'Defensive Fire' is a fire drawn as a reaction on enemy ship movements by the inactive player’s ships. In classic game it commonly happens during retreat attempts.

This is a special ability of normal mount beams, intended to give an inactive player some defensive means during the active player’s move. Every ship equipped with such beam is performing checks every time an enemy ship moves using a pre-calculated value, the "Defensive Fire Range", that is the closest distance some enemy ship can move to that ship. The closer the moving ship position to that value - the greater chance the Defensive Fire will occur, and if that ship will reach DFR - the chance becomes 100% (as its "most optimal time" to use the guns, no other ship can move closer from now). The following table summarizes chances for defensive fire to occur:

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Due to the bugs in 1.31 (and 1.40) this mechanic appeared inconsistent and incomprehensible especially when ship inititive enabled:

All of the above problems have been fixed in 1.50. However, because the whole mechanics was so severely bugged for all the years, and it was impossible to improve on it while keeping the "original feel" in combat, we have turned DF off by default for games with ship initiative on and added the parameter defensive_fire, that controls whether DF is enabled or not in INI games. With INI off, DF is always on as it was in classic.

In addition, the parameter defensive_fire_max_range can limit the range at which DF is operative, and alternate_defensive_fire can be used to set a more straightforward static chance dependency on a range between 2 ships. Note that rolls happen per travel square, but probability is set per 3 squares, so the chance of triggering fire is different between entering the range and passing through it. The chances per range can be set with alternate_defensive_fire_range.