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Messages - bacillus

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76
DNA - General / strbody and fdbody units
« on: March 20, 2010, 08:50:18 PM »
Hey, nobody's perfect  

77
Darwinbots3 / Realease date?
« on: March 19, 2010, 11:25:00 PM »
Does anybody have a list of new features in DB3 that seem pretty definite ATM, or is it mostly just getting a skeleton set up and seeing where we end up?

78
Darwinbots3 / DB3 Questions
« on: March 19, 2010, 11:21:37 PM »
Quick thought - is it possible to have some substances act as gradients, so that each cell will distribute its concentration to cells bonded to it? It's simple, but could be useful in determining multibot size etc.

79
Bot Tavern / Advanced Multibot Project
« on: March 19, 2010, 10:41:43 PM »
Go down about 6 threads and you'll find such a project already underway. There's already a DNA 'skeleton' up, so you can post your code and integrate it into the bot.
I'm finding that cells dedicated to movement are a bad idea, as they snap ties too easily and have no advantage over each cell moving itself.

80
DNA - General / strbody and fdbody units
« on: March 19, 2010, 08:57:07 PM »
It's actually nrg-if  you store the maximum of 100nrg, you will get 10 body a cycle.

81
Internet Mode Commentary / What's happening in IM?
« on: March 17, 2010, 11:27:00 PM »
Good luck  

82
The Gene depository / Enemy Evaluation
« on: March 17, 2010, 11:25:35 PM »
It's Mr. Horrible Gelatinous Blob!  

83
Internet Mode Commentary / What's happening in IM?
« on: March 17, 2010, 02:32:42 PM »
A chameleon? Easy - an equality and an inequality channel will break every chamaeleon. If you want to play it safe, have two channels and alternate between them...

84
The Gene depository / Enemy Evaluation
« on: March 17, 2010, 02:30:43 PM »
A bot can spend a lot of time killing a lot of veggies without being tough; I think you should include nrg, body, poison, venom, slime and shell into the equation, as these require constant rebuilding and take a lot of nrg o keep up, so stronger bots will produce more of these.

85
The Gene depository / non-working conspec for advancedish sight system
« on: March 16, 2010, 02:35:42 PM »
That I did not know...
...on the other hand, what's the last time I used memlocs?

86
Evolution and Internet Sharing Sims / Tie Movement
« on: March 15, 2010, 02:33:03 PM »
Basically, each of the cell functions will be enhanced by certain elements that can be built within the cell. This makes DB3 heavily biased towards multibots - howeever, there's been a lot of discussion about how this will be done. Check out the DB3 discussion subforum.

87
The Gene depository / non-working conspec for advancedish sight system
« on: March 15, 2010, 02:30:59 PM »
The refeye reads everything concerning the other bot...

88
Evolution and Internet Sharing Sims / Tie Movement
« on: March 15, 2010, 12:57:23 AM »
In DB3, there won't be ties as such-each bot will be made of two joined circles, each acting as a pivot for other cells to cling on, so a 'tie' will be sort of sticking two circles together. With the proper physics, this can easily be manipulated into such motion, due to conservation of momentum and energy within the system. Another thing that will be solved by specialization of cells by fat, muscle etc...

89
The Gene depository / non-working conspec for advancedish sight system
« on: March 15, 2010, 12:52:45 AM »
Personally, I'd avoid using built-in conspecs. Instead, use this:

cond
 *.robage 0 =
start
 X .out1 store    (X is any value other than zero)
stop

Two cells are conspecs if *.in1 *.out1 =

it's quite simple, really. put any value into your output (.in1 through to .in10), then compare your value to your output (.out1 to .out10, depending on where your output is). A similar method can be used with ties (.tinX/.outX). It's also more chameleon-proof, as you can set multiple conspecs, and also get one to generate a random number, then check if they don't match - you can generate a range from -32000 to 32000, so the probability of matching is one in 64000.

FINAL THOUGHT --> Always use *.refeye 0 != to make sure you're not staring into space.

90
DNA - General / Most effective use of poison?
« on: March 15, 2010, 12:39:11 AM »
My favourite venom is putting -32000 into .shootval - that way, if they try to feed, they use all their energy and die with a sad little pop. Be careful not to use 32000 - the positive will make the shot incredibly lethal, while the negative one will only make the shot VERY long-ranged.

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