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Code center => Suggestions => Dead-End and Solved Suggestion Requests => Topic started by: Zelos on April 08, 2005, 11:47:36 AM

Title: Ties, to few of them
Post by: Zelos on April 08, 2005, 11:47:36 AM
We all know the maximum number of ties are 3. but ive been thinking and made a few exemples on paper of MBs. and what ive come up whit is that 3 isnt enough. we need 4 it makes it alot better. I have once again a new idea for a MB, man I get new all the time but never finish them. if we have 3 ties only I have to use 1 bot more and the tie connecting gets alot trickier. but whit 4 its no problem. how about increasing the amount of ties to 4?
Title: Ties, to few of them
Post by: PurpleYouko on April 08, 2005, 12:15:37 PM
More ties is definitely on the to-do list. 4 would be easy enough and shouldn't upset anything that already exists.

The idea that Num and I are working towards is infinite possible ties.
Title: Ties, to few of them
Post by: Zelos on April 08, 2005, 12:55:54 PM
how sweet, how fast would it take to get atleast 4?
Title: Ties, to few of them
Post by: PurpleYouko on April 08, 2005, 01:11:50 PM
If I am right, about 5 seconds. I am pretty sure that the tie limit is set by a one liner.

I will have to check to be sure though.
Title: Ties, to few of them
Post by: Zelos on April 08, 2005, 03:23:00 PM
is it possible for us to change it so we dont need to dl a new db version?
Title: Ties, to few of them
Post by: PurpleYouko on April 08, 2005, 04:02:01 PM
Only if you have a VB6.0 compiler.

Besides which I have just been playing with some graphical shape functions and it just occurred to me that it might be really cool to allow the maximum number of ties to mutate for robots that have different shapes.

I have some cute little triangular robots on my screen right now. They should probably only be allowed 3 ties (one per side)

But with the change of a single value I can give them any number of sides from 2 to 10 or more (more ties avaliable but easier prey for tie feeders). This could easily be controlled from mutations
Title: Ties, to few of them
Post by: Zelos on April 08, 2005, 04:38:08 PM
ok, right now I got somekinda spaceship bot right now
Title: Ties, to few of them
Post by: PurpleYouko on April 08, 2005, 05:00:12 PM
Just because they are triangular or square or hexagonal doesn't make them spaceships y'know
Title: Ties, to few of them
Post by: Zelos on April 09, 2005, 01:15:38 AM
its not them im sitting whit, im sitting whot some ive amde
Title: Ties, to few of them
Post by: Light on April 09, 2005, 01:11:52 PM
Quote
But with the change of a single value I can give them any number of sides from 2 to 10 or more (more ties avaliable but easier prey for tie feeders). This could easily be controlled from mutations
2 sided bot wouldn't that just be a line?  ;)
Title: Ties, to few of them
Post by: Zelos on April 09, 2005, 01:54:26 PM
3=ok, 4 better, and 5 even better :D
Title: Ties, to few of them
Post by: PurpleYouko on April 09, 2005, 04:58:42 PM
Quote
2 sided bot wouldn't that just be a line? 

Yup sure would!

And don't they look funny too? A little line trundling around with a white dot at one end, shooting the crap out of loads of other little lines. You should see them with ties  :D

Probably not everybody's idea of fun eh? Haven't tried one side yet but I think it would just work out to be the eye dot with no body at all.

Triangles work really good though as do squares and pentagons. Hexagons are OK but much beyond that and it might just as well be a circle.
I could maybe experiment with other shapes but they would be much more complex to program.