Space Engineers

Space Engineers

DEPRICATED (see description): Sector 15
 This topic has been pinned, so it's probably important
Wartank  [developer] 21 Feb, 2015 @ 7:38am
The AI (1)
Warning: This discussion contains spoilers about the behavior of the ai and several game elements of the mod if you not wish those spoiled for you then stop reading this topic....you have been warned

In this topic I will go over the Ai behavior of the mod. I will do this by starting at the top with a very global idea of the ai. The farther down in this topic the go the more I will zoom into specific parts of it.

disclaimer: This text is written from the AI's perspective. In other words if I talk about 'the enemy' I mean you (the player). and when I talk about we, it, WG or the AI. I mean those who tend to kill the player.

note: Steam does not allow me to write very long posts, so I will create several discussions linked up to this one. I'm sorry about this[\i]

The AI
The first thing you should know of the AI is that there is not 'just' a Ai. This mod contains of a large amount of differed AI's that all work together in a goal to eradicate the player. You can basically split these AI's in 3 categories. The commander, the stations and the ships. When you start the game there is always 1 commander AI. The player is unable to destroy it and this hostile will maintain The incursion. The station ai are in charge of a single station of WG, These stations take direct orders from the commander ai. Last are the ship AI's. These control a ship or missile within the mod. These ships get a list of objectives from the commander AI. But after they are send out of the shipyard they will no longer communicate with the commander and behave like individuals that make there own decommissions based on the enemies strength, the ship health and nearby friendly units.

These 3 AI types are all fairly different and require different approaches when it comes to code. For example the commander ai and the station ai's only get processing time every 60 seconds. This means that once every 60 seconds they may calculate and execute a move (kind of like a turn based game). Ship ai's however have constant access to processing power as they need quick responses to fly there ships. When the mod is running slow on a players computer this is most likely because he/she is overloading his/her computers core with to much ship AI's. Or to much floating crap in the world. I will explain this more down below in the performance chapter.

part 2: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/366011702/617328415064653934/
Last edited by Wartank; 21 Feb, 2015 @ 7:41am
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Wheew
REVOLVER 17 May, 2015 @ 3:56pm 
That was alot to take in for a mod XD Great job guys.
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