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;; AI Profiles table. Incorporates stuff from the old difficulty.tbl
;; plus additional flags previously covered under the blanket New AI
;; flag.
;;
;; This is what the retail table would look like, but you don't have to
;; specify it as it's stored internally by the game. This leaves you
;; with four other slots to specify four other profiles. Every setting
;; is optional, so if you don't specify something it will inherit from
;; the FS2 retail setting. If you don't specify a default profile, it
;; will set the default to retail as well.
;;
#AI Profiles
$Default Profile: FS2 RETAIL
$Profile Name: FS2 RETAIL
;; Difficulty-related values; much of this was originally in
;; difficulty.tbl. Each option specifies a list corresponding to the
;; five skill values (Very Easy, Easy, Medium, Hard, Insane).
;; speed of afterburner recharge
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1
;; maximum damage inflicted by friendly beam fire
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30
;; factor applied to player countermeasure lifetime
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1
;; chance a countermeasure will be fired by an AI-controlled ship
;; (this is scaled by ai_class)
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1
;; seconds to add to the time it takes for an enemy to come in range of
;; (i.e. target) a friendly ship
$AI In Range Time: 2, 1.4, 0.75, 0, -1
;; AI ships will link ballistic primaries if ammo levels are greater
;; than these percents
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10
;; Multiplier that modifies the length and frequency of bursts used
;; by the AI for ballistic primary weapons
$Primary Ammo Burst Multiplier: 0, 0, 0, 0, 0
;; AI ships will link laser primaries if energy levels are greater
;; than these percents
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10
;; maximum number of missiles allowed to be homing in on a player at a
;; given time (single-player only; no restriction in multiplayer)
$Max Missiles Locked on Player: 2, 3, 4, 7, 99
;; maximum number of ships allowed to be attacking the player at a
;; given time (single-player only; no restriction in multiplayer)
$Max Player Attackers: 2, 3, 4, 5, 99
;; maximum number of active (i.e. 'thrown') asteroids that can be
;; heading toward a friendly ship at any given time
$Max Incoming Asteroids: 3, 4, 5, 7, 10
;; factor applied to damage suffered by the player
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1
;; factor applied to subsystem damage suffered by the player
;; (in addition to Player Damage Factor)
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
;; factor applied to damage inflicted by the player
$Player Damage Inflicted Factor: 1, 1, 1, 1, 1
;; measure of time (in F1_0 units) after which the AI will recalculate
;; the position of its target
$Predict Position Delay: 2, 1.5, 1.333, 0.5, 0
;; seconds between each instance of an AI ship managing its shields
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1
;; factor applied to 'fire wait' for friendly ships
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1
;; factor applied to 'fire wait' for hostile ships
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1
;; factor applied to 'fire wait' for secondaries of friendly ships
$Friendly AI Secondary Fire Delay Scale: 0.4, 0.6, 0.8, 1.0, 1.2
;; factor applied to 'fire wait' for secondaries of hostile ships
$Hostile AI Secondary Fire Delay Scale: 1.4, 1.2, 1.0, 0.8, 0.6
;; factor applied to time it takes for enemy ships to turn
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1
;; Percentage of the time where AI ships will use the glide attack
;; when it is an option.
$Glide Attack Percent: 0, 0, 0, 0, 0
;; Percentage of the time where AI ships will use circle strafe
;; when it is an option.
$Circle Strafe Percent: 0, 0, 0, 0, 0
;; Percentage of the time where AI ships will use glide to strafe
;; capital ships when it is an option.
$Glide Strafe Percent: 0, 0, 0, 0, 0
;; Percentage of the time where AI ships will randomly sidethrust in a
;; dogfight.
$Random Sidethrust Percent: 0, 0, 0, 0, 0
;; The amount of time required for the AI to detect
;; (and try to break) dogfight stalemate.
$Stalemate Time Threshold: 0, 0, 0, 0, 0
;; The maximum distance the AI and target must be within
;; for a dogfight stalemate
$Stalemate Distance Threshold: 0, 0, 0, 0, 0
;; Sets the factor applied to the speed at which the player's shields
;; recharge
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1
;; factor applied to the speed at which the player's weapons recharge
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5
;; maximum number of turrets on one ship allowed to be attacking a
;; target at a given time
$Max Turret Target Ownage: 3, 4, 7, 12, 19
;; maximum number of turrets on one ship allowed to be attacking the
;; player at a given time
$Max Turret Player Ownage: 3, 4, 7, 12, 19
;; the minimum percentage of the total assessed damage a player
;; must inflict in order to be awarded a kill
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30
;; the minimum percentage of the total assessed damage a player
;; must inflict in order to be awarded an assist
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15
;; in TvT and Coop missions all teammates will be granted this
;; percentage of the capships score when someone scores a kill
$Percentage Awarded For Capship Assist: 0.1, 0.2, 0.35, 0.5, 0.6
;; the amount to subtract from the player's score if they are
;; repaired by a support ship
$Repair Penalty: 10, 20, 35, 50, 60
;; time delay after bombs have been fired before they can collide
;; with other weapons (ie. be shot down)
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5
;; Chance AI has to fire missiles at player is (value + 1) / 7 in every
;; 10 second interval
$Chance AI Has to Fire Missiles at Player: 0, 1, 2, 3, 4
;; The maximum amount of delay allowed before the AI will update its
;; aim. Applies for small ships vs small ships
$Max Aim Update Delay: 0, 0, 0, 0, 0
;; The maximum amount of delay allowed before turret AI will update its
;; aim. Applies for turrets vs small ships
$Turret Max Aim Update Delay: 0, 0, 0, 0, 0
;; Size of the player autoaim cone for each difficulty level
;; Only affects the player. If the ship has autoaim, the wider FOV value
;; will be used. Uses convergence.
$Player Autoaim FOV: 0, 0, 0, 0, 0
;; The multiplier that affects at what range LOD switching will occur.
;; NOTE THAT THIS IS NOT BY DIFFICULTY LEVEL (it's by model detail level
;; in the Options menu)
$Detail Distance Multiplier: 0.125, 0.25, 1.0, 4.0, 8.0
;; General AI-related flags. These were previously all lumped together
;; under the New AI mission flag.
;; if set, big ships can attack a beam turret that's firing on them
;; from a ship that they don't currently have targeted.
$big ships can attack beam turrets on untargeted ships: NO
;; if set, enables the new primary weapon selection method
$smart primary weapon selection: NO
;; if set, enables the new secondary weapon selection method (including
;; proper use of bomber+ missiles)
$smart secondary weapon selection: NO
;; if set, shields will devote all their charging energy to the weakest
;; quadrant(s) and not waste energy on fully-charged quadrants
;; (previously was -smart_shields on the command line)
$smart shield management: NO
;; if set, the AI will properly use brief pulses of afterburner power
;; instead of afterburning until fuel is exhausted
$smart afterburner management: NO
;; if set, allows an AI ship to switch to rapid fire for dumbfire
;; missiles
$allow rapid secondary dumbfire: NO
;; if set, causes huge turret weapons (including anti-capship beams) to
;; not target bombs
$huge turret weapons ignore bombs: NO
;; if set, removes the random turret fire delay (from .1 to .9 seconds)
;; inserted in addition to AI Fire Delay Scale
$don't insert random turret fire delay: NO
;; 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
$hack improve non-homing swarm turret fire accuracy: NO
;; if set, shockwaves will cause damage to small ship subsystems
;; (like in FS1)
$shockwaves damage small ship subsystems: NO
;; if set, ships will not be able to engage their jump drive if their
;; navigation subsystem is damaged or destroyed
$navigation subsystem governs warpout capability: NO
;; if set, will not use a minimum speed limit for docked ships
;; (like in FS1)
$ignore lower bound for minimum speed of docked ship: NO
;; if set, will remove the increased delay when weapons are linked
$disable linked fire penalty: NO
;; if set, will not scale weapon damage according to capital/supercap
;; (like in FS1)
$disable weapon damage scaling: NO
;; if set, will add the weapon velocity to the firing ship's velocity
$use additive weapon velocity: NO
;; if set, will dampening closer to real newtonian physics
$use newtonian dampening: NO
;; if set, beam damage is counted when calculating kills and assists
$include beams for kills and assists: NO
;; if set, kills gain score based on the percentage damage the killer
;; inflicted on the dead ship
$score kills based on damage caused: NO
;; if set, kills gain score based on the percentage damage the player
;; gaining the assist inflicted on the dead ship
$score assists based on damage caused: NO
;; if set, players (rather than just their team) can gain score from
;; events in multiplayer
$allow event and goal scoring in multiplayer: NO
;; if set, the AI will properly link primaries according to
;; specified percentages of energy levels, instead of retail behavior
;; where it mistakenly linked according to absolute energy levels
$fix linked primary weapon decision bug: NO
;; if set, prevents turrets from targeting bombs beyond maximum
;; range of the weapons of the turret
$prevent turrets targeting too distant bombs: NO
;; if set, prevents turrets from trying to target subsystems beyond
;; their fov limits, also keeps the turret subsystem targeting
;; preference order intact regardless of the angle to the target
$smart subsystem targeting for turrets: NO
;; if set, heat-seeking missiles will not home in on stealth ships
;; (this mirrors the established behavior where heat-seeking missiles
;; do not home in on ships that are hidden from sensors)
$fix heat seekers homing on stealth ships bug: NO
;; allow a player to commit into a multiplayer game without primaries
$multi allow empty primaries: NO
;; allow a player to commit into a multiplayer game without secondaries
$multi allow empty secondaries: NO
;; if set, allows turrets target other weapons than bombs assuming
;; it is within allowed target priorities
$allow turrets target weapons freely: NO
;; if set forces turrets to use only the set turret fov limits and
;; ignore hard coded limits (with 'fire_down_normals' flag)
$use only single fov for turrets: NO
;; allow AI ships to dodge weapons vertically as well as horizontally
$allow vertical dodge: NO
;; If set makes beam turrets use same FOV rules as other weapons do.
;; Prevents beam from a turret from following the target beyond the
;; turret's FOV.
$force beam turrets to use normal fov: NO
;; Fixes a bug where AI class is not properly set if set in the mission
;; This should be YES if you want anything in AI.tbl to mean anything
$fix AI class bug: NO
;; TBD
$turrets ignore targets radius in range checks: NO
;; If set, the AI will NOT make extra effort to avoid ramming the player
;; during dogfights. This results in more aggressive AI.
$no extra collision avoidance vs player: NO
;; If set, the game will not check if the dying ship is a player's
;; wingman, or if the maximum number of screams have been played, or
;; even if the dying ship is on the player's team before making it give
;; a death scream
$perform fewer checks for death screams: NO
;; TBD
$advanced turret fov edge checks: NO
;; TBD
$require turrets to have target in fov: NO
;; If set, allows shield management for all ships
;; (including capships).
$all ships manage shields: NO
;; If set, ai aims using ship center instead of first gunpoint
$ai aims from ship center: NO
;; If set, allows AI fighters to link their weapons at the beginning of
;; a mission instead of imposing a delay of 30s to 120s
$allow primary link at mission start: NO
;; If set, prevents beams from instantly killing all weapons from first
;; hit, instead allows weapon hitpoints to be used instead
$allow beams to damage bombs: NO
;; TBD
$disable weapon damage scaling for player: NO
;; TBD
$countermeasures affect aspect seekers: NO
;; TBD
$ai path mode: normal
;; TBD
$no warp camera: NO
;; If set, this flag overrides the retail behavior whereby a ship
;; assigned to guard a ship in a wing will instead guard the entire wing
$ai guards specific ship in wing: NO
#End
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