;; AI Profiles table.  Incorporates stuff from the old difficulty.tbl plus
;; additional flags previously covered under the blanket New AI flag.
;;

#AI Profiles

$Default Profile: FS1 RETAIL

$Profile Name: FS1 RETAIL

$Player Afterburner Recharge Scale:            5,    4,    3,    2,    1
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30
$Player Countermeasure Life Scale:             10,    9,    8,    7,    6
$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
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:                90,   80,   70,   60,   50
$Max Missiles Locked on Player:                1,    2,    3,    4,    5
$Max Player Attackers:                         1,    2,    3,    4,    5
$Max Incoming Asteroids:                       3,    4,    5,    6,    7
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1
$Player Subsys Damage Factor:                  0.1,  0.2,  0.3,  0.4,  0.5
$Predict Position Delay:                       0,    0,    0,    0,    0
$AI Shield Manage Delay:                         2,  1.5,   1,   .5,  0
$Friendly AI Fire Delay Scale:                   3.5, 2.0, 1.25,  1,   1
$Hostile AI Fire Delay Scale:                    4,  2.5,  1.75, 1.5, 1.5
$Friendly AI Secondary Fire Delay Scale:         4.5,  4,   3.5,   3,  2.5
$Hostile AI Secondary Fire Delay Scale:          5,  4.5,   4,   3.5,  3
$AI Turn Time Scale:						     3,  2.5,   2,   1.5,  1
$Glide Attack Percent:							20,   30,   40,  50,  60
$Circle Strafe Percent:							5,   10,   15,  20,  30
$Glide Strafe Percent:							10,  20,   30,  40,  50
$Random Sidethrust Percent:						10,  20,   30,  40,  50
$Stalemate Time Threshold:                     5,    5,    5,    5,    5
$Stalemate Distance Threshold:                 800, 800, 800,  800,  800
$Player Shield Recharge Scale:                 1,   .9,   .8,   .7,   .6
$Player Weapon Recharge Scale:                 1,   .9,   .8,   .7,   .6
$Max Turret Target Ownage:                     2,    3,    5,    10,    15
$Max Turret Player Ownage:                     2,    3,    5,    10,    15
$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:        0.1,  0.2,  0.35, 0.5,  0.6
$Repair Penalty:                               10,   20,   35,   50,   60
$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:     0,    1,    2,    3,    4
$Max Aim Update Delay:                         1,  .75,   .5,   .25,   0
$Turret Max Aim Update Delay:                  1,  .75,   .5,   .25,   0
$Player Autoaim FOV:                           2.5,  2.5,  2.5,  2.5,  2.5
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0

$big ships can attack beam turrets on untargeted ships:		YES
$smart primary weapon selection:							YES
$smart secondary weapon selection:							YES
$smart shield management:									YES
$smart afterburner management:								YES
$free afterburner use:                   					YES
$allow rapid secondary dumbfire:							NO
$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:								YES
$use newtonian dampening:									YES
$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
$fix ramming stationary targets 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 fewer checks for death screams:					NO
$advanced turret fov edge checks:							YES
$require turrets to have target in fov:						YES
$all ships manage shields:									YES
$ai aims from ship center:									YES
$allow primary link at mission start:						YES
$fighterbay arrivals use carrier orientation:				NO
$fighterbay departures use carrier orientation:				NO
$ai path mode:												alt1
$fix ai path order bug: 									YES
$aspect bomb invulnerability fix: 							YES
$ai can slow down when attacking big ships:					YES
;$lead indicator second-order prediction factor:				0.15
$no directional bias for missile and ship turning:			YES
$respect ship axial turnrate differences:					YES
$any ship with no shields can manage ETS:					NO
$fighters/bombers with no shields can manage ETS:			YES
$better combat collision avoidance for fightercraft:		YES
$improved missile avoidance for fightercraft:				NO
$friendly ships use AI profile countermeasure chance:		YES 
$improved subsystem attack pathing:							YES
$fix keep-safe-distance:									YES


$Default Profile: SILENT THREAT REBORN

$Profile Name: SILENT THREAT REBORN


$Player Afterburner Recharge Scale:            5,    4,    3,    2,    1
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30
$Player Countermeasure Life Scale:             10,    9,    8,    7,    6
$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
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:                90,   80,   70,   60,   50
$Max Missiles Locked on Player:                1,    2,    3,    4,    5
$Max Player Attackers:                         1,    2,    3,    4,    5
$Max Incoming Asteroids:                       3,    4,    5,    6,    7
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1
$Player Subsys Damage Factor:                  0.1,  0.2,  0.3,  0.4,  0.5
$Predict Position Delay:                       0,    0,    0,    0,    0
$AI Shield Manage Delay:                         2,  1.5,   1,   .5,  0
$Friendly AI Fire Delay Scale:                   3.5, 2.0  1.25, 1,    1
$Hostile AI Fire Delay Scale:                    4,  2.5,  1.75, 1.25, 1
$Friendly AI Secondary Fire Delay Scale:         4.5, 4.0, 3.5,  3.0,  2.5
$Hostile AI Secondary Fire Delay Scale:          5,  4.5,   4,   3.5,  3
$AI Turn Time Scale:						     3,  2.5,   2,   1.5,  1
$Glide Attack Percent:							20,   30,   40,  50,  60
$Circle Strafe Percent:							5,   10,   15,  20,  30
$Glide Strafe Percent:							10,  20,   30,  40,  50
$Random Sidethrust Percent:						10,  20,   30,  40,  50
$Stalemate Time Threshold:                     0,    0,    0,    0,    0
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0
$Player Shield Recharge Scale:                 1.3,  1.20, 1,   .8,   .6
$Player Weapon Recharge Scale:                 1.3,  1.20, 1,   .8,   .6
$Max Turret Target Ownage:                     2,    3,    5,    10,    15
$Max Turret Player Ownage:                     2,    3,    5,    10,    15
$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:        0.1,  0.2,  0.35, 0.5,  0.6
$Repair Penalty:                               10,   20,   35,   50,   60
$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:     0,    1,    2,    3,    4
$Max Aim Update Delay:                         1,  .75,   .5,   .25,   0
$Turret Max Aim Update Delay:                  1,  .75,   .5,   .25,   0
$Player Autoaim FOV:                           2.5,  2.5,  2.5,  2.5,  2.5
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0

$big ships can attack beam turrets on untargeted ships:		YES
$smart primary weapon selection:							YES
$smart secondary weapon selection:							YES
$smart shield management:									YES
$smart afterburner management:								YES
$free afterburner use:                   					YES
$allow rapid secondary dumbfire:							NO
$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:								YES
$use newtonian dampening:									YES
$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
$fix ramming stationary targets 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 fewer checks for death screams:					NO
$advanced turret fov edge checks:							YES
$require turrets to have target in fov:						YES
$all ships manage shields:									YES
$ai aims from ship center:									YES
$allow primary link at mission start:						YES
$fighterbay arrivals use carrier orientation:				NO
$fighterbay departures use carrier orientation:				NO
$ai path mode:												alt1
$fix ai path order bug: 									YES
$aspect bomb invulnerability fix: 							YES
$ai can slow down when attacking big ships:					YES
;$lead indicator second-order prediction factor:				0.15
$no directional bias for missile and ship turning:			YES
$respect ship axial turnrate differences:					YES
$any ship with no shields can manage ETS:					NO
$fighters/bombers with no shields can manage ETS:			YES
$better combat collision avoidance for fightercraft:		YES
$improved missile avoidance for fightercraft:				NO
$friendly ships use AI profile countermeasure chance:		YES 
$improved subsystem attack pathing:							YES
$fix keep-safe-distance:									YES


#End