Author Topic: Spinner v1.51 (F2) (Moonfisher) 26-09-08  (Read 3091 times)

Offline Moonfisher

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Spinner v1.51 (F2) (Moonfisher) 26-09-08
« on: September 25, 2008, 11:12:41 PM »
There's nothing new in here, just removed the counter leeching because some where oposed to it in F2, and made it imune to a certain tie attack used by republican wasp....
Thats it... just didn't want to leave it at the bottom of F1... it also looks like republican wasp can be anoying to get past, it doesn't survive very well (Although it survives a lot better if you remove the line of code that causes it to shoot at times ) but it has a strong tie attack that will kill off a lot of bot types... so it's a tough one for newcommers to beat....

Anyway the updated version of spinner, just calling it 1.51 since theres nothing new in there this time.

Code: [Select]
'Spinner v1.51 (F2) 26-09-08
'by Moonfisher
'No major changes, imune to .shootval tie attack now (To beat republican wasp)
'And no counter leeching since it was unclear if F2 allowed counter leeching.
'So a couple of small fixes that's all.


'------------------- vars
def seteyes 50
def seteyewidth 51
def seteyespace 52
def setoffset 53

def state 54
def repspin 55

def randm 56
def keyloc 57

def oponent 58
def toponent 59
def genekill 60

def birthstate 971
def birthx 972
def birthy 973


'-------------------- constants
def spineyewidth 0
def spineyespace 105
def spinoffset 140

def scaning 1
def torpedo 2

'0 is nothing
def friend 13
def enemy 14
def alge 15

def key1 543
def key2 1613
def key3 3306
def key4 4039
'(Key + 3200 must not exceed 8191)

def startkey 110
def startloc 120
def locs 5 '--- Must correcpond to the amount of different tie actions
'Set locs to 4 to disable instant kill using .shootval
'Set locs to 3 to disable .strbody killing aswell


'================================================
'----- Birth

cond
*.robage 0 =
start
'--- conspec
3 rnd .randm store
.startkey *.randm add .keyloc store
.memloc .memloc store
.tmemloc .tmemloc store
.key1 .startkey store
.key2 .startkey 1 add store
.key3 .startkey 2 add store
.key4 .startkey 3 add store
'-------Tie actions (5)
.eye5dir .startloc store
682 .startloc 1 add store
.vloc .startloc 2 add store
174 .startloc 3 add store
'.memloc .startloc 4 add store '-- Funny, but no point in both stealing keys and breaking conspecs
'173 .startloc 5 add store
.mrepro .startloc 4 add store '-- Also funny, but can mess up the stolen eye and shoot conspecs
65 .startloc 5 add store
.shootval .startloc 6 add store
32000 .startloc 7 add store
.strbody .startloc 8 add store
31999 .startloc 9 add store
'--------
.shoot .ploc store
stop

cond
*.robage 0 =
*.birthstate 0 =
start
.scaning .state store
stop

cond
*.robage 0 =
*.birthstate 0 !=
*.state 0 =
start
*.birthstate .state store
stop

cond
*.birthstate 0 !=
start
0 .birthstate store
stop

cond
*.robage 0 =
*.state .scaning =
start
1 .seteyes store
.spineyewidth .seteyewidth store
.spineyespace .seteyespace store
.spinoffset .setoffset store
.shoot .vloc store
-2 .venval store
.shoot .ploc store
stop

cond
*.robage 0 =
*.state .torpedo =
start
1 .seteyes store
.spineyewidth .seteyewidth store
.spineyespace .seteyespace store
.spinoffset .setoffset store
.shoot .vloc store
-2 .venval store
.shoot .ploc store
stop

cond
*.seteyes 1 =
start
*.setoffset .eye9dir store
*.setoffset *.seteyespace add .eye8dir store
*.setoffset *.seteyespace 2 mult add .eye7dir store
*.setoffset *.seteyespace 3 mult add .eye6dir store
*.setoffset *.seteyespace 4 mult add .eye5dir store
*.setoffset *.seteyespace 5 mult add .eye4dir store
*.setoffset *.seteyespace 6 mult add .eye3dir store
*.setoffset *.seteyespace 7 mult add .eye2dir store
*.setoffset *.seteyespace 8 mult add .eye1dir store
4 .focuseye store
0 .seteyes store
stop

'================================================


'================================================
'----- Conspec

start
*.keyloc .startkey sub 8192 mult *.robage 10 div add *.keyloc * add .out9 store
*.keyloc .startkey sub 8192 mult *.robage 10 div add *.keyloc * add .tout9 store
stop

cond
*.eyef 0 >
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 sub >
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 add <
start
.friend .oponent store
stop

cond
*.eyef 0 >
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 sub <
*.in9 24576 & 8192 div .startkey add * *.refage 10 div add *.in9 8191 & 1 add > or
start
.enemy .oponent store
stop

cond
*.memval 0 =
*.refeye 0 =
*.refshoot 0 =
*.refshell 0 =
*.refpoison 0 =
*.refvenom 0 =
*.eyef 0 >
start
.alge .oponent store
stop

cond
*.eyef 0 =
*.robage 0 = or
start
0 .oponent store
stop

cond
*.numties 0 >
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 sub >
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 add < and
*.trefage 0 = or
start
.friend .toponent store
stop

cond
*.numties 0 >
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 sub <
*.tin9 24576 & 8192 div .startkey add * *.trefage 10 div add *.tin9 8191 & 2 add > or
*.trefage 0 >
start
.enemy .toponent store
stop

cond
*.tmemval 0 =
*.trefeye 0 =
*.trefshoot 0 =
*.trefshell 0 =
*.numties 0 >
start
'.alge .toponent store
stop

cond
*.numties 0 =
*.robage 0 = or
start
0 .toponent store
stop


'----- Poser conspecs
cond
*.memloc .memloc !=
*.memval 0 !=
start
*.memval *.memloc store
stop

cond
*.memloc .memloc !=
start
.memloc .memloc store
stop

cond
*.eyef 0 >
*.memloc .memloc =
*.memval 0 >
*.memval .memloc !=
start
*.memval .memloc store
stop

cond
*.tmemloc .tmemloc !=
*.tmemval 0 !=
start
*.tmemval *.tmemloc store
stop

cond
*.tmemloc .tmemloc !=
start
.tmemloc .tmemloc store
stop

cond
*.numties 0 >
*.tmemloc .tmemloc =
*.tmemval 0 >
*.tmemval .tmemloc !=
start
*.tmemval .tmemloc store
stop

cond
*.eyef 0 >
start
*.in1 .out1 store
*.in2 .out2 store
*.in3 .out3 store
*.in4 .out4 store
*.in5 .out5 store
*.in6 .out6 store
*.in7 .out7 store
*.in8 .out8 store
*.in10 .out10 store
stop

cond
*.numties 0 >
start
*.tin1 .tout1 store
*.tin2 .tout2 store
*.tin3 .tout3 store
*.tin4 .tout4 store
*.tin5 .tout5 store
*.tin6 .tout6 store
*.tin7 .tout7 store
*.tin8 .tout8 store
*.tin10 .tout10 store
stop

cond
*.genekill 0 !=
start
0 .genekill store
stop

'--- Steal shoot
cond
*.eyef 0 >
*.refshoot *.myshoot <
*.refshoot 0 >
start
*.thisgene 1 add .delgene store

*.myshoot *.refshoot sub 1 >
*.thisgene 3 add .delgene store

*.myshoot *.refshoot sub 4 >
*.thisgene 4 add .delgene store

*.myshoot *.refshoot sub 9 >
*.thisgene 5 add .delgene store

*.myshoot *.refshoot sub 19 >
*.thisgene 6 add .delgene store

*.myshoot *.refshoot sub 39 >
*.thisgene 7 add .delgene store

clearbool
*.delgene .genekill store
stop

cond
0 1 =
start
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

cond
0 1 =
start
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
0 .shoot store
stop

'--- Steal eyes
cond
*.eyef 0 >
*.refeye *.myeye <
*.refeye 0 >
start
*.thisgene 1 add .delgene store

*.myeye *.refeye sub 1 >
*.thisgene 3 add .delgene store

*.myeye *.refeye sub 4 >
*.thisgene 4 add .delgene store

*.myeye *.refeye sub 9 >
*.thisgene 5 add .delgene store

*.myeye *.refeye sub 19 >
*.thisgene 6 add .delgene store

*.myeye *.refeye sub 39 >
*.thisgene 7 add .delgene store

clearbool
*.delgene .genekill store
stop

cond
0 1 =
start
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

cond
0 1 =
start
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
*.eye9 0 >
stop

'================================================

cond
*.state .torpedo =
*.oponent .alge =
*.nrg 500 >
start
.scaning .state store
stop

'================================================
'----- Shooting

cond
*.numties 0 =
*.state .scaning =
*.eyef 0 >
*.oponent .enemy =
*.oponent .alge = or
start
*.refxpos *.refypos angle .setaim store
*.refxpos *.xpos sub abs *.refypos *.ypos sub abs pyth 5 div 30 sub 0 floor 100 ceil *.refvelup add .up store
*.refveldx .dx store
-6 6 1 add store
*.refxpos .out4 store
*.refypos .out5 store
stop

cond
*.poisoned 0 =
*.body 50 >
*.state .scaning =
*.eyef 55 >
*.oponent .enemy =
*.oponent .alge = or
start
*.nrg 30 div 20 ceil *.eyef 40 sub 0 floor sgn *.body 40 sub 0 floor sgn mult mult 1 floor .shootval store
stop

cond
*.eyef 0 =
*.oponent .friend = or
*.out4 0 !=
*.out5 0 != or
start
0 .out4 store
0 .out5 store
stop

cond
*.state .scaning =
*.eyef 0 >
*.oponent .enemy =
*.robage 5 mod 0 =
*.venom 1 >
*.numties 0 =
start
-3 6 1 add store
0 .shootval store
stop

cond
*.state .scaning =
*.eyef 0 >
*.robage 10 mod 0 =
*.oponent .alge =
*.venom 1 >
*.numties 0 =
start
-3 6 1 add store
0 .shootval store
stop

cond
*.state .scaning =
*.eyef 0 >
*.robage 10 mod 1 =
*.oponent .alge =
*.venom 1 >
*.numties 0 =
start
.setaim 6 1 add store
*.refxpos *.refypos angle 682 add .shootval store
stop

'================================================


'================================================
'----- Spread

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 mod 16 >=
*.robage 200 >= or
start
*.aim 35 add .setaim store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 mod 16 <
*.robage 200 <
start
20 .dx store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 !=
*.oponent .friend =
*.robage 20 mod 16 >=
*.robage 200 >= or
start
*.aim 35 add .setaim store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 !=
*.oponent .friend =
*.robage 20 mod 16 <
*.robage 200 <
start
20 .dx store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.robage 100 >=
*.robage 1000 <
*.eyef 0 =
*.robage 20 mod 10 >
start
20 .dx store
stop

'================================================


'================================================
'----- Aim

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye1 0 >
start
*.aim *.eye1dir add .setaim 500 1 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye2 0 >
start
*.aim *.eye2dir add .setaim 500 2 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye3 0 >
start
*.aim *.eye3dir add .setaim 500 3 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye4 0 >
start
*.aim *.eye4dir add .setaim 500 4 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye5 0 >
start
*.aim *.eye5dir add .setaim 500 5 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye6 0 >
start
*.aim *.eye6dir add .setaim 500 6 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye7 0 >
start
*.aim *.eye7dir add .setaim 500 7 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 =
*.robage 20 >
*.oponent .friend = and or
'*.eye8 0 >
start
*.aim *.eye8dir add .setaim 500 8 add * abs sgn mult store
stop

cond
*.state .scaning =
*.state .torpedo = or
*.eyef 0 >
*.oponent .friend =
*.in4 0 !=
*.in5 0 != or
*.in4 *.in5 dist 1000 <
start
*.in4 *.in5 angle .setaim store
20 .dx store
stop

'================================================


'================================================
'----- Reproduction

cond
*.state .scaning =
*.eyef 0 =
*.oponent .friend = or
*.nrg 3100 > or
*.nrg 300 >
*.body 100 > and
*.totalmyspecies 70 < and
*.nrg 500 >
*.body 100 > and
*.totalmyspecies 70 >= and or
*.repspin 0 =
start
*.robage 1 add .repspin store
stop

cond
*.robage 1 =
*.totalmyspecies 5 =
*.nrg 3000 %=
*.body 1000 =
start
*.robage 1 add .repspin store
stop

cond
*.state .scaning =
*.repspin 0 >
*.repspin 1 add *.robage =
start
*.aim 511 add .setaim store
0 .up store
0 .dx store
stop

cond
*.state .scaning =
*.repspin 0 >
*.repspin 2 add *.robage =
start
*.aim 341 add .setaim store
0 .up store
0 .dx store
stop

cond
*.state .scaning =
*.repspin 0 >
*.repspin 3 add *.robage =
start
*.aim 511 add .setaim store
0 .up store
0 .dx store
stop

cond
*.state .scaning =
*.repspin 15 add *.robage <
*.repspin 0 !=
start
0 .repspin store
stop

cond
*.state .scaning =
*.repspin 0 >
*.nrg 300 >
*.body 100 >
*.repspin 1 add *.robage =
*.repspin 2 add *.robage = or
*.totalmyspecies 70 <
*.eyef 0 =
*.oponent .friend = or
*.oponent .alge = or
start
32 .repro store
0 6 1 add store
stop

cond
*.state .scaning =
*.repspin 0 >
*.nrg 500 >
*.body 100 >
*.repspin 1 add *.robage =
*.repspin 2 add *.robage = or
*.totalmyspecies 70 >=
*.eyef 0 =
*.oponent .friend = or
*.oponent .alge = or
start
32 .repro store
0 6 1 add store
stop

cond
*.state .scaning =
*.repspin 0 >
*.oponent .enemy =
*.eyef 0 !=
*.nrg 300 >
*.body 100 >
*.repspin 1 add *.robage =
*.repspin 2 add *.robage = or
start
*.refxpos .birthx store
*.refypos .birthy store
.torpedo .birthstate store
5 .repro store
0 6 1 add store
stop

'================================================


'================================================
'----- Body and such + some defence stuff

cond
*.state .scaning =
*.nrg 200 >
*.body 500 <
*.totalmyspecies 70 > or
start
100 .strbody store
stop

cond
*.state .scaning =
*.nrg 100 <
*.body 20 >
start
100 .fdbody store
stop

cond
*.state .scaning =
*.shell 50 <
*.nrg 50 >
start
20 .mkshell store
stop

cond
*.state .scaning =
*.shell 200 <
*.nrg 180 >
*.body 120 >
start
200 *.shell sub .mkshell store
stop

cond
*.state .scaning =
*.venom 50 <
*.nrg 20 >
start
50 *.venom sub .strvenom store
stop

cond
*.state .scaning =
*.shell 300 <
*.nrg 200 >
*.body 100 >
*.eyef 0 >
*.oponent .enemy =
*.refvelscalar 20 > or
start
300 *.shell sub .mkshell store
stop

cond
*.state .scaning =
*.shflav 0 !=
*.shflav -2 !=
*.shflav -3 !=
*.nrg 80 >
*.venom 5 >
start
*.aim *.shang sub .setaim store
-3 6 1 add store
10 .shootval store
stop

cond
*.state .scaning =
*.shflav 0 !=
*.shflav -2 !=
*.shflav -3 !=
*.nrg 80 >
*.venom 5 <=
start
*.aim *.shang sub .setaim store
.setaim 6 1 add store
*.refaim 682 add .shootval store
stop

cond
*.fixpos 0 !=
start
0 .fixpos store
stop

cond
*.state .scaning =
*.pain 60 >
*.shflav 0 !=
*.shflav -2 !=
start
*.maxvel .dx store
stop

cond
*.shflav 0 !=
start
0 .shflav store
stop

start
.deltie inc
stop

cond
*.numties 0 >
*.robage 1 >
*.toponent .friend !=
start
*.tiepres .tienum store
.locs 1 sub rnd 2 mult .startloc add dup * .tieloc store
1 add * .tieval store
*.numties .deltie store
stop

'================================================


'================================================
'----- Torpedoes

cond
*.state .scaning =
*.oponent .enemy =
*.eyef 0 !=
*.eyef 10 <
*.body 500 >
*.totalmyspecies 50 <
*.refshell 0 >
*.refshell *.refbody add *.refnrg add *.shell *.body add *.nrg add > '-not great...
start
*.refxpos .birthx store
*.refypos .birthy store
.torpedo .birthstate store
5 .repro store
0 6 1 add store
stop

cond
*.robage 1 >
*.body *.nrg add 200 <
*.oponent .alge !=
*.eyef 0 = or
start
.torpedo .state store
stop

cond
*.robage 0 =
*.state .torpedo =
start
*.birthx *.birthy angle .setaim store
stop

cond
*.state .torpedo =
*.body 1 >
start
*.body 10 mult 10 sub 0 floor .fdbody store
stop

cond
*.state .torpedo =
*.oponent .enemy =
*.numties 0 =
*.eyef 0 !=
start
*.refxpos *.refypos angle .setaim store
*.refxpos *.xpos sub abs *.refypos *.ypos sub abs pyth 10 div 30 sub 0 floor 100 ceil *.refvelup add .up store
*.refveldx .dx store
*.refvelsx .sx store
1 .tie store
.eye5dir .tieloc store
.spinoffset .spineyespace 4 mult add .tieval store
stop

cond
*.state .torpedo =
*.oponent .alge =
*.eyef 0 >
start
0 .up store
0 .dx store
0 .sx store
0 .tie store
*.aim *.eye8dir add .setaim store
stop

cond
*.state .torpedo =
*.toponent .enemy =
*.numties 0 >
*.robage 1 >
start
*.tiepres .tienum store
.locs 1 sub rnd 2 mult .startloc add dup * .tieloc store
1 add * .tieval store
40 .stifftie store
200 .fixlen store
*.trefxpos *.trefypos angle .setaim store
*.trefvelup .up store
*.trefveldx .dx store
0 .deltie store
stop

cond
*.state .torpedo =
*.toponent .friend =
*.numties 0 >
start
*.tiepres .deltie store
stop

start
.fixpos dec
stop

'================================================


'================================================
'----- Viral and mem defence.
'Haven't realy gotten around to make a propper defence.

cond
*.keyloc .startkey *.randm add !=
*.venval -2 != or
*.vloc .shoot != or
start
.startkey *.randm add .keyloc store
-2 .venval store
.shoot .vloc store
stop

cond
*.vtimer 0 !=
start
0 .vshoot store
stop

cond
*.repro 0 !=
*.repro 32 !=
*.repro 5 !=
start
0 .repro store
stop

cond
*.delgene 0 !=
*.delgene *.genekill !=
start
0 .delgene store
stop

'================================================

end
« Last Edit: December 22, 2011, 11:52:28 AM by Shasta »

Offline Commander Keen

  • Bot Builder
  • **
  • Posts: 91
    • View Profile
Spinner v1.51 (F2) (Moonfisher) 26-09-08
« Reply #1 on: September 26, 2008, 12:08:40 AM »
Ok, I'll run it again

To be honest I'm quite shocked that Republican Wasp even made it into the F1 League. It was just a quick mod of the bee. I'll have to update it  

Offline Moonfisher

  • Bot Overlord
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Spinner v1.51 (F2) (Moonfisher) 26-09-08
« Reply #2 on: September 26, 2008, 04:31:05 AM »
Well if you cut the -6/-1 shots the wasp does a lot better... problem is the bot was too small to gain from shots.
You still need a way to eat The One... a lot of oponents will get killed from firing a shot while having -31999 pushed into shootval... or atleast thats what I think is causing it to whipe a lot of bots witch virtualy no effort... then sometimes it proceeds to die from not being able to feed on the veggies, and I would personaly like to say it makes ones defeat far worse when the guy beating you can't even kill a veggetable....

So yes you need to do something about that wasp !  It's demotivating for newcomers...

Also, I'm not sure about this, but it seems that pushing -31999 into shootval is allowing instakill... I recall something about nerfing that attack so the bot would spend a lot of energy on the shot but not more energy than the bot had... but it looks like using a negative value still causes instant death when firing a shot... (Not sure, but it looks that way).