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Kapral |
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Posty:
42
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Dołączył:
09.11.2011
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Skąd:
Warszawa teraz Olsztyn potem może Tokyo
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W najnowszej wersji 1.13 dołożono głos IMP - a który występował w Jagged Alliance 2 Unfinished Buissnes dzięki czemu masz 7 IMP -ów co więcej ja skopiowałem pliki z najnowszej bety do 1.13 do bety AIMNAS oraz zmodyfikowałem sobie plik INI tak iż w opcjach przed rozpoczęciem gry mogę ustawić ich liczbę na 10 ale da się zrobić tylko 7 . Spowodowane jest to brakami w kodzie wersji . Podejrzewam że dało by się to zrobić tym bardziej że przebąkują o tym na Bear's Pit ... Przedstawiam poniżej mój plik INI zaznaczam że troszkę przekombinowałem ale potrzebowałem relaksu w grze a nie wyzwań . Na tę przyjdzie czas gdy te ustawienia mi się znudzą lub pojawi się stabilna wersja .
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. MAX_NUMBER_PLAYER_VEHICLES = 6
;------------------------------------------------------------------------------------------------------------------------------ ; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. ;------------------------------------------------------------------------------------------------------------------------------
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 MAX_NUMBER_ENEMIES_IN_TACTICAL = 64 ; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 MAX_NUMBER_CREATURES_IN_TACTICAL = 32 ; Rebels (i.e., militia), valid values 16 through 64, default is 32 MAX_NUMBER_MILITIA_IN_TACTICAL = 32 ; Civilians, valid values 16 through 40, default is 32 MAX_NUMBER_CIVS_IN_TACTICAL = 40
;------------------------------------------------------------------------------------------------------------------------------ ; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 ; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. ; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together ; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. ;------------------------------------------------------------------------------------------------------------------------------
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 64
;------------------------------------------------------------------------------------------------------------------------------ ; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon ; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE ; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than ; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-250, default is 34. ; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE ; regardless of attachments. Values 0-100, default is 9 ; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-255, default is 99. ;------------------------------------------------------------------------------------------------------------------------------
MAX_ITEM_SIZE = 949 MAX_WEAPON_SIZE = 599 OLD_INVENTORY_ITEM_NUMBER = 1000 ;These are AIMNAS values, don't change!
;****************************************************************************************************************************** ;******************************************************************************************************************************
[Data File Settings]
;****************************************************************************************************************************** ; These settings tell the game where it should get the data it needs for a few SPECIFIC features. ;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------ ; Difficulty-based PROF.DAT ; ; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". ; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty ; level of your current game. This allows using different character profiles depending on difficulty level. ;------------------------------------------------------------------------------------------------------------------------------
USE_DIFFICULTY_BASED_PROF_DAT = TRUE
;------------------------------------------------------------------------------------------------------------------------------ ; PROFEX (profile externalization) ; ; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are ; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. ; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! ;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. ; If FALSE, reads profile data from PROF.DAT. READ_PROFILE_DATA_FROM_XML = TRUE
; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. ; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML ; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. WRITE_PROFILE_DATA_TO_XML = TRUE
;------------------------------------------------------------------------------------------------------------------------------ ; 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). ; ; 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
;------------------------------------------------------------------------------------------------------------------------------ ; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file ; Must be TRUE if NUM_P_ITEMS (below) is > 3 ; If an xml file doesn't exist, setting the value to true will create one. ; Issues have been reported using big maps with this value set to TRUE ; Valid values = TRUE or FALSE, Default = FALSE ;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = FALSE
;------------------------------------------------------------------------------------------------------------------------------ ; Change the number of PItem graphics files used by the game ; Requires using modified xml version of ja2set.dat for values > 3 ; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files ; Do not change this unless you are modding the game, or it will probably break everything! ; Issues have been reported using big maps with values > 3 ; Valid value range = 3-20, default = 3 ;------------------------------------------------------------------------------------------------------------------------------
NUM_P_ITEMS = 3
;****************************************************************************************************************************** ;******************************************************************************************************************************
[Recruitment Settings]
;****************************************************************************************************************************** ; 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 = 5 IMP_FEMALE_CHARACTER_COUNT = 5
IMP_MALE_1 = 51 IMP_MALE_2 = 52 IMP_MALE_3 = 53 IMP_MALE_4 = 169 IMP_MALE_5 = 65 IMP_MALE_6 = 71 ; The following are empty in standard JA2 1.13 but do not have full voice sets. ;IMP_MALE_5 = 65 ;IMP_MALE_6 = 71 ;IMP_FEMALE_7 = 163 ;IMP_FEMALE_8 = 164
IMP_FEMALE_1 = 54 IMP_FEMALE_2 = 55 IMP_FEMALE_3 = 56 IMP_FEMALE_7 = 163 IMP_FEMALE_8 = 164 ;------------------------------------------------------------------------------------------------------------------------------ ; The following values deal with the I.M.P "personalized" merc generation. ;------------------------------------------------------------------------------------------------------------------------------
; 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
; 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 = 695
; How low any attribute can go before it drops straight to 0. IMP_MIN_ATTRIBUTE = 20
; 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 = 90
; 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 = 75
; 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
_________________ Moje nogi są jak SKS tactical , próba zrobienia z antyka AR LKM . Ciągle się zacina i wymaga ciągłej uwagi . Ale walczę dalej aby żyć ...
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