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Better artificial intelligence would be cool for the Duplicants, for example, in my colony a duplicant slept in the water! After that he got hypothermia, I think that to fix this the duplicant should not sleep in liquids if possible, another annoying thing is the sensitivity of the duplicant that is sleeping on the light, no matter how much lux time on him, he it will always wake up, and if it has a shine bug it will wake up on time and then sleep back when the shine bug comes out, instead of finding some suitable spot that has no shine bug or light nearby.
The AI that is now in play is sufficient, but very primitive and very easy to play. I think if some mobs in DST get AI refresh, the game will be harder to play, but not in that boring style. It might not be a big change, but at least something would be useful. Certainly, it would be useful if mobs recognized obstacles and avoided them or something like that. I know it's hard to do but it's just my idea for some future updates. picture from Klei frorums: Year of the Gobbler 80% Google translation
I while back, before the Ai had a proximity option, I started a discussion on steam which likely no one of interest read. so I'll post the discussion conclusion here ----- Dupe environment awareness should be a skill , the changes that I suggest, should be part of a new skills tree IMO, because it is not needed at the start to the game. you want to micro manage things then because otherwise the game would be boring ... while they are boring the base... and you dont want to ruin people's current base setup. You also want to delay these abilities a little to mid game so the first skills of the set should do minimal things... You start with the current behaviour... You have the Awareness Skills 1-Base Cleanliness (Dupes wont drop a delivery in progress at shift end, they will complete delivery.) 2-Work Ethics (Dupes will complete a build in progress at shift end if complete-able before nightfall) 3-Personal Safety (Dupes will try their best not do something that would make it impossible to go home (where their bed is), unless the way home is already locked, and are more aware of where the closest air pocket is. lowers the chasing of the elusive air cell.... ) 3-Base Layout (Dupe know the best route uses a* with cost instead of not cost, and will use faster, not shorter routes) 4-Site Management (Dupes will try to work more in their current surroundings. Task sorted by Priority then by travel cost with same priority tasks and use localised resources more efficiently. Also, will ponder a moment after a task is complete to make sure that completion did not create a more important task) ---- Another system is also mentioned in a post prior: ---- Also there should be a way to make the AI only work in one area, like specify a region like in cities skyline.... so that I can have resident in a second base... though if the AI had it's tasks sorted by both priority and (travelling) cost, this would sort of resolve itself naturally. This method would make the AI go, "what else can I do around here" when a task completes. ---- Source: https://steamcommunity.com/app/457140/discussions/2/1640912759105350874/?tscn=1559412317
601 downloadsWarning this mod uses some language and graphic quotes, if you do not approve then don't download. You play as the whaler from dishonored (after the events anyway) who's taking a chance to make as much gold as he can before his powers fade away forever. More lore here that's being overlooked and you really just want to just jump to his stats and abilities (jeeze I spent over a month working on this man). Supernatural Powers: +You have access to 8 different powers that give you the edge over your enemies and frankly your fellow players. ~Many powers require the Prestihatitator for the first tier of upgrades and the shadow manipulator for the second tier -Your powers run off of sanity, so once you reach below 100 sanity you can't use them anymore Assassin: -You start off with 100 hitpoints and won't last long in combat -HUGE DISADVANTAGE: You prefer to be lightweight and fast, thus you reject many armors, weapons, headwear, and statue parts to carry or wield. Limiting your choices severely! (Its recommended to be experienced in order to survive) The End: -You didn't get here by normal means, and the (dst) world knows that. Once you die the world will get rid of you and return you the character select screen without the whaler being an option. Your mission is a high reward and high risk afterall, you could restart the server and rollback but if you die a lot this disadvantage will get to you. (This disadvantage also makes death meaningful again). Stats: Health: 100 -> max 140 Hunger: 150 Sanity: 300 -> max 360 Notes: The mod will conflict with anything trying to tell health of mobs as the summoned assassin's aren't in their recorded lists. Strangely the game crashes upon closing it down but there's no error in the report, whether this is concerning is unknown as the game has no problems starting up and loading the character. it is recommended to add this mod for maximum use of all items: https://steamcommunity.com/workshop/filedetails/?id=375850593 Updates: Unknown at this time. Refer to the discussions links below for more info: https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763129940/ https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763089941/ https://steamcommunity.com/workshop/filedetails/discussion/1440494809/3596571824763072720/ Will this mod be on don...*covers your mouth* Let me make it clear that I'm not going to waste my time on the single player due to the pushback on the stalker mod and quite frankly that game's player base is dwindling more and more. I could say more negative reasons but I'll hold back. Also checkout Mindmaster's mod: http://steamcommunity.com/sharedfiles/filedetails/?id=451724205 My other work: http://steamcommunity.com/sharedfiles/filedetails/?id=371705488 http://steamcommunity.com/sharedfiles/filedetails/?id=520571095 http://steamcommunity.com/sharedfiles/filedetails/?id=640715176 Special thanks once more to mr Saval for the artwork, mindmaster for ai experimentation, Arkane Studios for the character and music, and thanks from the musha mod that inspired some of the code.