Difference between revisions of "Ai profiles.tbl"

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($disable linked fire penalty:)
(Sample Entry)
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   $navigation subsystem governs warpout capability:        NO
 
   $navigation subsystem governs warpout capability:        NO
 
   $ignore lower bound for minimum speed of docked ship:    NO
 
   $ignore lower bound for minimum speed of docked ship:    NO
 +
  $disable linked fire penalty:                            NO
 
    
 
    
 
   #End
 
   #End
  
 
[[Category:Tables]]
 
[[Category:Tables]]

Revision as of 01:10, 27 February 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

$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.
  • Syntax: YES or NO
    • Default: NO

$smart primary weapon selection:

  • If set, enables the new primary weapon selection method
  • Syntax: YES or NO
    • Default: NO

$smart secondary weapon selection:

  • If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)
  • Syntax: YES or NO
    • Default: NO

$smart shield management:

  • If set, enables smart shield management (previously was -smart_shields on the command line)
  • Syntax: YES or NO
    • Default: NO

$allow rapid secondary dumbfire:

  • If set, allows an AI ship to switch to rapid fire for dumbfire missiles
  • Syntax: YES or NO
    • Default: NO

$huge turret weapons ignore bombs:

  • If set, causes huge turret weapons (including anti-capship beams) to not target bombs
  • Syntax: YES or NO
    • Default: NO

$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
  • Syntax: YES or NO
    • Default: NO

$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'.
  • Syntax: YES or NO
    • Default: NO

$shockwaves damage small ship subsystems:

  • If set, shockwaves will cause damage to small ship subsystems (like in FS1)
  • Syntax: YES or NO
    • Default: NO

$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
  • Syntax: YES or NO
    • Default: NO

$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.
  • Syntax: YES or NO
    • Default: NO

$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.
  • Syntax: YES or NO
    • Default: NO

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
  
  #End