
Hey hey, I remembered why the SP_AI_IQ is set to the very specific value of 67. It was because that was the highest it would go while retaining the names Vi, Elm, and Pine. I just liked those names better out of the lot, heh. But, they were boring in their play, and others agreed, so later on I increased it. To repeat myself, I can't recall the exact value, but it was as high as it would go without them crashing up themselves. (They don't know how to account for CYCLE_RUBBER_DELAY and usually end up offing themselves if and when they get too wankery.)
Then, once that was settled, I went in and changed the names as mentioned above.
So, you might want to do some trial&error to see what's a good balance.
Another option if you don't want to do that might be to leave SP_AI_IQ at 67, but set SP_AUTO_IQ to 1 (on). We could suggest some appropriate AI name-changes later, if you decide to do that. Although, A) there are 22 total, and B) I really really don't want to get into a thing with actual player names and who deserves to be included or not. Maybe just a bunch of alternating, numbered "MCP Program" and "USER Program" until the top 3 (bottom of the list in aiplayers.cfg), who would be AI_Swampy, AI_Oscilloscope, and AI_Fonkay.
