Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
All comes down to processing power, yes you could make it the most advanced AI ever but its likely that the AI will use so much of your computers resources and it will become a bloated nightmare.
AI's are simple creatures and shouldn't be fed too much information at one time.
What if that AI has already been created...and it's US...
Simulation Theory confirmed.
Isn't it possible to just copy the original AI wall commands to ResonanceBot?. Some of us just want to see walls and gates, don't care if the AI gets stuck sometimes, they are cool and needed for casual play even if the AI gets clunky dealing with them at times, especially if you can toggle this ability on and off. Just the normal walls and gates of the original game (even with their limitations), but currently ResBot is having problems at just emulating it.