#AI Profiles

$Profile Name:									BP
	+nocreate
$Player Afterburner Recharge Scale:				2,		1.75,	1.5,	1.25,	1
$Max Beam Friendly Fire Damage:					0,		5,		10,		20,		40
$Player Countermeasure Life Scale:				2,		1.75,	1.5,	1.25,	1
$AI Countermeasure Firing Chance:				0.2,	0.4,	0.6,	0.8,	1.0
$AI In Range Time:								1.0,	0.75,	0.5,	0.25,	0
$AI Always Links Ammo Weapons:					60,		50,		40,		30,		20
$AI Maybe Links Ammo Weapons:					60,		50,		40,		30,		20
$Primary Ammo Burst Multiplier:					0.1, 	0.2, 	0.3, 	0.4, 	0.5
$AI Always Links Energy Weapons:				60,		50,		40,		30,		20
$AI Maybe Links Energy Weapons:					60,		50,		40,		30,		20
$Max Missles Locked on Player:					2,		4,		6,		8,		10
$Max Player Attackers:							2,		4,		6,		8,		10
$Max Incoming Asteroids:						2,		4,		6,		8,		10
$Player Damage Factor:							0.2,	0.4,	0.6,	0.8,	1
$Player Subsys Damage Factor:					0.2,	0.4,	0.6,	0.8,	1
$Predict Position Delay:						0,		0,		0,		0,		0
$Player Shield Recharge Scale:					2,		1.75,	1.5,	1.25,	1
$AI Shield Manage Delay:						1.0,	0,8		0.6,	0.4,	0.2
$Friendly AI Fire Delay Scale:					1,		1,		1,		1,		1
$Hostile AI Fire Delay Scale:					1.2,	1.1,	1,		1,		1
$AI Turn Time Scale:							1.2,	1.1,	1,		1,		1
$Glide Attack Percent:							10,		20,		30,		40,		50
$Circle Strafe Percent:							10,		20,		30,		40,		50
$Glide Strafe Percent:							10,		20,		30,		40,		50
$Stalemate Time Threshold:						15,		15,		15,		15,		15
$Stalemate Distance Threshold:					100,	100,	100,	100,	100
$Player Weapon Recharge Scale:					2,		1.75,	1.5,	1.25,	1
$Max Turret Target Ownage:						99,		99,		99,		99,		99
$Max Turret Player Ownage:						2,		4,		6,		8,		10
$Percentage Required For Kill Scale:			0.30,	0.30,	0.30,	0.30,	0.30
$Percentage Required For Assist Scale:			0.15,	0.15,	0.15,	0.15,	0.15
$Percentage Awarded For Capship Assist:			0.5,	0.5,	0.5,	0.5,	0.5
$Repair Penalty:								10,		20,		30,		40,		50
$Delay Before Allowing Bombs to Be Shot Down:  	0.5,	0.5,	0.5,	0.5,	0.5
$Chance AI Has to Fire Missiles at Player:		3, 		3, 		4, 		4, 		5
$Max Aim Update Delay:							0.25,	0.2,	0.15,	0.10,	0.05
$Turret Max Aim Update Delay:					0,		0,		0,		0,		0

$big ships can attack beam turrets on untargeted ships:		YES
$hud squad messages use tactical disarm/disable:			YES
$smart primary weapon selection:							NO
$smart secondary weapon selection:							NO
$smart shield management:									YES
$smart afterburner management:								YES
$allow rapid secondary dumbfire:							YES
$huge turret weapons ignore bombs:							YES
$don't insert random turret fire delay:						NO
$hack improve non-homing swarm turret fire accuracy:		YES
$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
$use newtonian dampening:									NO
$include beams for kills and assists:						YES
$score kills based on damage caused:						YES
$score assists based on damage caused:						YES
$allow event and goal scoring in multiplayer:				YES
$fix linked primary weapon decision bug:					YES
$prevent turrets targeting too distant bombs:				YES
$smart subsystem targeting for turrets:						YES
$fix heat seekers homing on stealth ships bug:				YES
$multi allow empty primaries:								YES
$multi allow empty secondaries:								YES
$allow turrets target weapons freely:						YES
$use only single fov for turrets:							YES
$allow vertical dodge:										YES
$force beam turrets to use normal fov:						NO
$fix AI class bug:											YES
$turrets ignore targets radius in range checks:				YES
$No extra collision avoidance vs player:					YES
$perform less checks for death screams:						NO
$advanced turret fov edge checks:							YES
$require turrets to have target in fov:						YES
$all ships manage shields:									NO
$ai aims from ship center:									YES
$allow primary link delay:									NO


$Profile Name:									FS2 RETAIL
	+nocreate
$Player Afterburner Recharge Scale:				5,		4,		3,		2,		1
$Max Beam Friendly Fire Damage:					0,		5,		10,		20,		40
$Player Countermeasure Life Scale:				2,		1.75,	1.5,	1.25,	1
$AI Countermeasure Firing Chance:				0.2,	0.4,	0.6,	0.8,	1.0
$AI In Range Time:								2,		1.0,	0.5,	0,		-1
$AI Always Links Ammo Weapons:					60,		50,		40,		30,		20
$AI Maybe Links Ammo Weapons:					60,		50,		40,		30,		20
$Primary Ammo Burst Multiplier:					1.0, 	1.0, 	1.0, 	1.0, 	1.0
$AI Always Links Energy Weapons:				60,		50,		40,		30,		20
$AI Maybe Links Energy Weapons:					60,		50,		40,		30,		20
$Max Missles Locked on Player:					2,		3,		4,		5,		6
$Max Player Attackers:							2,		3,		4,		5,		6
$Max Incoming Asteroids:						2,		4,		6,		8,		10
$Player Damage Factor:							0.2,	0.4,	0.6,	0.8,	1
$Player Subsys Damage Factor:					0.2,	0.4,	0.6,	0.8,	1
$Predict Position Delay:						0,		0,		0,		0,		0
$Player Shield Recharge Scale:					2,		1.75,	1.5,	1.25,	1
$AI Shield Manage Delay:						4,		2,0		1.0,	0.5,	0
$Friendly AI Fire Delay Scale:					1,		1,		1,		1,		1
$Hostile AI Fire Delay Scale:					2,		1.5,	1,		1,		1
$AI Turn Time Scale:							2,		1.5,	1,		1,		1
$Glide Attack Percent:							50,		60,		70,		80,		90
$Circle Strafe Percent:							50,		60,		70,		80,		90
$Glide Strafe Percent:							50,		60,		70,		80,		90
$Stalemate Time Threshold:						15,		15,		15,		15,		15
$Stalemate Distance Threshold:					150,	150,	150,	150,	150
$Player Weapon Recharge Scale:					5,		4,		3,		2,		1
$Max Turret Target Ownage:						99,		99,		99,		99,		99
$Max Turret Player Ownage:						2,		4,		6,		8,		10
$Percentage Required For Kill Scale:			0.30,	0.30,	0.30,	0.30,	0.30
$Percentage Required For Assist Scale:			0.15,	0.15,	0.15,	0.15,	0.15
$Percentage Awarded For Capship Assist:			0.5,	0.5,	0.5,	0.5,	0.5
$Repair Penalty:								10,		20,		30,		40,		50
$Delay Before Allowing Bombs to Be Shot Down:  	0.5,	0.5,	0.5,	0.5,	0.5
$Chance AI Has to Fire Missiles at Player:		1, 		2, 		3, 		4, 		5
$Max Aim Update Delay:							0.25,	0.2,	0.15,	0.10,	0.05
$Turret Max Aim Update Delay:					0,		0,		0,		0,		0

$big ships can attack beam turrets on untargeted ships:		YES
$hud squad messages use tactical disarm/disable:			YES
$smart primary weapon selection:							NO
$smart secondary weapon selection:							NO
$smart shield management:									YES
$smart afterburner management:								YES
$allow rapid secondary dumbfire:							YES
$huge turret weapons ignore bombs:							YES
$don't insert random turret fire delay:						NO
$hack improve non-homing swarm turret fire accuracy:		YES
$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
$use newtonian dampening:									NO
$include beams for kills and assists:						YES
$score kills based on damage caused:						YES
$score assists based on damage caused:						YES
$allow event and goal scoring in multiplayer:				YES
$fix linked primary weapon decision bug:					YES
$prevent turrets targeting too distant bombs:				YES
$smart subsystem targeting for turrets:						YES
$fix heat seekers homing on stealth ships bug:				YES
$multi allow empty primaries:								YES
$multi allow empty secondaries:								YES
$allow turrets target weapons freely:						YES
$use only single fov for turrets:							YES
$allow vertical dodge:										YES
$force beam turrets to use normal fov:						NO
$fix AI class bug:											YES
$turrets ignore targets radius in range checks:				YES
$No extra collision avoidance vs player:					YES
$perform less checks for death screams:						NO
$advanced turret fov edge checks:							YES
$require turrets to have target in fov:						YES
$all ships manage shields:									NO
$ai aims from ship center:									YES
$allow primary link delay:									NO


$Profile Name:									SILENT THREAT REBORN
	+nocreate
$Player Afterburner Recharge Scale:				5,		4,		3,		2,		1
$Max Beam Friendly Fire Damage:					0,		5,		10,		20,		40
$Player Countermeasure Life Scale:				2,		1.75,	1.5,	1.25,	1
$AI Countermeasure Firing Chance:				0.2,	0.4,	0.6,	0.8,	1.0
$AI In Range Time:								2,		1.0,	0.5,	0,		-1
$AI Always Links Ammo Weapons:					60,		50,		40,		30,		20
$AI Maybe Links Ammo Weapons:					60,		50,		40,		30,		20
$Primary Ammo Burst Multiplier:					1.0, 	1.0, 	1.0, 	1.0, 	1.0
$AI Always Links Energy Weapons:				60,		50,		40,		30,		20
$AI Maybe Links Energy Weapons:					60,		50,		40,		30,		20
$Max Missles Locked on Player:					2,		3,		4,		5,		6
$Max Player Attackers:							2,		3,		4,		5,		6
$Max Incoming Asteroids:						2,		4,		6,		8,		10
$Player Damage Factor:							0.2,	0.4,	0.6,	0.8,	1
$Player Subsys Damage Factor:					0.2,	0.4,	0.6,	0.8,	1
$Predict Position Delay:						0,		0,		0,		0,		0
$Player Shield Recharge Scale:					2,		1.75,	1.5,	1.25,	1
$AI Shield Manage Delay:						4,		2,0		1.0,	0.5,	0
$Friendly AI Fire Delay Scale:					1,		1,		1,		1,		1
$Hostile AI Fire Delay Scale:					2,		1.5,	1,		1,		1
$AI Turn Time Scale:							2,		1.5,	1,		1,		1
$Glide Attack Percent:							50,		60,		70,		80,		90
$Circle Strafe Percent:							50,		60,		70,		80,		90
$Glide Strafe Percent:							50,		60,		70,		80,		90
$Stalemate Time Threshold:						15,		15,		15,		15,		15
$Stalemate Distance Threshold:					150,	150,	150,	150,	150
$Player Weapon Recharge Scale:					5,		4,		3,		2,		1
$Max Turret Target Ownage:						99,		99,		99,		99,		99
$Max Turret Player Ownage:						2,		4,		6,		8,		10
$Percentage Required For Kill Scale:			0.30,	0.30,	0.30,	0.30,	0.30
$Percentage Required For Assist Scale:			0.15,	0.15,	0.15,	0.15,	0.15
$Percentage Awarded For Capship Assist:			0.5,	0.5,	0.5,	0.5,	0.5
$Repair Penalty:								10,		20,		30,		40,		50
$Delay Before Allowing Bombs to Be Shot Down:  	0.5,	0.5,	0.5,	0.5,	0.5
$Chance AI Has to Fire Missiles at Player:		1, 		2, 		3, 		4, 		5
$Max Aim Update Delay:							0.25,	0.2,	0.15,	0.10,	0.05
$Turret Max Aim Update Delay:					0,		0,		0,		0,		0

$big ships can attack beam turrets on untargeted ships:		YES
$hud squad messages use tactical disarm/disable:			YES
$smart primary weapon selection:							NO
$smart secondary weapon selection:							NO
$smart shield management:									YES
$smart afterburner management:								YES
$allow rapid secondary dumbfire:							YES
$huge turret weapons ignore bombs:							YES
$don't insert random turret fire delay:						NO
$hack improve non-homing swarm turret fire accuracy:		YES
$shockwaves damage small ship subsystems:					YES
$navigation subsystem governs warpout capability:			NO
$ignore lower bound for minimum speed of docked ship:		YES
$disable linked fire penalty:								NO
$disable weapon damage scaling:								YES
$use additive weapon velocity:								NO
$use newtonian dampening:									NO
$include beams for kills and assists:						YES
$score kills based on damage caused:						YES
$score assists based on damage caused:						YES
$allow event and goal scoring in multiplayer:				YES
$fix linked primary weapon decision bug:					YES
$prevent turrets targeting too distant bombs:				YES
$smart subsystem targeting for turrets:						YES
$fix heat seekers homing on stealth ships bug:				YES
$multi allow empty primaries:								YES
$multi allow empty secondaries:								YES
$allow turrets target weapons freely:						YES
$use only single fov for turrets:							YES
$allow vertical dodge:										YES
$force beam turrets to use normal fov:						NO
$fix AI class bug:											YES
$turrets ignore targets radius in range checks:				YES
$No extra collision avoidance vs player:					YES
$perform less checks for death screams:						NO
$advanced turret fov edge checks:							YES
$require turrets to have target in fov:						YES
$all ships manage shields:									NO
$ai aims from ship center:									YES
$allow primary link delay:									NO


$Profile Name:									FS1 RETAIL
	+nocreate
$Player Afterburner Recharge Scale:				5,		4,		3,		2,		1
$Max Beam Friendly Fire Damage:					0,		5,		10,		20,		40
$Player Countermeasure Life Scale:				2,		1.75,	1.5,	1.25,	1
$AI Countermeasure Firing Chance:				0.2,	0.4,	0.6,	0.8,	1.0
$AI In Range Time:								2,		1.0,	0.5,	0,		-1
$AI Always Links Ammo Weapons:					60,		50,		40,		30,		20
$AI Maybe Links Ammo Weapons:					60,		50,		40,		30,		20
$Primary Ammo Burst Multiplier:					1.0, 	1.0, 	1.0, 	1.0, 	1.0
$AI Always Links Energy Weapons:				60,		50,		40,		30,		20
$AI Maybe Links Energy Weapons:					60,		50,		40,		30,		20
$Max Missles Locked on Player:					2,		3,		4,		5,		6
$Max Player Attackers:							2,		3,		4,		5,		6
$Max Incoming Asteroids:						2,		4,		6,		8,		10
$Player Damage Factor:							0.2,	0.4,	0.6,	0.8,	1
$Player Subsys Damage Factor:					0.2,	0.4,	0.6,	0.8,	1
$Predict Position Delay:						0,		0,		0,		0,		0
$Player Shield Recharge Scale:					2,		1.75,	1.5,	1.25,	1
$AI Shield Manage Delay:						4,		2,0		1.0,	0.5,	0
$Friendly AI Fire Delay Scale:					1,		1,		1,		1,		1
$Hostile AI Fire Delay Scale:					2,		1.5,	1,		1,		1
$AI Turn Time Scale:							2,		1.5,	1,		1,		1
$Glide Attack Percent:							50,		60,		70,		80,		90
$Circle Strafe Percent:							50,		60,		70,		80,		90
$Glide Strafe Percent:							50,		60,		70,		80,		90
$Stalemate Time Threshold:						15,		15,		15,		15,		15
$Stalemate Distance Threshold:					150,	150,	150,	150,	150
$Player Weapon Recharge Scale:					5,		4,		3,		2,		1
$Max Turret Target Ownage:						99,		99,		99,		99,		99
$Max Turret Player Ownage:						2,		4,		6,		8,		10
$Percentage Required For Kill Scale:			0.30,	0.30,	0.30,	0.30,	0.30
$Percentage Required For Assist Scale:			0.15,	0.15,	0.15,	0.15,	0.15
$Percentage Awarded For Capship Assist:			0.5,	0.5,	0.5,	0.5,	0.5
$Repair Penalty:								10,		20,		30,		40,		50
$Delay Before Allowing Bombs to Be Shot Down:  	0.5,	0.5,	0.5,	0.5,	0.5
$Chance AI Has to Fire Missiles at Player:		1, 		2, 		3, 		4, 		5
$Max Aim Update Delay:							0.25,	0.2,	0.15,	0.10,	0.05
$Turret Max Aim Update Delay:					0,		0,		0,		0,		0

$big ships can attack beam turrets on untargeted ships:		YES
$hud squad messages use tactical disarm/disable:			YES
$smart primary weapon selection:							NO
$smart secondary weapon selection:							NO
$smart shield management:									YES
$smart afterburner management:								YES
$allow rapid secondary dumbfire:							YES
$huge turret weapons ignore bombs:							YES
$don't insert random turret fire delay:						NO
$hack improve non-homing swarm turret fire accuracy:		YES
$shockwaves damage small ship subsystems:					YES
$navigation subsystem governs warpout capability:			NO
$ignore lower bound for minimum speed of docked ship:		YES
$disable linked fire penalty:								NO
$disable weapon damage scaling:								YES
$use additive weapon velocity:								NO
$use newtonian dampening:									NO
$include beams for kills and assists:						YES
$score kills based on damage caused:						YES
$score assists based on damage caused:						YES
$allow event and goal scoring in multiplayer:				YES
$fix linked primary weapon decision bug:					YES
$prevent turrets targeting too distant bombs:				YES
$smart subsystem targeting for turrets:						YES
$fix heat seekers homing on stealth ships bug:				YES
$multi allow empty primaries:								YES
$multi allow empty secondaries:								YES
$allow turrets target weapons freely:						YES
$use only single fov for turrets:							YES
$allow vertical dodge:										YES
$force beam turrets to use normal fov:						NO
$fix AI class bug:											YES
$turrets ignore targets radius in range checks:				YES
$No extra collision avoidance vs player:					YES
$perform less checks for death screams:						NO
$advanced turret fov edge checks:							YES
$require turrets to have target in fov:						YES
$all ships manage shields:									NO
$ai aims from ship center:									YES
$allow primary link delay:									NO

#End