Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Endy

Pages: 1 [2] 3 4 ... 57
16
Simulation Emporium / Any other Zerobot Sims?
« on: March 02, 2009, 10:09:22 PM »
Zerobot veggies serving as the main food supply is an interesting idea. I wound up turning off veggie mutations and preventing them from being infected, to try and avoid the problem of artificial code entering their dna.

You can just enable age costs to weed out the non-reproductive big bots. Just set it to change to 32000 at some age.

Evolution *should* be able to handle it by itself. Mine had a mass based firing condition for awhile. It eventually went away after the mini's were able to swarm the big bots.

17
Simulation Emporium / Any other Zerobot Sims?
« on: February 19, 2009, 10:20:38 AM »
They started pulling forwards again  

They're up to 0.85 of standard costs. Might just be able to enter them in as an F1 bot soon

18
Off Topic / ERepbulik
« on: February 19, 2009, 08:28:30 AM »
I was going through news articles and I saw a rather familiar mouse dangling over cheese followed by a very familiar name

Anyhow ERepublik is basically a political/economic/military simulator. One of the best I've seen in terms of how close it comes to reality in the game. It can be daunting just starting out, if anyone needs any help getting started, feel free to send me a message. My game name is the same as it is here.

19
Bugs and fixes / Sterile babies
« on: February 18, 2009, 12:53:06 PM »
Well, part of it's pretty easy, the reproduction is caused by *14 rnd inc.

The question of what gave 14 its initial value is a bit murkier though. My guess would be either prior DNA or an info shot.

None of the offspring have any number in their memory and so are sterile.

You could create a Sheppard for them that shoots info shots there, in time they might develop a better method.

20
Darwinbots3 / Anyone out there?
« on: February 15, 2009, 07:21:22 PM »
I was thinking that one designed around bot vs. bot battles could work. You could set up an internet match system and make the design stage easier.

21
Simulation Emporium / Any other Zerobot Sims?
« on: February 15, 2009, 12:55:49 PM »
The basic stuff is easy to evolve, the mutation settings seem to limit higher numbers from entering the genome. Even with point mutations set to 1 and a range of 1-999 it takes forever. I took another look, and the bot mine got it's repro ability was a "random bot" not a strict zerobot like mine was. Still going to keep it, since it has so much time invested into it now.

Went looking and found some of the other zerobot sims, in the evolution and internet sharing sims. Going to see if I can't make a more interesting hybrid with some of their DNA.

22
Simulation Emporium / Any other Zerobot Sims?
« on: February 14, 2009, 03:37:21 PM »
I've got viruses enabled, I've just never actually seen them  

What settings did you use to get them to develop?

Vision doesn't seem strictly necessary, mine have managed fine with getting info from ties, though it took them forever and a day to develop that much. I had to help them with feeder veggies until they were efficient enough on their own, though.

You can normally get some good starting DNA just by hyper mutating a single zerobot. You just set Point mutations to 1 instead of 5000.

23
Simulation Emporium / Any other Zerobot Sims?
« on: February 13, 2009, 10:30:28 PM »
Still letting my zerobots do their thing, the problem is they seem to have plateaued in their evolution. They reproduce, they tie, they shoot and they've learned to modify their shootval based on the body of the bot they're tied to. I'd like to move them forward again though.

Injecting DNA from other bots has worked well in the past(tie ability and reproduction) so I'm hoping someone else will post a sim with novel zerobot DNA I can mix with theirs.

ps

It seems like its been forever since I last posted. Finally finished with the Navy, so things were a bit hectic  

24
Biology / The first wet alife?
« on: January 22, 2009, 01:58:00 PM »
I'm still not sure that being able to reproduce should be a requirement. There are many who lack the ability to reproduce but are still living. Something more along the lines of, having the potential at any point in its life to have been able to reproduce; would be more inclusive.

I think death is a requirement too, but that brings into question of whether immortality for humans would make us less alive.

25
Suggestions / Crazy Dream
« on: December 31, 2008, 10:47:44 PM »
Cool  


26
Simulation Emporium / Congo Lines
« on: December 31, 2008, 10:14:16 AM »
Haven't done much with them lately, been involved over at eRepublik. Probably start doing some nightly sims again though.

Will if it is infected by fruitfly's or others' virus it wouldn't be a zerobot anymore. It needs to be virus proof/resistant without being infected by hand authored viruses. Maybe pairing it up against a viral zerobot would allow it to evolve immunity.

27
Interesting behaviour bots / gatling gun
« on: December 22, 2008, 03:50:34 PM »
Neat bot, never would have thought to use eye width that way.

28
Bugs and fixes / DarwinBot crash (ver 2.44)
« on: December 10, 2008, 11:49:59 AM »
Darwin2.43.1L works good, I think the species forking stuff is the main issue with the newer versions.

29
Newbie / Eating Corpses
« on: December 09, 2008, 09:33:53 PM »
Their dna is deactivated so they can't really do anything by themselves.

You may be able to control them via ties/shots though...

30
Newbie / Eating Corpses
« on: December 09, 2008, 01:23:08 PM »
You can give nrg via sharenrg if you're tied to it. Not sure why you would want to...

Something interesting is that -6 tie feeding works on corpses, you could use this instead of shots for corpse feeding if you wanted.

Pages: 1 [2] 3 4 ... 57