<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=68.33.67.116</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=68.33.67.116"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php/Special:Contributions/68.33.67.116"/>
	<updated>2026-11-15T14:22:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=3161</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=3161"/>
		<updated>2006-03-21T03:47:25Z</updated>

		<summary type="html">&lt;p&gt;68.33.67.116: /* Sample Entry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Format==&lt;br /&gt;
*AI_profiles.tbl defines the default AI profile and also anmy additional global variables that the AI uses. Incorporates some of the materials from the older difficulty.tbl&lt;br /&gt;
*Any option left undefined uses default values.&lt;br /&gt;
*&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039;&lt;br /&gt;
*The additional AI profiles&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==AI Profiles==&lt;br /&gt;
*Defines AI profile global variables&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Unless the name of the default profile is the same as the name of one the additional AI profiles game defaults to retail AI behaviour. Non-default AI profiles must be selected with [[FRED]] for each mission separately.&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*All multiple options relate to difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:=== &lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when it&#039;s hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when it&#039;s hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$ai-chase allows rearm:===&lt;br /&gt;
*If set, fixes a bug where ships given an ai-chase or ai-chase-any order would never call for rearm.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$ai-chase disables dynamic targeting temporarily:===&lt;br /&gt;
*If set, fixes a bug where the ai-chase behavior differed from ai-chase-wing.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
*If set, enables the new primary weapon selection method&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
*If set, enables smart shield management (previously was -smart_shields on the command line)&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
**Default: NO&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
   #AI Profiles&lt;br /&gt;
   &lt;br /&gt;
   $Default Profile:                            FS2 RETAIL&lt;br /&gt;
   &lt;br /&gt;
   $Profile Name:                               FS2 RETAIL&lt;br /&gt;
   &lt;br /&gt;
   $Player Afterburner Recharge Scale:          5,    3,    2,    1.5,  1&lt;br /&gt;
   $Max Beam Friendly Fire Damage:              0,    5,    10,   20,   30&lt;br /&gt;
   $Player Countermeasure Life Scale:           3,    2,    1.5,  1.25, 1&lt;br /&gt;
   $AI Countermeasure Firing Chance:            0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
   $AI In Range Time:                           2,    1.4,  0.75, 0,    -1&lt;br /&gt;
   $AI Always Links Ammo Weapons:               95,   80,   60,   40,   20&lt;br /&gt;
   $AI Maybe Links Ammo Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
   $AI Always Links Energy Weapons:             100,  80,   60,   40,   20&lt;br /&gt;
   $AI Maybe Links Energy Weapons:              90,   60,   40,   20,   10&lt;br /&gt;
   $Max Missles Locked on Player:               2,    3,    4,    7,    99&lt;br /&gt;
   $Max Player Attackers:                       2,    3,    4,    5,    99&lt;br /&gt;
   $Max Incoming Asteroids:                     3,    4,    5,    7,    10&lt;br /&gt;
   $Player Damage Factor:                       0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
   $Player Subsys Damage Factor:                0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
   $Predict Position Delay:                     2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
   $AI Shield Manage Delay:                     5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
   $Friendly AI Fire Delay Scale:               2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
   $Hostile AI Fire Delay Scale:                4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
   $AI Turn Time Scale:                         3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
   $Player Shield Recharge Scale:               4,    2,    1.5,  1.25, 1&lt;br /&gt;
   $Player Weapon Recharge Scale:               10,   4,    2.5,  2,    1.5&lt;br /&gt;
   &lt;br /&gt;
   $big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
   $ai-chase allows rearm:                                  NO&lt;br /&gt;
   $ai-chase disables dynamic targeting temporarily:        NO&lt;br /&gt;
   $smart primary weapon selection:                         NO&lt;br /&gt;
   $smart secondary weapon selection:                       NO&lt;br /&gt;
   $smart shield management:                                NO&lt;br /&gt;
   $allow rapid secondary dumbfire:                         NO&lt;br /&gt;
   $huge turret weapons ignore bombs:                       NO&lt;br /&gt;
   $don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
   $hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
   $shockwaves damage small ship subsystems:                NO&lt;br /&gt;
   $navigation subsystem governs warpout capability:        NO&lt;br /&gt;
   $ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
   &lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>68.33.67.116</name></author>
	</entry>
</feed>