Space Engineers

Space Engineers

AI Enemies - Waves of NPCs
 This topic has been pinned, so it's probably important
DarkkShadow0  [developer] 9 May, 2015 @ 5:13pm
Feature Requests
I know some of the biggest requests so far include:
  • Better aim for the AI. ( I am working on it, but it is not easy )

Post any other features you would like added to the mod in this thread. Any easy-to-implement features I will try to add as fast as possible, if enough people want them. Any big ones will go on the above list, and I will see what I can do.
Last edited by DarkkShadow0; 2 Mar, 2016 @ 4:22am
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Showing 1-15 of 47 comments
Kalec84 13 May, 2015 @ 6:40am 
Is it possible to have the option to change the message screen?
I mean, changing the message to "Enemy ship detected" or something like that, or remove totally the message?
edit:
Also it would be usefull to be able to "set" the point of spawn of the AI ships :)
Last edited by Kalec84; 13 May, 2015 @ 6:41am
DarkkShadow0  [developer] 13 May, 2015 @ 10:08am 
Do you mean the standard message: "Spawned X enemy ships."? I can make that changeable, but I don't see why. You're the only one who sees the message, and it's a nice confirmation to see that the command executed successfully.
As for changing the spawn location, I like the idea. Will add that feature in the next update.
HQNLL 14 May, 2015 @ 8:51am 
what a nice mod.
My friends and I love this kind of stuff.
However, a Requests maybe You can create a list that we can print out with all commands.
it will make things easier while playing the game.
DarkkShadow0  [developer] 16 May, 2015 @ 7:39am 
Done. The full list of commands is now available here. Feel free to print it or keep it on your second monitor for easy access to all the commands.
Darmandorf 21 May, 2015 @ 4:31pm 
Is the AI Autopilot update that came out today going to be able to help this mod any?
DarkkShadow0  [developer] 23 May, 2015 @ 3:18pm 
I have not yet experimented with that update. If the update has some form of path-finding I could attempt to integrate with it. On the other hand if it just "aims and goes", Then it will not be very useful.
Soknorb 9 Jun, 2015 @ 9:52am 
The features I added to this is an entire drone fleet hirarchary. Drones attack in squads and reinforce one another depending on what their target is.
Drone fleet includes
Mothership Drone
15 different small drones
5 large drones
Player controlled drone squads for protection. They can also issue orders to their drones to (travel to, patrol, guard, attack, go find enemies)
The way my system choses targets though is basically I built a 2km detection range of enemies. When a drone finds a new target then the mothership will issue fleet commands to some of its drones to go take care of the target.
If drones randomaly die then search parties are sent to investigate.
In addition to that, a special drone class called hunters have 5km scan range and look for targets.
All of this is done as a mod so the detection ranges can be changed to whatever.

I think maybe you took too long to release updates to your mod

I will probably release mine in a month or so once i get custom ship spawning working (at the moment I am using a hackjob way of spawning custom ships)

Well, that and given all of the time I have put into this project 200+ hours I have gotten a bit burned out from fixing patch update stuff. I understand it is a bit dickish to talk about this mod as I did without releasing it, but I expect it will be a featured mod because the people who have tested it thought it was just amazingly cool :)
Last edited by Soknorb; 9 Jun, 2015 @ 9:55am
Soknorb 9 Jun, 2015 @ 10:01am 
Originally posted by DarkkShadow0:
I have not yet experimented with that update. If the update has some form of path-finding I could attempt to integrate with it. On the other hand if it just "aims and goes", Then it will not be very useful.


You dont need them to do path finding, just implement a way for ships to detect if there is an object in their path, you should be able to calculate the angle of where the objects you intend to avoid are in relation to you. Once you get the collision sphere from the IMYGRID entity it will tell you how wide the object is so you can calculate a destination that both angles you around the object and still keeps you going twords your target
DarkkShadow0  [developer] 9 Jun, 2015 @ 6:49pm 
@soknorb I look forward to seeing your mod. I had considered a similar approach to collision avoidance, but have been to busy to implement it. I hope you found my mod helpful. (It took me MANY hours to find some of the basics of the API) The ammo spawning was bad enough, and don't even get me started on remapping entity ids (that one took me longer than I am proud to admit.) Good luck.
P.S. If you decide to re-use code from my mod (or just plain-out build on top of it), I would appreciate some credit. While I obviously did not copyright this code, I am a big fan of the GNU ideology.
Last edited by DarkkShadow0; 9 Jun, 2015 @ 6:57pm
Hucket Bat 14 Jun, 2015 @ 10:24am 
What i would love to see is allied NPC ships that do everything the enemy ship does, accept when an enemy comes within lets say 1000 metres then the turn away from the player and engage the enemy ships

Edit:
also how do you spawn multiple custom ships? i am pretty board of spawning OOOOONNNNEEEE SSSSHHHHHIPPPPPP AAAATTTTT AAAAA TTTTIIIMMMEEE. it would be nice to have one big fleet of ships coming at you and you are sitting there with one massive ship
Last edited by Hucket Bat; 14 Jun, 2015 @ 10:26am
DarkkShadow0  [developer] 3 Jul, 2015 @ 12:09am 
I will look into the possibility of allied NPCs. I don't want to promise anything as though I have been rather busy with work lately. As for spawning multiple custom ships, check out the relevant discussion for the full tutorial. It may seem complicated at first, but it's not too hard.
Solaris 15 Jul, 2015 @ 12:27pm 
It would be cool if you could make a block for it as well so that the player could make friendly npcs, then deploy them from a carrier, or something
DarkkShadow0  [developer] 19 Jul, 2015 @ 5:44am 
So you're thinking a block that actually controls a given ship? Hmm. I guess I could make that, the obvious problem being that as you may have noticed the AI is not exactly overflowing with intelligence, the ships you deploy would likely just end up smashing into your carrier. I would like to implement all this new functionality, but first I would have to SERIOUSLY rewrite the AI. Unfortunately, for the next month or two I am going to be working and traveling, meaning no time to work on this project.

You have to understand that the code, as it stands, has reached the limits of its potential. It was written to be a small project to run personal tests, I had no idea the community would be so happy to receive it. The next step is a rewrite from scratch (if you saw the code, you would understand that it is one HUGE mess). The rewrite is obviously gonna take time and effort. I have already started the planning stage.

The next major release will include:
  • All the features available now
  • Smarter AI (No crashing into things anymore)
  • Ability to spawn friendly ships
  • Some form of working integration with dedicated servers (I am not sure exactly how this is going to look yet)
      From there I will start thinking about creating blocks.
Solaris 20 Jul, 2015 @ 2:51pm 
ok thats good
DarkkShadow0  [developer] 27 Aug, 2015 @ 9:39am 
Well now that the new release is out, a form of "ai block" was introduced (as in naming the remote control block). I hope it will be sufficient for most peoples needs. Additionally friendly NPCs have been added. Despite the fact that it takes me a while, I try to implement all the reasonable features you guys suggest. I will be happy to hear more good ideas.
Last edited by DarkkShadow0; 27 Aug, 2015 @ 9:41am
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