE_TO_DODGE_HTH_MODIFIER = -10
KNIFE_ATTACK_CTH_MODIFIER = -10
CHANCE_TO_DODGE_KNIFE_MODIFIER = -10
;******************************************************************************************************************************
; basic modifier to robot's CtH (technicians can compensate this)
;------------------------------------------------------------------------------------------------------------------------------
ROBOT_CTH_MODIFIER = -10
;******************************************************************************************************************************
; CtH penalty to both shots if firing two weapons
;------------------------------------------------------------------------------------------------------------------------------
DUAL_SHOT_CTH_PENALTY = 25
;******************************************************************************************************************************
; The following affects how much stamina is lost for relevant close combat attacks
; (zero is normal, minus means less breath lost than normal), keep in mind that
; martial arts can compensate this
;------------------------------------------------------------------------------------------------------------------------------
PERCENT_BREATH_LOSS_ON_HTH_ATTACK_MODIFIER = -10
PERCENT_BREATH_LOSS_ON_KNIFE_ATTACK_MODIFIER = -25
PERCENT_BREATH_LOSS_ON_BLUNT_MELEE_ATTACK_MODIFIER = -20
;******************************************************************************************************************************
; this controls how many APs the aimed punches or knife-stabs cost
; The modifier presents a number multiplied by basic aim-click AP cost (usually 4) added
; to the original punch/stab APs.
; So "3" set here means +12 APs on top of basic punch/stab APs.
;------------------------------------------------------------------------------------------------------------------------------
MODIFIER_FOR_APS_ADDED_ON_AIMED_HTH_ATTACKS = 3
MODIFIER_FOR_APS_ADDED_ON_AIMED_BLADE_ATTACKS = 3
;******************************************************************************************************************************
; decreases/increases effectiveness of certain assignments (compensated by some traits)
; negative value makes the assignment harder and vice versa
;------------------------------------------------------------------------------------------------------------------------------
DOCTORING_SPEED_MODIFIER = -25
BANDAGING_SPEED_MODIFIER = -25
REPAIRING_SPEED_MODIFIER = -25
TRAIN_MILITIA_MODIFIER = -10
TEACHING_OTHERS_MODIFIER = -15
LOCKPICKING_CHECK_MODIFIER = -10
;******************************************************************************************************************************
; Modifiers for certain skill checks, negative values make the check harder
;------------------------------------------------------------------------------------------------------------------------------
ATTACHING_DETONATORS_CHECK_MODIFIER = -15
SET_EXPLOSIVES_CHECK_MODIFIER = -15
DISARM_EXPLOSIVE_TRAPS_CHECK_MODIFIER = -15
DISARM_ELECTRONIC_TRAPS_CHECK_MODIFIER = -15
ATTACH_SPECIAL_ITEMS_CHECK_MODIFIER = -15
;******************************************************************************************************************************
; Damage resistance of tanks can be changed here, zero means normal, it is set to 40 by default
; to make Heavy Weapons trait more useful
;------------------------------------------------------------------------------------------------------------------------------
TANKS_DAMAGE_RESISTANCE_MODIFIER = 40
;******************************************************************************************************************************
; This is the minimum damage a soldier can receive for stat loss to occur.
; The chance to loose any stat is also measured by this.
; Normally this was 30, we set it to half by default in STOMP, because we can repair stats now with doctor trait
;------------------------------------------------------------------------------------------------------------------------------
DAMAGE_NEEDED_TO_LOSE_STATS = 15
;******************************************************************************************************************************
;******************************************************************************************************************************
[Auto Weapons]
; Percentage APs reduction needed to fire LMGs on burst or autofire modes
FIRING_SPEED_BONUS_LMGS = 10
; CtH bonuses for specialization
BONUS_CTH_ASSAULT_RIFLES = 5
BONUS_CTH_SMGS = 5
BONUS_CTH_LMGS = 5
; Percentage reduction of auto fire penalty
AUTOFIRE_PENALTY_REDUCTION = 30
; Increased autofire control
; (in Ja2 1.13 this was 2, but better keep it around 4)
UNWANTED_BULLETS_REDUCTION = 5
; Percentage reduction for APs needed to ready/raise LMGs
PERCENT_AP_READY_LMG_REDUCTION = 10
;******************************************************************************************************************************
;******************************************************************************************************************************
[Heavy Weapons]
; Increased speed by percentage when firing
GRENADE_LAUNCHERS_FIRE_AP_REDUCTION = 20
ROCKET_LAUNCHERS_FIRE_AP_REDUCTION = 20
; CtH bonuses
BONUS_CTH_GRENADE_LAUNCHERS = 25
BONUS_CTH_ROCKET_LAUNCHERS = 25
; Percentage APs reduction needed to fire mortar
MORTAR_FIRE_AP_REDUCTION = 10
; Mortar CtH penalty percentage adjustment
MORTAR_CTH_PENALTY_REDUCTION = 50
; Damage to tanks increased by percentage
DAMAGE_TO_TANKS_PERCENT_BONUS = 30
; General damage except tanks increased by percentage
HW_DAMAGE_PERCENT_BONUS = 15
;******************************************************************************************************************************
;******************************************************************************************************************************
[Sniper]
; CtH bonus for specialization
BONUS_CTH_RIFLES = 5
BONUS_CTH_SNIPER_RIFLES = 10
; Reduced effective range to target for aim calculations
EFFECTIVE_RANGE_TO_TARGET_REDUCTION = 5
; Bonus to CtH per click for rifles
AIMING_BONUS_PER_CLICK_RIFLES = 10
; These two determines damage bonus beyond certain number of clicks. The second value means
; from which click included the damage bonus applies, can be also set to zero meaning you gain
; the bonus even without aiming
GUN_DAMAGE_BONUS_PER_CLICK = 5
GUN_DAMAGE_BONUS_FROM_NUM_CLICKS = 3
; Percentage bonus to speed when chambering new round in bolt action rifles
CHAMBER_ROUND_APS_REDUCTION = 25
; Bonus aim clicks for rifles (you should keep dynamic aiming
; ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Ranger]
; CtH bonus for specialization
BONUS_CTH_RIFLES = 5
BONUS_CTH_SHOTGUNS = 10
; Percentage APs reduction needed to pump shotguns
PUMP_SHOTGUNS_APS_REDUCTION = 25
; Strategic map travel speed increased by a percentage if a ranger is present in group
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 20
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 10
; Maximum of above travel time bonuses that can be stacked for one group (1 Hunter = 1 bonus, 1 Ranger = 2 bonuses,
; 1 Ranger + 1 Hunter = 3 bonuses etc.)
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
; Percentage reduction of stamina burn when travelling
; (This only applies for ranger himself.)
ENERGY_SPENT_TRAVEL_REDUCTION = 35
; Percentage of weather penalties reduced
WEATHER_PENALTIES_REDUCTION = 25
; Percentage of ranger camouflage effectiveness increased
;
;CAMO_EFFECTIVENESS_BONUS_PERCENT = 10
; Camouflage wear out percentage speed reduction
CAMO_WORNOUT_SPEED_REDUCTION = 50
;******************************************************************************************************************************
;******************************************************************************************************************************
[Gunslinger]
; CtH bonus for specialization
BONUS_CTH_PISTOLS = 10
BONUS_CTH_MACHINE_PISTOLS = 5
; If this is true, the above bonus to CtH for machine pistols only applies on single shots
CTH_MP_EXCLUDE_AUTOFIRE = TRUE
; Bonus to CtH per click with pistols and machine pistols
AIMING_BONUS_PER_CLICK_HANDGUNS = 5
; Percentage APs reduction needed to fire pistols and revolvers
; You should consider that "15" means that expert gunslinger has the same bonus to firing
; speed as if you would place reflex sights on your gun. While no pistols are allowed to mount
; reflex sights, this gives them at least some compensation
FIRING_SPEED_BONUS_PISTOLS = 15
; Percentage bonus to pistols range
; (Well, this bonus can look weird, I know..)
FEFFECTIVE_RANGE_BONUS_PISTOLS = 10
; Percentage APs reduction needed to ready/raise pistols and revolvers
PERCENT_AP_READY_PISTOLS_REDUCTION = 15
; Percentage APs reduction needed to reload pistols and such
RELOAD_SPEED_HANDGUNS_BONUS = 25
; This option increases possible aiming clicks for handguns (you should keep dynamic aiming
; restriction ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Martial Arts]
; Percentage APs reduction needed for a HtH attack.
; Doesn't work if you have weapon in your hands such as nunchaku/baton. Only brass knuckles
; are allowed for this.
PUNCH_APS_REDUCTION = 15
; CtH bonus for specialization with bare hands
BONUS_CTH_BARE_HANDS = 30
; CtH bonus for specialization with brass knuckles
BONUS_CTH_KNUCKLES = 25
; Percent bonus to HtH damage
BONUS_HTH_DAMAGE = 30
; Percentage bonus to target's energy loss due to your HtH attacks
BONUS_HTH_BREATH_DAMAGE = 15
; This option controls how long it takes the enemy before they start to regain their lost energy
; when hit by your martial artist. "100" means they are knocked out and the enemy can stay down even 12
; turns before getting up.
LOST_BREATH_REGAIN_PENALTY = 100
; Percentage bonus to damage dealt with aimed punches or spinning kicks
AIMED_PUNCH_DAMAGE_BONUS = 75
; CtH bonus with aimed punches or spinning kicks.
; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that
; for martial artists here as you like. (I would prefer to make it slightly lesser accurate to
; compensate the huge damage it deals.)
AIMED_PUNCH_CTH_MODIFIER = 0
; Bonus chance to dodge HtH attacks no matter what you're carrying in your hands
BONUS_CHANCE_TO_DODGE_HTH = 30
; Extra chance to dodge if bare handed
ONTOP_BONUS_CTD_HTH_WITH_BARE_HANDS = 5
; Extra chance to dodge if wielding brass knuckles
ONTOP_BONUS_CTD_HTH_WITH_KNUCKLES = 0
; Extra chance to dodge blades and blunt melee weapons
BONUS_CHANCE_TO_DODGE_MELEE = 20
; Percentage APs reduction when grabbing enemy weapons from their hands
APS_TO_STEAL_WEAPON_REDUCTION = 25
; Percentage APs reduction needed to crouch, go prone, and stand up
APS_CHANGE_STANCE_REDUCTION = 25
; Percentage APs reduction needed to turn around
APS_TURN_AROUND_REDUCTION = 25
; Percentage APs reduction needed to climb on/off roofs and jump fences
APS_CLIMB_OR_JUMP_REDUCTION = 25
; Chance to be interrupted by enemies when moving (only applyable when using Improved Interrupt System)
REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_MOVING = 35
; Extra chance to knock open doors
CHANCE_KICK_DOORS_BONUS = 25
; If set to true, you may gain fancy martial arts animations only if chosen "Martial Arts" as both major traits
PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Squadleader]
; Determines the proximity mercs have to be in order to receive bonuses from the squadleader (in tiles)
BONUSES_RADIUS_NORMAL = 10
; If both squadleader and the soldier wear extended ears(or similar devices), the proximity is increased to this value tiles
BONUSES_RADIUS_EXTENDED_EAR = 20
; Max number of active bonuses from squadleaders/deputies for a single soldier
MAX_STACKABLE_BONUSES = 3
; Percentage bonus for mercs' max APS in squadleader's vicinity
BONUS_APS_PERCENT_IN_RADIUS = 5
; Bonus to XP level for mercs in squadleader's vicinity
EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS = 1
; Effective level value of squadleader is increased by this value when acting as "psychic support" for suppression tolerance of nearby soldiers
; The option "NEARBY_FRIENDLIES_AFFECT_TOLERANCE" must be set TRUE for this to work (in JA2_Options.ini)
EFFECTIVE_LEVEL_AS_STANDBY = 1
; Bonus to the ability to trigger collective interrupts (works with Improved Interrupt System only)
TRIGGER_COLLECTIVE_INTERRUPTS_BONUS = 20
; Bonus to suppression tolerance for the squadleader and teammates in his vicinity
OVERALL_SUPRESSION_BONUS_PERCENT = 20
; Bonus to morale gain for mercs in vicinity
MORALE_GAIN_BONUS = 1
; Morale goes down slower if squadleader is in vicinity
MORALE_LOSS_REDUCTION = 1
; Squadleader's resistance to fear percentage
SL_FEAR_RESISTANCE = 50
; Multiplier effecting morale loss in case of squadleader's death
SL_DEATH_MORALE_LOSS_MULTIPLIER = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Technician]
; Percentage bonus to repair speed
REPAIR_SPEED_BONUS_PERCENT = 25
; Percentage bonus to lockpicking including electronic locks
LOCKPICKING_BONUS = 30
; Percentage bonus to disarming electronic traps
DISARMING_ELECTRONIC_TRAPS_BONUS = 40
; Percentage bonus to attaching and merging items
COMBINING_ITEMS_BONUS = 40
; Percentage bonus to unjamming weapons
UNJAMMING_GUN_BONUS = 20
; Penalty to repair speed of electronics is reduced by this percentage
REPAIR_ELECTRONICS_PENALTY_REDUCTION = 50
; Increases the chance to find hidden traps and mines
EFFECTIVE_LEVEL_TO_FIND_TRAPS_BONUS = 2
; Bonus CtH when controlling the robot
ROBOT_CTH_BONUS = 10
; Repairing speed of the robot is penalized, but this number reduces percentually this penalty
REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only)
NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Doctor]
; How many doctor traits are needed to be able to perform surgery.
; Value can be 0, 1 or 2 :
; 0 - Everyone can do a surgery, but can only heal BASE_PERCENT_SURGERY_HEAL percent of lost health
; 1 - Only Paramedics and doctors can perform the surgery
; 2 - Only Doctors can perform the surgery
NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
; How many life can be restored by surgery from every wound is based on these two values.
; The percent health healable is : ( base_percent_surgery_heal + * ontop_percent_surgery_heal_per_trait )
BASE_PERCENT_SURGERY_HEAL = 10
ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
; Determines the percentage of medical supplies are used for surgery
MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
; Pacients stamina points lost per percents of life point healed
MAX_ENERGY_LOSS_FOR_LIFE_HEALED = 100
; The speed rateof stat repairing is : ( repair_stats_rate_basic + * repair_stats_rate_ontop )
; (With values 20 and 40, this means that paramedic has a rate of 60, Doctor a rate of 100.)
REPAIR_STATS_RATE_BASIC = 20
REPAIR_STATS_RATE_ONTOP = 40
; Percentage reduction of repairing lost stats speed if healing health at the same time
REPAIR_STATS_RATE_REDUCTION_IF_ALSO_HEALING = 50
; Percentage reduction of healing health speed if repairing lost stats at the same time
HEALING_RATE_REDUCTION_IF_ALSO_REPAIRING_STATS = 50
; Display message about regaining stats
SHOW_MESSAGE_ABOUT_STATS_REGAINED = TRUE
; Percentage bonus to doctor assignment effectiveness
DOCTOR_ASSIGNMENT_BONUS_PERCENT = 25
; Percentage bonus to bandaging speed
BANDAGING_SPEED_PERCENT = 30
; Percentage bonus to natural regeneration speed for other mercs in the same sector
NATURAL_REGENERATION_IN_SECTOR_BONUS = 10
; Max stackable Paramedic(Doctor is counted for two) traits for regeneration of nearby mercs
MAX_NATURAL_REGEN_BONUSES = 4
;******************************************************************************************************************************
;******************************************************************************************************************************
[Ambidextrous]
; CtH penalty when dual shooting is reduced by this many percents
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100
; Percentage bonus to reload speed for all magazine weapons
RELOAD_SPEED_WITH_MAGAZINE_BONUS = 20
; Percentage bonus to reload speed for all loose rounds weapons
RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS = 33
; Percentage bonus to item pickup speed
PICK_ITEM_AP_REDUCTION = 33
; Percentage bonus to speed when using a backpack
WORK_BACKPACK_AP_REDUCTION = 33
; Percentage bonus to speed when handling doors
HANDLE_DOORS_AP_REDUCTION = 33
; Percentage bonus to speed when using bombs
HANDLE_BOMBS_AP_REDUCTION = 33
; Percentage bonus to speed when merging items
ATTACH_ITEMS_AP_REDUCTION = 33
;******************************************************************************************************************************
;******************************************************************************************************************************
[Melee]
; Percentage bonus to speed when using blades
BLADE_ATTACK_APS_REDUCTION = 20
; CtH bonus when using blades
CTH_BLADES_BONUS = 35
; CtH bonus when using blunt weapons (except brass knuckles)
CTH_BLUNT_WEAPONS_BONUS = 25
; Percentage bonus to damage when using all blades
DAMAGE_BONUS_BLADES = 30
; Percentage bonus to damage when using blunt weapons (except brass knuckles)
DAMAGE_BONUS_BLUNT_WEAPONS = 30
; Percentage bonus to damage when using an aimed attack in melee
AIMED_MELEE_ATTACK_DAMAGE_BONUS = 60
; Percentage bonus to dodge a blade attack
BONUS_CHANCE_TO_DODGE_BLADES = 30
; Extra Percentage bonus to dodge a blade attack if wielding a blade
ONTOP_CHANCE_TO_DODGE_BLADES_WITH_BLADE = 20
; Percentage bonus to dodge a blunt weapon attack
BONUS_CHANCE_TO_DODGE_BLUNT_WEAPONS = 20
; Extra Percentage bonus to dodge a blunt weapon attack if wielding a blade
ONTOP_CHANCE_TO_DODGE_BLUNT_WITH_BLADE = 10
;******************************************************************************************************************************
;******************************************************************************************************************************
[Throwing]
; Percentage bonus to speed when throwing blades
THROW_BLADE_APS_REDUCTION = 20
; Percentage bonus to max range when throwing blades
TH_BLADES_RANGE_BONUS = 15
; CtH bonus when throwing blades
TH_BLADES_CTH_BONUS = 25
; CtH bonus per aim click
TH_BLADES_CTH_BONUS_PER_AIM_CLICK = 5
; Percentage bonus to damage when throwing blades
TH_BLADES_DAMAGE_BONUS = 15
; Percentage bonus to damage per aim click when throwing blades
TH_BLADES_DAMAGE_BONUS_PER_AIM_CLICK = 10
; Percentage bonus to inflict a critical hit when throwing blades if not detected by enemy
TH_BLADES_SILENT_CRITICAL_HIT_CHANCE = 20
; Critical hit damage multiplier bonus
SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 1
; Bonus aim clicks when throwing knives
POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Night Ops]
; Bonus to sight range in dark
SIGHT_RANGE_BONUS_IN_DARK = 1
; General bonus to hearing range (everytime)
BASIC_HEARING_RANGE_BONUS = 1
; Added hearing range bonus when on dark places
ONTOP_HEARING_RANGE_BONUS_IN_DARK = 2
;Increased chance to get interrupts during night time
INTERRUPTS_BONUS_IN_DARK = 2
;Stamina burn decreased
NEED_FOR_SLEEP_REDUCTION = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Stealthy]
; The amount of APs added for sneaking is reduced by this percentage
STEALTH_MODE_SPEED_BONUS = 50
; Percentage bonus to move silently
BONUS_TO_MOVE_STEALTHILY = 40
; Percentage bonus to overall stealth, which gives better cover.
STEALTH_BONUS = 25
; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System)
REDUCED_CHANCE_TO_BE_INTERRUPTED = 30
; Cover penalty for moving is reduced by this value percentually
CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 25
;******************************************************************************************************************************
;******************************************************************************************************************************
[Athletics]
; Percentage bonus when moving
APS_NEED_FOR_MOVEMENT_REDUCTION = 25
; Percentage bonus to stamina burn when moving
BPS_SPENT_FOR_MOVEMENT_REDUCTION = 33
;******************************************************************************************************************************
;******************************************************************************************************************************
[Bodybuilding]
; Percentage bonus to damage resistance
DAMAGE_RESISTANCE = 25
; Percentage bonus to max carrying weight capacity
CARRY_WEIGHT_BONUS = 30
; Percentage reduction of stamina loss when hit by HtH attack
BREATH_LOSS_FOR_HTH_HIT_REDUCTION = 50
; Percentage bonus to knock down resistance if hit in legs
INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
[Demolitions]
; Bonus CtH when throwing grenades
CTH_WHEN_THROWING_GRENADES = 30
; Percentage APs reduction when throwing grenades
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 30
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 30
; Percentage bonus to damage inflicted by bombs and mines
DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25
; Percentage bonus to attaching detonators to bombs
ATTACH_DETONATOR_CHECK_BONUS = 50
; Percentage bonus when planting bombs and mines
PLANT_AND_REMOVE_BOMBS_AND_MINES_BONUS = 50
; Makes bombs and mines harder to detect by enemies
PLACED_BOMBS_AND_MINES_DETECTION_DIFFICULTY_BONUS = 5
; Increased chance of using shaped charge successfully
SHAPED_CHARGE_DAMAGE_MULTIPLIER = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Teaching]
; Percentage bonus to speed when training militia
BONUS_TO_TRAIN_MILITIA = 40
; Percentage bonus to leadership when determining effectiveness
EFFECTIVE_LEADERSHIP_FOR_MILITIA_TRAINING = 40
; Percentage bonus to speed when teaching other mercs
BONUS_TO_TEACH_OTHER_MERCS = 40
; Bonus points to skill when teaching said skill
EFFECTIVE_SKILL_VALUE_TO_TEACH_OTHERS_BONUS = 25
; Percentage bonus to speed when practicing self.
BONUS_ON_PRACTISING = 25
;******************************************************************************************************************************
;******************************************************************************************************************************
[Scouting]
; Bonus to sight range when using stand alone scopes or binoculars
SIGHT_RANGE_INCREASED_WITH_BINOCULARS = 40
; Bonus to sight range with scopes attached to weapons
SIGHT_RANGE_INCREASED_WITH_SCOPES = 10
; Percentage reduction to tunnel vision when using binoculars or stand alone scopes
TUNNEL_VISION_REDUCED_WITH_BINOCULARS = 20
; Ability to detect enemy presence in adjacent sectors
CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND = TRUE
; Ability to determine exact enemy numbers in adjacent sectors
CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND = TRUE
; Ability to detect enemy presence in sectors adjacent diagonally
ALLOW_DETECTION_IN_DIAGONAL_SECTORS = FALSE
; Ability to prevent enemy ambushes
PREVENTS_ENEMY_AMBUSHES = TRUE
; Ability to prevent bloodcat ambushes
PREVENTS_BLOODCATS_AMBUSHES = TRUE
; Display message if an ambush has been prevented
SHOW_MESSAGE_IF_AMBUSH_PREVENTED = TRUE
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First Sergeant
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| Re: Traits and NCTH[message #298944]
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Tue, 14 February 2012 13:57 
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Strohmann |
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Messages:280
Registered:August 2011 Location: Division Thought Crimes |
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probably i wasn't clear enough:
for example the ingame tooltip for the sniper trait states:
a) + 5% chance to hit with rifles
b) + 10% chance to hit with sniper rifles
c) - 5% effective range to target with all weapons
d) + 10% aiming bonus per aim click (except for handguns)
e) + 5% damage on shot per every aim click after first
f) - 25% APs needed to chamber a round with bolt-action rifles
g) adds one more aim click for rifle-type guns
all these values are also found in the Skills_Settings.INI. however, that seems to be only the data for OCTH.
a+b) there seems to be no such thing as bonus chance to hit (i think ToHitBonus is meant with that in items.xml) in NCTH, instead i found FlatBase, PercentBase, FlatAim, PercentCap.
d+e+g) make little sense under NCTH. you want to keep the number of aimlevels as low as posssible, so these 3 points would punish you outright.
c+f) work under both CTH systems, so they can be ignored for this case.
in the HAM ALPHA thread however i found:
HeadrockQuote:According to the tooltip the sniper trait gives an aiming bonus for everything except pistols.
Those tooltips were written for OCTH. I'm not sure what they do in NCTH since the effect of traits on NCTH was not added by me.
I'll see if I can figure it out for you later tonight.
HeadrockOk, I've checked the NCTH functions, and this is what I found regarding this trait:
1) It raises the CTH "Cap". [..] Note however that this bonus is only applied when using a scope. [...]
2) It reduces the "visual" range to the target [..].
in the CTHConstants.ini i found:
Quote:; The Scope Range Multiplier is applied against a scopes magnification to determine
; the scopes minimum effective range. Sniper and Hunter training has a slight effect
; on this.[...]
if i remember correctly the psycho trait gave bonus-cth, but now under NCTH it gives penelaties and the list goes on.
all that is poorly documented or not at all, therefore i opened this thread to ask for the remaining traits .
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Master Sergeant
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| Questions about exact trait effects with NCTH[message #299018]
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Wed, 15 February 2012 11:07 
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Istrebitel |
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Messages:212
Registered:December 2009 Location: Russia, Saint-Petersburg |
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Greetings.
I have questions about the exact effect of some STOMP traits in NCTH.
1) "Auto weapons" says it reduces burst and auto penalty. Do we still have that penalty in NCTH? I guess not since i think it was replaced by recoil/counterforce system. So what does this part of the perk do? Nothing? Or is it of use?
2) What does "5% CTH" or "10% CTH" from perks do in NCTH where there is no CTH? Does it increase my sum of stats (mrk, dex, wiz, exp) by 5% or does it add flat 5% to some value used somewhere in the process, or else?
3) What does stealth mean? Like, -5% stealth on flashlight or insight lam, or 25% stealth from stealthy perk? It says "move completely undetected if unnoticed" - does this mean i have to be 25% closer to the enemy for him to see me, or does this mean i have a 25% chance per each line of sight check to be unseen even if im in los of the enemy?
4) Aggressive personality - better CTH with burst/autofire, penalty on some assignments. What is the exact penalty (a percent of merc effectiveness? a flat minus?) and what is the "better CTH" in NCTH where there is no CTH?
5) Perks that "add something per aim click" are now less useful, right? Because before perk added aim clicks - now it removes them, since in new system less aimclicks is better? So for example siper perk adds damage for each aimclick after first but it also makes you take less aim clicks, does this mean that i'd get more damage from a weapon if i attach a folding stock to add another aimclick (which will add another bonus to damage from perk) right?
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Sergeant 1st Class
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| Re: Traits and NCTH[message #299778]
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Tue, 21 February 2012 21:43 
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Strohmann |
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Messages:280
Registered:August 2011 Location: Division Thought Crimes |
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i searched in the ja2svn and found the following:
all ToHitBonus from traits will be splitted. 40% of that value will be used for the snapshot-part calculation and 60% for the aiming-part calculation.
so for example this from OCTH
+10% chance to hit with weapon type x
becomes that in NCTH
+4 PercentBase with weapon type x
+6 PercentCap with weapon type x
[Gunslinger/Sniper aiming bonus per aim click]
this does no longer apply under NCTH, instead it grants a bonus to the aiming cap. following formula will be used:
Bonus to PercentCap = ((99 - current PercentCap based on character skills) x old aiming bonus per aim click)/max. possible cth
however this bonus will only be given if using a scoped weapon and the scope isn't used under it's "effective" range (< scope mag factor x7).
(max. possible cth is an external value that can be modified in the INI-Editor. without the new trait system activated the value 25 from the cthconstants.ini will be used instead of aiming bonus per aim click.)
[Socialable]
+2 PercentBase, +3 PercentCap if other mercs are nearby
+0.8 PercentBase, +1.2 PercentCap if alone
[Loner]
+2 PercentBase, +3 PercentCap if alone
+0.8 PercentBase, +1.2 PercentCap if other mercs are nearby
[Aggressive]
+2 PercentBase, +3 PercentCap for burst/auto-fire
[Show-off]
+2 PercentBase, +3 PercentCap with mercs of opposite gender nearby
+0.8 PercentBase, +1.2 PercentCap with mercs of same gender nearby
[Heat intolerant]
-6 PercentBase, -9 PercentCap if in tropical sectors
[Fear of Insects]
-2 PercentBase, -3 PercentCap if in tropical sectors
-20% max. action points if in tropical sectors
[Psycho]
-3 PercentBase, - 5 PercentCap
[Dauntless]
+2 PercentBase, +3 PercentCap FOR OPPONENTS targeting him/her
however, i'm a complete amateur in reading these code lines, so the facts stated above may be partly or completly wrong.
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Master Sergeant
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| Re: Traits and NCTH[message #300107]
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Thu, 23 February 2012 21:33 
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| JohnnySideburns |
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Messages:19
Registered:September 2007 |
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ye thats what i figured. no confusion, it just doesn't feel like its working that much, i tried upping the relevant skills to outrageous amounts in skill settings and the result was hardly noticable, and I think it is sad that you need a scope to get the aim bonus..
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Private
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| Re: Traits and NCTH[message #300148]
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Thu, 23 February 2012 23:29 
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| JohnnySideburns |
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Messages:19
Registered:September 2007 |
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aahh i see, got it. But then I'd say that it is somewhat unfair that the guns have been put into these categories of accuracy, where sniper rifles are pushing 100, pistols are around 2-20 and assault riffles somewhere inbetween. it makes sence, but then again the guns should be at least somewhat fairly accurate within their respective effective range?
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| Re: Traits and NCTH[message #300152]
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Fri, 24 February 2012 01:21
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| JohnnySideburns |
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Messages:19
Registered:September 2007 |
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I disagree, the way it currently is it is impossible to hit people at short range with weapons made for short range, when it works like this the random factor and the gun type wielded plays a lot more in than the skill of the shooter... so what im gonna do is: go through the accuracy of all the guns and add the old accuracy bonus to 87, so the most accurate guns land at 99 and the worst at 85. making the NCTH play a lot more like oct but with all the cool features.
ps. using the HAM 5 with Better shot distribution inside aperture. and cth constants with lower range coeficient and higher gravity coeficient
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