Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on January 12, 2005, 08:30:21 pm
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i present you difficultly.tbl
All of these fields are optional, except for the two entries with the pound signs (#) in front of them, however the order of appearance must be the same
Also the values below are the default values.
#Difficulty Settings
;; VE E M H I
;;--------------------------------------------------------------------
$Max Incoming Asteroids: 3 4 5 7 10
$Player Countermeasure Life Scale: 3 2 1.5 1.25 1
$Player Weapon Recharge Scale: 10 4 2.5 2 1.5
$Player Shield Recharge Scale: 4 2 1.5 1.25 1
$Player Afterburner Recharge Scale: 5 3 2 1.5 1
$Max Missles Locked on Player: 2 3 4 7 99
$Max Player Attackers: 2 3 4 5 99
$AI Turn Time Scale: 3 2.2 1.6 1.3 1.0
;;always link primary lasers if energy reserves are above this percentage
$AI Always Links Energy Weapons: 100 80 60 40 20
;;maybe link primary lasers if energy reserves are above this percentage and hull integrity is low
$AI Maybe Links Energy Weapons: 90 60 40 20 10
;;do the same thing with ballistic primaries
$AI Always Links Ammo Weapons: 95 80 60 40 20
$AI Maybe Links Ammo Weapons: 90 60 40 20 10
;;Seconds to add to time it takes for player's enemies to get in range.
$AI In Range Time: 2 1.4 0.75 0.0 -1.0
$AI Countermeasure Firing Chance: 0.2 0.3 0.5 0.9 1.1
$AI Sheild Manage Delays: 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 Damage Reduction to Player Hull: 0.25 0.4 0.65 0.85 1
$AI Damage Reduction to Player Subsys: 0.2 0.4 0.6 0.8 1
$Max Beam Friendly Fire Damage: 0 5 10 20 30
#End
build and difficulty table at http://www.penguinbomb.com/phreak/fs2_open_diff_tbl.zip
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D'oh. I was hoping you'd put this in an AI table so we could customize it per-ship.
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well all those multipliers are then scaled again depeding upon AI class, just like it was before.
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How does this work for friendlies then? Also the scaling didn't work properly (or was capped) before for things like fire rate; you had to ramp up the difficulty to maximum before you'd see enemies fire at the same rate as friendlies regardless of their AI class' values.
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Originally posted by SadisticSid
How does this work for friendlies then?
All the options are going to apply to both teams unless specified, right now there's just Friendly AI Fire Delay Scale and Hostile AI Fire Delay Scale
Originally posted by SadisticSid
Also the scaling didn't work properly (or was capped) before for things like fire rate; you had to ramp up the difficulty to maximum before you'd see enemies fire at the same rate as friendlies regardless of their AI class' values.
perhaps there may have also been some constants messing up fire times as well. i'll have to take a more through look, but woo's said he only needed to make these code changes
float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.25f, 1.0f, 1.0f};
float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
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Originally posted by PhReAk
perhaps there may have also been some constants messing up fire times as well. i'll have to take a more through look, but woo's said he only needed to make these code changes
Yes that's all I changed to do with the fire rate, and since that can be done by the difficulty table, I see no problems with it.
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Moved on request.
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this is gonna bring a whole new aspect to the game. it'll be a different game one each difficulty level!:)
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This should prove interesting...
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update 9/11/05:
I forgot in the original documentation to include $Player Shield Recharge Scale: :rolleyes:. this has been fixed in the original post. This may come in handy to the single campaign that i know uses this feature.
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I like this. I like this lots and lots and lots.