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Space engineers enemy ai
Space engineers enemy ai











Especially as helper-AI this is like in music: Instead of manually pressing all the sliders and buttons on a mixer-console, there are automatics, which can do that for you and which is much more efficient. More fun with them, following some kind of strategy. It is part of the game, you can build the AI and it is then able to do things instead of you (like "Connect this resource with these furnaces"), but maybe uses only robots and maybe you can build several of these in the game. I think this is the most realistic (cause simplest type) and also most fun. The side effect is some kind of Interface for the orders, which would also an interesting thing for the "normal" coop-game (but is of course fast over-engineered). Like above but you can give it some kind of orders. I don't see, that this is a realistic target yet, cause such an AI would be easily played out.

space engineers enemy ai space engineers enemy ai

Completely acting alone, works like a character (or in god-mode), useful for PVP games. How important is the role of good, efficient (and smart) layouts (blueprints)? How could there be an AI, which - generally and with a little bit help by the modder - can play with all types of mods?Ĥ. Is this really useful? Would someone use it? Or does it spoil the "pure game"?ģ. What does "An AI for Factorio" really mean?Ģ. I thought it would be a good moment to think a bit deeper into this question.ġ. If PVP or PVE ever becomes interesting it might get harder for the AI.

space engineers enemy ai

It wouldn't take much effort to write an AI that outperforms most humans. The most challenging part of the game is designing efficient layouts, which can be pre-programmed into the AI. DaveMcW wrote:It's easy to write an AI for Factorio.













Space engineers enemy ai