Code center > Suggestions
What do you want fixed in 2.4?
EricL:
Can you upload a settings file for me? I'm sure you know this, but the settings in 2.4 have a huge impact on the way bots behave. Some bots suited for one environment won't appear to work at all in another (like zero momentum). A settings file would help me figure out whether there are bugs or just version differences.
I have your bot up and running in 2.4 and it seems to do stuff but I have not taken the time to check to see if it's the right stuff...
-E
EricL:
Okay, found this. *.multi is never getting set in 2.4. I still have to do some research to figure out the best fix, but this is the cause of most if not all of the disfunction of Symbioticus (and probably most MBs) in 2.4. Symbioticus uses *.multi all through the DNA and the fact that *.multi is always zero is the reason it never shoots, aims wrong, etc....
Elite:
That would explain it then. Good luck on fixing it.
Great work you're doing here Eric - kudos to you! :D
Sugestion number (2)
*.thisgene doesn't seem to work properly in 2.4. Viruses that use *.thisgene to propagate behave very weirdly indeed. Can you take a look.
Default settings. A generic *.thisgene virus is attached. I helps to put the virus' energy to 30000 since they die pretty quickly othewise.
See, the virus doesn't work, however if you put him really close to a veg you'll start to see vague flashes of cyan. Most odd.
EricL:
Thanks Elite. I'm having fun!
Regarding the virus bot, not sure exactly what I should be seeing. What I see in my version of 2.4 (has all my fixes) is that if the bot is close enough to another veggy (or another generic virus bot) it shoots the virus into the other bot sucessfully. The other bot then starts executing the gene (or more than one copy of the gene, depending upon how many cycles have passed and how many times the virus has been shot into it) and it starts shooting the virus back. The number of genes in both bots starts to rise at an ever increasing rate as does the energy they consume per cycle and at somewhere around 50 genes, they die as they exhaust their energy executing all those virus genes.
I've not played with viruses yet, so I may not understand certain nuances. Should I be seeing something differnt?
Also, I have a buddy version with the .multi fix I can email you if you want to try it. I also changed it so .....deep breath..... numties actually gets updated the cycle after a tie is shot, not two cycles after. This change really makes me nervous, since it is changing the way things have worked for a long time but I think its the right behavour and it seems to test okay with the bots I've tried. I can always back it out if soemone hates it. All the tref sysvars still don't update until the n+2 cycle though I think I know how to "fix" that too without screwing up the order of operations for everything else. Check out this thread for more info on this.
-E
Numsgil:
Commenting on the numties thing...
I just remembered something PY said a long, long time ago (before I joined :P). bots that do *.tiepres .deltie store to get rid of tie feeders will still give away a full cycle to the tie feeding bot to feed from it.
So while it isn't necessarily a "feature", it does impact certain viable feeding and defensive strategies.
Maybe we should add some sort of ability that determines the cycle delay that it takes bots to register new ties.
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