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INI File | 1999-07-08 | 2.6 KB | 60 lines |
- [Personality]
- ;----------------------------------------------------------------
- ; NOTE: There is no error checking of the values in these files
- ; by the AI. Using invalid values can result in incredibly
- ; stupid behavior on the part of the AI, system crashes,
- ; weird and unpredictable game behavior, and general mayhem
- ; of all kinds. Note also that certain game options may
- ; disallow Captain personalities, in which case all these
- ; values are moot.
- ;
- ; Klingon Personality #1
- ;
- ; Aggression controls how likely this Captain is to prioritize
- ; attack-style orders over others. An aggressive Captain will take
- ; every shot possible, at whatever odds, as soon as a weapon bank
- ; is recharged. A meek Captain, on the other hand, is more likely
- ; to perform defensive measures and only take higher-probability,
- ; full weapons-load shots at enemies.
- ; Range: -5 to +5 (-5 = very meek, 0 = normal, +5 = very aggressive)
-
- Aggression = +3
-
- ; Nervousness captures how "jittery" a given Captain is. The more
- ; nervous he is, the higher he will rank actions affecting ships that
- ; are nearer to his ship when carrying out orders. Given multiple
- ; options, an extremely nervous Captain is more likely to fire his
- ; weapons at a ship that's "in his face" than one that is farther
- ; away, or to shy away from a ship that is on a collision course.
- ; Range: 0 to +5 (0 = normal, +5 = very nervous)
-
- Nervousness = 0
-
- ; Resolve controls how likely a Captain is to flee the scene of battle
- ; if his ship becomes damaged, and how much damage he's willing to
- ; accept in combat while carrying out orders. The higher the value,
- ; the less damage the Captain will accept before withdrawing to repair
- ; and/or flee.
- ; Range: -5 to +5 (-5 = accepts very little damage, 0 = normal,
- ; +5 = accepts lots of damage)
-
- Resolve = +3
-
- ; Sacrifice controls how likely a Captain is to order the self-
- ; destruction of his ship in the event of defeat or imminent
- ; capture. The higher the value, the more likely the Captain is
- ; to order a self destruct.
- ; Range: 0 to +5 (0 = no probability, +5 = high probability)
-
- Sacrifice = +1
-
- ; Anger is a dynamic value reflecting how upset or angry this
- ; Captain is. Anger will also affect how likely the Captain is
- ; to choose attack, damage-inflicting orders over others, as well
- ; as how likely he is to ignore an order. The value provided here
- ; reflects his state at the start of the scenario; it can change based
- ; on events within the scenario.
- ; Range: -5 to +5 (-5 = very mellow, 0 = normal, +5 = very angry)
-
- Anger = 0
-