;; 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: INFERNO $Profile Name: INFERNO ;; Difficulty-related values; much of this was originally in difficulty.tbl. ;; Each option specifies a list corresponding to the 5 skill values: ;; Very Easy, Easy, Medium, Hard, Insane. ;; factor applied to "fire wait" for friendly ships ;$Friendly AI Fire Delay Scale: 1, 1, 1, 1, 1 ;; factor applied to "fire wait" for hostile ships ;$Hostile AI Fire Delay Scale: 2, 1.5, 1.25, 1.1, 1 ;; 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, allows an AI ship to switch to rapid fire for dumbfire missiles $allow rapid secondary dumbfire: YES ;; if set, causes huge turret weapons (including anti-capship beams) to not target bombs $huge turret weapons ignore bombs: YES ;; 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: YES $Profile Name: FS1 RETAIL ;; if set, shockwaves will cause damage to small ship subsystems (like in FS1) $shockwaves damage small ship subsystems: YES #End