Difference between revisions of "Ai profiles.tbl"
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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
Contents
- 1 General Format
- 2 AI Profiles
- 2.1 $Default Profile:
- 2.2 $Profile Name:
- 2.3 $Player Afterburner Recharge Scale:
- 2.4 $Max Beam Friendly Fire Damage:
- 2.5 $Player Countermeasure Life Scale:
- 2.6 $AI Countermeasure Firing Chance:
- 2.7 $AI In Range Time:
- 2.8 $AI Always Links Ammo Weapons:
- 2.9 $AI Maybe Links Ammo Weapons:
- 2.10 $AI Always Links Energy Weapons:
- 2.11 $AI Maybe Links Energy Weapons:
- 2.12 $Max Missles Locked on Player:
- 2.13 $Max Player Attackers:
- 2.14 $Max Incoming Asteroids:
- 2.15 $Player Damage Factor:
- 2.16 $Player Subsys Damage Factor:
- 2.17 $Predict Position Delay:
- 2.18 $AI Shield Manage Delay:
- 2.19 $Friendly AI Fire Delay Scale:
- 2.20 $Hostile AI Fire Delay Scale:
- 2.21 $AI Turn Time Scale:
- 2.22 $Player Shield Recharge Scale:
- 2.23 $Player Weapon Recharge Scale:
- 2.24 $big ships can attack beam turrets on untargeted ships:
- 2.25 $smart primary weapon selection:
- 2.26 $smart secondary weapon selection:
- 2.27 $smart shield management:
- 2.28 $allow rapid secondary dumbfire:
- 2.29 $huge turret weapons ignore bombs:
- 2.30 $don't insert random turret fire delay:
- 2.31 $hack improve non-homing swarm turret fire accuracy:
- 2.32 $shockwaves damage small ship subsystems:
- 2.33 $navigation subsystem governs warpout capability:
- 2.34 $ignore lower bound for minimum speed of docked ship:
- 2.35 $disable linked fire penalty:
- 3 Sample Entry
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
- 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