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46
Off Topic / New classification system
« on: December 04, 2006, 07:08:54 PM »
Cool. Then we will be able to use phrases such as "I remember in the good old days ....."

47
Suggestions / League Settings
« on: December 04, 2006, 06:57:55 PM »
Jez's high level of work recently (and persistant nagging about leagues not working  ) has inspired me to try and work through all the settings. It would be good to have a few days for any discussion before setting them in stone.

Settings for Leagues

Species
   Number of individuals = 5
   Starting energy    = 3000
   Mutations       = All Disabled

General
Width Control
Field size      = 1 (9237 X 6928)
Random Numbers
Enable user seed   = No
Wrap Around
Toroidal      = Yes
Top/down wrap   = Yes
Left/right wrap   = Yes
   Waste
      Threshold = 0 / very big (whatever disables it)
   Misc Controls
      Disable Ties       = No
      Nrg shots no decay   = No
      Fix bot radii      = No
   Corpse Mode  
      Enable         = No
   Population Control
      Pond mode      = No
      Maximum number of veggies      = 25
      Repopulation threshold      = 10
      Veggies per repopulation event   = 10
      Repopulation cooldown period   = 1
      Veggy Energy            = 40 - Veggy per cycle
      Energy Management         = No
      Veg body/Nrg distribution      = 50

Physics and Costs
Big Blue Screen Acts Like = Solid - Metal
Movement Efficiency = Biological
Brownian Movement   = Animal
Vertical Gravity   = None
Max Velocity      = 180 (Fast)
Collision      = 1 (Marbles)
Costs                              = F1 Default
Energy Exchanged on Hit = Proportional – 100%

48
Off Topic / New classification system
« on: December 04, 2006, 04:54:55 PM »
If your prepared to do it I am happy. It would also be good to have a load of them all zipped into one handy download on the FTP, so new users can get a good set of bots quick and easy

And seeing as your up and running about a cup of coffee would be nice and if Ericl would just build a coffee cup holder into DB, life would be dandy

49
Bug reports / Error overflow!
« on: December 03, 2006, 06:02:32 PM »
I agree, couple absolute references with the new eye sysvars is turning bots into laser guided machines, though this would cause problems with some bots

50
Newbie / Winners and losers update on league progress
« on: December 03, 2006, 03:37:04 PM »
Well these are the original settings from 2.37

    * Field size 9237 X 6928. If you can't figure out how to get this (non standard size), just click the "Restart and Leagues" tab from the options window then check the "Use F1 conditions" box. If you don't want to run the leagues, simply uncheck it again and the size setting will stay the same.
    * Veggie feeding rate = 40 (default set by F1 mode)
    * Maximum veggies = 25 (default set by F1 mode)
    * Respawn veggies = 10 (default set by F1 mode)
    * Kill distant Vaggies = OFF
    * Corpses = OFF
    * Pond mode = OFF
    * Day Night cycles = OFF
    * Bouyancy = OFF
    * Friction = 3
    * Gravity = zero
    * Brownian Motion = zero
    * Mutations = ALL Disabled
    * Internet sharing = OFF

I guess just need to figure out what other features have been added that need defining

51
The Gene depository / Demo of new .eyeNwidth sysvars
« on: December 03, 2006, 02:59:42 PM »
With 360 degree vision it means the end of spinning bots

52
DNA - General / Energy Shooting Virus
« on: December 03, 2006, 12:52:28 PM »
I think both are correct, *989 and 989 * are the same aren't they?

53
The Gene depository / Demo of new .eyeNwidth sysvars
« on: December 03, 2006, 12:40:19 PM »
using

1221 .eye5width store

and then

cond
*.eye5 0 >
start
  *.refxpos *.refypos angle .setaim store
stop

gives a bot that will turn towards whatever is nearest to him, negates the need for other eyes  

54
Newbie / Winners and losers update on league progress
« on: December 03, 2006, 10:08:31 AM »
Quote from: Jez
I can't reply to that thread now guys
How can you  not post your the moderator of the forum?

Quote from: kage
but I  remember him moving topics around...
that was me

Quote from: Jez
Sigh, I need a Global Moderator to fix things for me.  
No you need an admin

55
DNA - General / Energy Shooting Virus
« on: December 03, 2006, 09:34:26 AM »
Something such as

cond
  *.eye5 20 >
  *.vtimer 1 =
start
  40 .vshoot store
stop

would fire your virus when it sees something, the number stored in .vshoot determines how far the virus travels, the higher the number the greater distance but the more energy used you would also want to add some cospec recognition so you dont shoot at your own bots.

56
Newbie / Winners and losers update on league progress
« on: December 03, 2006, 09:22:09 AM »
Jez doesn't have that kind of power, the force is weak in him  

57
Biology / Attack of the minis
« on: December 03, 2006, 08:48:20 AM »
Okay just been playing to see what all the graphics in the bot mean:

Yellow circle inside bot = Slime
Red circle inside bot = Shell

Different coloured lines on edge of bot
White line proportional to energy
Purple line proportional to body
Green line proportional to poison
Blue line proportional to venom

Red line projected out of bot circle shows direction and magnitude that the bot is trying to move

Blobs on side of bots appear when they have been hit by a shot
purple = -6
red = -1
white = -2

58
F2 bots / Excalibur 1.11 (F2)(Light)-30/10/06
« on: December 03, 2006, 08:26:46 AM »
Code: [Select]
'Added "0 .aimsx store" to gene 13

'Excalibur 1.11
'designed for db 2.42.9
'by Light
'30/10/06

def count 950
def spin 951
def count1 952

cond
*.refaimsx *.myaimsx !=
*.eye1 *.eye9 !=
*.eye1 *.eye5 >
*.eye9 *.eye5 > or
start
*.eye1 *.eye9 sub sgn 139 mult .aimsx store
stop

cond
*.refaimsx *.myaimsx !=
*.eye2 *.eye8 !=
*.eye2 *.eye5 >
*.eye8 *.eye5 > or
start
*.eye2 *.eye8 sub sgn 104 mult .aimsx store
stop

cond
*.refaimsx *.myaimsx !=
*.eye7 *.eye3 !=
*.eye3 *.eye5 >
*.eye7 *.eye5 > or
start
*.eye3 *.eye7 sub sgn 70 mult .aimsx store
stop

cond
*.refaimsx *.myaimsx !=
*.eye6 *.eye4 !=
*.eye4 *.eye5 >
*.eye6 *.eye5 > or
start
*.eye4 *.eye6 sub sgn 35 mult .aimsx store
stop

cond
*.refaimsx *.myaimsx !=
*.eye5 0 >
*.robage 1 >
start
*.refxpos *.refypos angle .setaim store
stop

cond
*.spin 30 =
start
0 .spin store
stop

cond
*.eye5 50 <
*.eye5 0 > and
*.refaimsx *.myaimsx != and
*.spin 20 >= or
start
*.refvelup 20 add .up store
*.refveldx .dx store
.spin inc
stop

cond
*.eye5 50 >
*.refaimsx *.myaimsx !=
start
*.refvelup .up store
*.refveldx .dx store
stop

cond
*.eye9 0 =
*.eye8 0 =
*.eye7 0 =
*.eye6 0 =
*.eye5 0 =
*.eye4 0 =
*.eye3 0 =
*.eye2 0 =
*.eye1 0 =
*.spin 20 <
start
300 .aimsx store
.spin inc
stop

cond
*.refaimsx *.myaimsx =
*.robage 2 >
*.spin 20 <
start
200 .aimsx store
.spin inc
stop

'****************
'* Reproduction *
'****************

cond
*50 1 =
start
628 .aimsx store
0 50 store
stop

cond
*.nrg 1000 >
*.body 500 >
*.eye5 50 <
start
628 .aimsx store
51 .repro store
1 50 store
stop

cond
*.robage 0 =
start
1 .tie store
0 .out1 store
0 .aimsx store
.shoot .vloc store
.shoot .ploc store
100 .mkshell store
100 .strpoison store
stop

cond
*.robage 1 =
start
1 .deltie store
314 .aimsx store
stop

'********
'* Body *
'********

cond
*.body 20 >
*.nrg 500 <
start
100 .fdbody store
stop

cond
*.nrg 1000 >
*.robage 2 >
start
100 .strbody store
stop

'****************
'* Adaptive Armour *
'****************
'1 poison
'2 shell
'3 Poison + Shell

cond
*.in1 *.out1 !=
*.in1 0 !=
*.out1 3 <
*.myeye *.refeye =
start
*.in1 .out1 store
stop

cond
*.shflav -1 =
*.shflav 0 > or
*.out1 2 <
start
1 .out1 store
stop

cond
*.shflav -1 =
*.shflav 0 > or
*.out1 2 =
start
3 .out1 store
stop

cond
*.shflav -6 =
*.shflav -3 = or
*.out1 0 <
start
2 .out1 store
stop

cond
*.shflav -6 =
*.shflav -3 = or
*.out1 1 =
start
3 .out1 store
stop

cond
*.nrg 500 >
*.poison 500 <
*.out1 1 =
*.out1 3 = or
start
100 .strpoison store
stop

cond
*.nrg 500 >
*.shell 450 <
*.out1 1 >
start
500 *.shell sub .mkshell store
stop

cond
*.numties 0 >
*.robage 10 >
start
*.tiepres .tienum store
.tieval .tieloc store
3000 .tieval store
*.tiepres .deltie store
*.tieval 3000 div .tieloc store
.sharewaste inc
stop

'************
'* Shooting *
'************

cond
*.waste 100 >
start
*.waste .shootval store
-4 .shoot store
stop

cond
*.refaimsx *.myaimsx !=
*.eye5 5 >
*.refnrg 1500 <
*.refshell 50 > or
*.refpoison 0 = or
start
*.refxpos *.refypos dist 100 div -1 mult .shootval store
-1 .shoot store
stop

cond
*.refaimsx *.myaimsx !=
*.eye5 5 >
*.robage 1 >
start
' *.refxpos *.refypos dist 100 div -1 mult *.refxpos *.refypos dist 500 div sub .shootval store
*.refxpos *.refypos dist 100 div -1 mult .shootval store
-6 .shoot store
stop

cond
*.venom 100 <
start
100 *.venom sub 0 floor 100 ceil .strvenom store
stop

cond
*.count 0 >
start
.count dec
stop

cond
*.refaimsx *.myaimsx !=
*.eye5 20 >
' *.refpoison 0 =
*.count 0 =
*.refeye 0 >
start
.shoot .vloc store
-3 .shoot store
-2 .venval store
50 .shootval store
5 .count store
stop

cond
*.refaimsx *.myaimsx !=
*.eye5 20 >
*.count 0 =
*.refeye 0 >
*.refshell 5 >
start
.mkshell .vloc store
-3 .shoot store
-200 .venval store
50 .shootval store
0 .count store
stop

cond
*.genes 33 !=
*.sexrepro 0 != or
*.mrepro 0 != or
start
0 .repro store
0 .sexrepro store
0 .mrepro store
stop

cond
*.delgene 0 !=
*.shoot -2 = or
start
0 .delgene store
0 .shoot store
stop
end

59
Newbie / Winners and losers update on league progress
« on: December 03, 2006, 08:10:51 AM »
In general tab on the left set waste threshold to 0, Does it not automatically set to 0 when you tick F1 contest conditions in restart and league?

60
Biology / Attack of the minis
« on: December 03, 2006, 08:03:21 AM »
Kage is right, the bots size on the screen is proportional to how much body it has. When you start a sim all the bots start with 1000 body units. When one of the bots reproduces it splits its body with its offspring so if it does 50 .repro it will end up with 500 body units and if it produces again 250, 125 62.5 etc so it will get progressivly smaller, a bot with 1 body unit is barely visible as a tiny bot. When bots feed they get some body units as well as energy, but usually it is necessary to have the bot convert energy into body units with .strbody. It is possible to fix the bot radii so that its size isn't linked to its Body, with a little tick box at the bottom left of the general tab in settings.
In 2.42.9 little blobs appear when a bot is hit by a shot and to show the direction a bot is trying to move in I think and possibly another circle appears when Slime, Shell are present.

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