Ai profiles.tbl: Difference between revisions

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The following ships are boolean flags.  They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja′'' or ''ghobe′'', etc.  The default is NO.
The following entries are boolean flags.  They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja′'' or ''ghobe′'', etc.  The default is ''NO''.


===$big ships can attack beam turrets on untargeted ships:===
===$big ships can attack beam turrets on untargeted ships:===
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===$use additive weapon velocity:===
===$use additive weapon velocity:===
*If set, weapons will inherit their firing ship's velocity.  A ship travelling quickly will fire weapons faster than a ship travelling slowly.
*If set, weapons will inherit their firing ship's velocity.  A ship travelling quickly will fire weapons faster than a ship travelling slowly.  This also improves the accuracy of weapons fired while gliding.


==Sample Entry==
==Sample Entry==

Revision as of 02:38, 15 July 2007

General Format

  • 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
  • Any option left undefined uses default values.
  • #AI Profiles
  • $Default Profile:
  • The additional AI profiles
  • #End

AI Profiles

  • Defines AI profile global variables

$Default Profile:

  • 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.

$Profile Name:

  • All multiple options relate to difficulty levels (Very Easy, Easy, Medium, Hard, Insane).

$Player Afterburner Recharge Scale:

  • Sets the speed of afterburner recharge
  • Syntax: Value, Value, Value, Value, Value
    • Default: 5, 3, 2, 1.5, 1

$Max Beam Friendly Fire Damage:

  • Defines the maximum damage inflicted by friendly beam fire
  • Syntax: Value, Value, Value, Value, Value
    • Default: 0, 5, 10, 20, 30

$Player Countermeasure Life Scale:

  • Sets the factor applied to player launched countermeasure lifetime
  • Syntax: Value, Value, Value, Value, Value
    • Default: 3, 2, 1.5, 1.25, 1

$AI Countermeasure Firing Chance:

  • Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)
  • Syntax: Value, Value, Value, Value, Value
    • Default: 0.2, 0.3, 0.5, 0.9, 1.1

$AI In Range Time:

  • Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship
  • Syntax: Value, Value, Value, Value, Value
    • Default: 2, 1.4, 0.75, 0, -1

$AI Always Links Ammo Weapons:

  • AI ships will link ballistic primaries if ammo levels are greater than these percents.
  • Syntax: Value, Value, Value, Value, Value
    • Default: 95, 80, 60, 40, 20

$AI Maybe Links Ammo Weapons:

  • Defines the same as $AI Always Links Ammo Weapons: but in situations when it's hull is below 33 % of maximum hitpoints.
  • Syntax: Value, Value, Value, Value, Value
    • Default: 90, 60, 40, 20, 10

$AI Always Links Energy Weapons:

  • AI ships will link energy primaries if energy levels are greater than these percents.
  • Syntax: Value, Value, Value, Value, Value
    • Default: 100, 80, 60, 40, 20

$AI Maybe Links Energy Weapons:

  • Defines the same as $AI Always Links Energy Weapons: but in situations when it's hull is below 33 % of maximum hitpoints.
  • Syntax: Value, Value, Value, Value, Value
    • Default: 90, 60, 40, 20, 10

$Max Missles Locked on Player:

  • Defines the maximum number of missiles allowed to be homing in on a player at any given time
  • Note: Single-player only, no restriction in multiplayer
  • Syntax: Value, Value, Value, Value, Value
    • Default: 2, 3, 4, 7, 99

$Max Player Attackers:

  • Sets the maximum number of ships allowed to be attacking the player at any given time
  • Syntax: Value, Value, Value, Value, Value
    • Default: 2, 3, 4, 5, 99

$Max Incoming Asteroids:

  • Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time
  • Syntax: Value, Value, Value, Value, Value
    • Default: 3, 4, 5, 7, 10

$Player Damage Factor:

  • Defines the factor applied to damage suffered by the player
  • Syntax: Value, Value, Value, Value, Value
    • Default: 0.25, 0.5, 0.65, 0.85, 1

$Player Subsys Damage Factor:

  • Sets the factor applied to subsystem damage suffered by the player. This is in addition to the $Player Damage Factor:
  • Syntax: Value, Value, Value, Value, Value
    • Default: 0.2, 0.4, 0.6, 0.8, 1

$Predict Position Delay:

  • Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target
  • Syntax: Value, Value, Value, Value, Value
    • Default: 2, 1.5, 1.333, 0.5, 0

$AI Shield Manage Delay:

  • Sets the time in seconds between each instance of an AI ship managing its shields
  • Syntax: Value, Value, Value, Value, Value
    • Default: 5, 4, 2.5, 1.2, 0.1

$Friendly AI Fire Delay Scale:

  • Sets the factor applied to "fire wait" for friendly ships
  • Syntax: Value, Value, Value, Value, Value
    • Default: 2, 1.4, 1.25, 1.1, 1

$Hostile AI Fire Delay Scale:

  • Sets the factor applied to "fire wait" for hostile ships
  • Syntax: Value, Value, Value, Value, Value
    • Default: 4, 2.5, 1.75, 1.25, 1

$AI Turn Time Scale:

  • Defines the factor applied to time it takes for enemy ships to turn
  • Syntax: Value, Value, Value, Value, Value
    • Default: 3, 2.2, 1.6, 1.3, 1

$Player Shield Recharge Scale:

  • Sets the factor applied to the speed at which the player's shields recharge
  • Syntax: Value, Value, Value, Value, Value
    • Default: 4, 2, 1.5, 1.25, 1

$Player Weapon Recharge Scale:

  • Defines the factor applied to the speed at which the player's weapons recharge
  • Syntax: Value, Value, Value, Value, Value
    • Default: 10, 4, 2.5, 2, 1.5

The following entries are boolean flags. They can be set to YES or NO, TRUE or FALSE, OUI or NON, HIja′ or ghobe′, etc. The default is NO.

$big ships can attack beam turrets on untargeted ships:

  • If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.

$smart primary weapon selection:

  • If set, enables the new primary weapon selection method

$smart secondary weapon selection:

  • If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)

$smart shield management:

  • If set, enables smart shield management (previously was -smart_shields on the command line)

$allow rapid secondary dumbfire:

  • If set, allows an AI ship to switch to rapid fire for dumbfire missiles

$huge turret weapons ignore bombs:

  • If set, causes huge turret weapons (including anti-capship beams) to not target bombs

$don't insert random turret fire delay:

  • If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale

$hack improve non-homing swarm turret fire accuracy:

  • If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces
  • Also disables swarm weapons ability to fire only on the 'turrets barrel line'.

$shockwaves damage small ship subsystems:

  • If set, shockwaves will cause damage to small ship subsystems (like in FS1)

$navigation subsystem governs warpout capability:

  • If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength

$ignore lower bound for minimum speed of docked ship:

  • If set, there will be no lower bound for the speed at which docked ships move (like in FS1).
  • When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.

$disable linked fire penalty:

  • If set, there will be no penalty for linking prinaries. Normally, the rate of fire is divided by the number of linked guns.

$disable weapon damage scaling:

  • If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.

$use additive weapon velocity:

  • If set, weapons will inherit their firing ship's velocity. A ship travelling quickly will fire weapons faster than a ship travelling slowly. This also improves the accuracy of weapons fired while gliding.

Sample Entry

  • Retail FS2 behaviour
  #AI Profiles
  
  $Default Profile:                            FS2 RETAIL
  
  $Profile Name:                               FS2 RETAIL
  
  $Player Afterburner Recharge Scale:          5,    3,    2,    1.5,  1
  $Max Beam Friendly Fire Damage:              0,    5,    10,   20,   30
  $Player Countermeasure Life Scale:           3,    2,    1.5,  1.25, 1
  $AI Countermeasure Firing Chance:            0.2,  0.3,  0.5,  0.9,  1.1
  $AI In Range Time:                           2,    1.4,  0.75, 0,    -1
  $AI Always Links Ammo Weapons:               95,   80,   60,   40,   20
  $AI Maybe Links Ammo Weapons:                90,   60,   40,   20,   10
  $AI Always Links Energy Weapons:             100,  80,   60,   40,   20
  $AI Maybe Links Energy Weapons:              90,   60,   40,   20,   10
  $Max Missles Locked on Player:               2,    3,    4,    7,    99
  $Max Player Attackers:                       2,    3,    4,    5,    99
  $Max Incoming Asteroids:                     3,    4,    5,    7,    10
  $Player Damage Factor:                       0.25, 0.5,  0.65, 0.85, 1
  $Player Subsys Damage Factor:                0.2,  0.4,  0.6,  0.8,  1
  $Predict Position Delay:                     2,    1.5,  1.33, 0.5,  0
  $AI Shield Manage Delay:                     5,    4,    2.5,  1.2,  0.1
  $Friendly AI Fire Delay Scale:               2,    1.4,  1.25, 1.1,  1
  $Hostile AI Fire Delay Scale:                4,    2.5,  1.75, 1.25, 1
  $AI Turn Time Scale:                         3,    2.2,  1.6,  1.3,  1
  $Player Shield Recharge Scale:               4,    2,    1.5,  1.25, 1
  $Player Weapon Recharge Scale:               10,   4,    2.5,  2,    1.5
  
  $big ships can attack beam turrets on untargeted ships:  NO
  $smart primary weapon selection:                         NO
  $smart secondary weapon selection:                       NO
  $smart shield management:                                NO
  $allow rapid secondary dumbfire:                         NO
  $huge turret weapons ignore bombs:                       NO
  $don't insert random turret fire delay:                  NO
  $hack improve non-homing swarm turret fire accuracy:     NO
  $shockwaves damage small ship subsystems:                NO
  $navigation subsystem governs warpout capability:        NO
  $ignore lower bound for minimum speed of docked ship:    NO
  $disable linked fire penalty:                            NO
  $disable weapon damage scaling:                          NO
  $use additive weapon velocity:                           NO
  
  #End