Author Topic: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?  (Read 2483 times)

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how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
I searched the forums pretty hard for how to edit the table and couldn't find it.

Would someone please either tell more or link to a how to on turning on smart shields in the AI_profile.tbl?

  

Offline Trivial Psychic

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
**Cough**
The Trivial Psychic Strikes Again!

 

Offline General Battuta

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Here's an AI profiles table with a whole ****ton of advanced **** enabled. They go into /(yourmod)/data/tables, saved as ai_profiles.tbl or (string)_aip.tbm if you want to use a modular table.

Code: [Select]
#AI Profiles

$Default Profile: BP2

$Profile Name: BP2
$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
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$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: YES
$hack improve non-homing swarm turret fire accuracy: NO
$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: NO

#End

You can pull off all kinds of interesting poopoo here. For example "$Delay Before Allowing Bombs to Be Shot Down" defines how long bombs are invincible for after launch. In retail it's 1.5 seconds! If you think this is crazy bull****, you can edit that figure down, though beware of increased proximity detonations.

Just bear in mind some of these flags don't always do what they seem to. "$No extra collision avoidance vs player" in particular seems to do some counterintuitive stuff, and I think the 'chance AI has to fire missile at player' field is out of 7 or something like that.

 

Offline Droid803

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Actually, I think that 1.5 second thing is to prevent you from splashing entire AI bomber wings by just shooting out their bomb. Bomber AI ain't quite smart enough to get the hell out of their own bomb radius and all. They like flying directly on top of their bombs...
(´・ω・`)
=============================================================

 

Offline General Battuta

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Actually, I think that 1.5 second thing is to prevent you from splashing entire AI bomber wings by just shooting out their bomb. Bomber AI ain't quite smart enough to get the hell out of their own bomb radius and all.

Thus why I said:

Quote
If you think this is crazy bull****, you can edit that figure down, though beware of increased proximity detonations.

Fortunately most bomb damage to shields is fairly minimal. Though hilariously bombers in tight formation will sometimes bomb each other.


 
Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
@TP I had already found that but the wiki doesn't really describe where to put the file.

Here's an AI profiles table with a whole ****ton of advanced **** enabled. They go into /(yourmod)/data/tables, saved as ai_profiles.tbl or (string)_aip.tbm if you want to use a modular table.

Code: [Select]
#AI Profiles

$Default Profile: BP2

$Profile Name: BP2
$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
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$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: YES
$hack improve non-homing swarm turret fire accuracy: NO
$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: NO

#End

You can pull off all kinds of interesting poopoo here. For example "$Delay Before Allowing Bombs to Be Shot Down" defines how long bombs are invincible for after launch. In retail it's 1.5 seconds! If you think this is crazy bull****, you can edit that figure down, though beware of increased proximity detonations.

Just bear in mind some of these flags don't always do what they seem to. "$No extra collision avoidance vs player" in particular seems to do some counterintuitive stuff, and I think the 'chance AI has to fire missile at player' field is out of 7 or something like that.


Would you consider that script a general improvement when playing the original missions?

 

Offline General Battuta

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
I believe a number of people played through FS2 Retail with an earlier version of Fury's AI, so in general, yes. Just beware it's gonna be harder, and it may take some work to get this version working with the retail campaign.

Y'know somebody should do a quick hack job to port the War in Heaven Fury AI over to retail campaign for stuff like this.

 
Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Why would it take a fair amount of work? Can one not just create a table folder in the data folder and drop the AI script in their?

 

Offline General Battuta

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Why would it take a fair amount of work? Can one not just create a table folder in the data folder and drop the AI script in their?

Well, I'm actually not totally clear on this, because I'm a moron. But, see, even if you change the name at the top of that AI profile to 'FS2 RETAIL', I'm...not totally sure the changes would kick in. You could try it, but you'd really need to talk to somebody more experienced than me.

 

Offline Wanderer

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Use modular table files. They are there to help modders. Use them. <callitwhatyouwant>-aip.tbm (as long as the whole name length including the extension is less than 32 characters).

-aip.tbm example
Code: [Select]
#AI Profiles

$Profile Name:    FS2 RETAIL
   +nocreate

$smart shield management: YES

#End

Word of warning... Missions by default should use FS2 RETAIL profile which means that if you choose to keep using that profile then you will alter the game balance in the campaigns. The profile can be defined in the mission file. Also you should not need to create a full entry for the new AI profiles entry - game uses the data from the default entry if entries are omitted.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Sushi

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
Why would it take a fair amount of work? Can one not just create a table folder in the data folder and drop the AI script in their?

Well, I'm actually not totally clear on this, because I'm a moron. But, see, even if you change the name at the top of that AI profile to 'FS2 RETAIL', I'm...not totally sure the changes would kick in. You could try it, but you'd really need to talk to somebody more experienced than me.

This works, as Wanderer's post shows. :)

 
Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
So for example to add smart shields to the Freespace 1 I would put the modular table file in C:\Games\FreeSpace2\fsport-mediavps\data\tables\ and it should work without any other modifications?

How is a profile applied to a specific mission?

 

Offline Wanderer

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Re: how to set smart shields in AI_profile.tbl and where is AI_profile.tbl?
It is recommended that you would not place excess material into the tables dir of existing mods but instead created your own 'submod' of the FS Port. This however requires modifying the mod.ini files so that the main mod data gets properly loaded so it might be difficult to accomplish. That would keep the old data intact and make it easier for you to revert back to 'standard' FS Port if required. However there should be no issues with placing the file directly into the tables directory. For simple testing it is probably wiser to stick with placing the tbm into the 'C:\Games\FreeSpace2\fsport-mediavps\data\tables\' like you mentioned.

Changes will 'kick in' if the mission is using the default 'FS2 RETAIL' ai profile. However mods may have chosen to use some other profile instead. So the name of the AI profile needs to be modified to match the one used in the mission for the tbm file to work in drop-and-go manner.

Profile is set in mission specs screen in FRED (or by opening the mission file with proper text editor and locating the string) if you want to use non default profile in the mission.
Do not meddle in the affairs of coders for they are soggy and hard to light