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Messages - DrGrimm

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1
Newbie / Yaheydere
« on: January 14, 2010, 03:07:19 AM »
Quote from: bacillus
Nothing wrong with amorphous globs. It's actually a sound strategy to entangle veggies into a bunch of conspecs tied together, then share the energy around. You may also want to wait until *.robage is greater than 20, otherwise you may be overriding the birth tie and forming a permanent one.
On a not totally unrelated note, refvar--myvar recognition is not too reliable, and one of the easiest codes to break by mutation. The current method of doing so is to put an arbitrary constant into, say, .out6 (-42 .out6 store) on birth, then using *.in6 *.out6 != to recognize other species.

brilliant!

thanks for the help

but I must be going, I need to finish a powerpoint for school X_X it's 2 AM

2
Bot Tavern / Ambitious MB project
« on: January 14, 2010, 03:03:30 AM »
The MB project sounds very interesting

my scripting skills are too amateur and I feel unworthy to attempt this  in the presence of such great DB programmer people

3
Newbie / Yaheydere
« on: January 14, 2010, 02:49:34 AM »
Quote from: bacillus
Tie-feeding can be done in two methods:

1.) Sharing
99 .sharenrg store will distribute the energy so that this cell gets 99% of it.

2.) Feeding
-1 .tieloc store
-1000 .tieval store

I'm not sure if this works anymore, but the idea is to 'override' the cell's -1 memory (for feeding, much like the -1 shot is a special case of positive-number shots), then the negative number forces the cell to 'eat' negative energy, thus giving the parasite 1000 nrg. I think that's the idea anyway, there's a whole bunch of variables that don't work like you think/hope they do.


As far as interesting behaviour goes, Spiral from the interesting behaviour part of the bestiary and Seasnake/Tribolis from the starting gate (somewhere   ) are probably one of the better ones. The first shows some swarm behaviour, the other two are worms.
I think they used the 2nd one on the tutorial for the tie bots but I'm not sure where I'v seen the first one.. I'v been trying to make a tie bot that latches onto enemies (been testing on T_Preservans) but they seem to latch onto Alga_Minimalis and each other for some reason

that's the script I was using
I might be missing something

cond
*.eye5 50 >
*.refeye *.myeye !=
start
1 .tie store
stop

4
Newbie / Yaheydere
« on: January 14, 2010, 02:35:52 AM »
Quote from: Houshalter
Just heres the tutorial I some how ended up with when I first started darwinbots a few months back. And no its in english.

I have been reviewing that tutorial often as well as the ones on the website and they seem to be quite useful, although when I'm trying to script a tie-bot the "functions" (not sure what to call them) don't work for me. (more specifically feeding through the ties)

and un-related to tie-bot I can't get the function for doing something every # of cycles doesn't work for me.

Quote from: PeaceHeather
Quote from: Numsgil
No terrain types.  Something we've been thinking about adding for newer versions but nothing's come of it yet.  Darwinpond is nice but it inevitably turns in to a monoculture (all one species).

 
True, though that's actually the intent: develop something successful.  The critters are set to only be herbivores, and as this is hardwired into the game you have no chance of creating perdators or omnivores.  In later sim runs I have tried importing two or more different "species" that are already demonstrated to be successful and letting them compete; it's interesting to see what works and what doesn't.

Oh, and the other system I was thinkng of is called BugFest, and is available at necrobones.com.  It's simple but cute; and it DOES have terrain types to a limited degree, carnivores, omnivores and herbivores, as well as "abnormals" that arise from random mutations - things like bugs that never reproduce but never die, for instance.  You can set lifespans for each creature type, but you can't modify their "stats" - and yes, they are borrowed straight out of gaming, using Strength, Dex, Con, Int, Speed and Vision.  This amuses me all by itself.

Hey look, I found the emoticons!
Cheers,
Heather

If you let the simulator run long enough mutations will be created that allow a species to cannibalize itself from them being too different.

additionally you can script your own species and not include ways for it to avoid eating it's own kind and even other species.

5
Newbie / Introduction to me
« on: January 13, 2010, 03:55:47 PM »
Quote from: Houshalter
     



Wait, that last one wasn't excatly festive...
That certainly is festive!

6
Newbie / Introduction to me
« on: January 13, 2010, 03:34:57 PM »
Quote from: Panda
I didnt realise it was your Birthday, Happy Birthday
no prob! thanks for the happy b-day  

7
Newbie / Introduction to me
« on: January 13, 2010, 02:57:45 PM »
Quote from: Numsgil
Happy Birthday btw.  

Thanks Numsgill.. possibly admin person!  

8
Newbie / Introduction to me
« on: January 13, 2010, 01:18:45 AM »
Hey everyone, just joined.. and uh.. introducing myself..

not very good with the programming of darwinbots since I just started yesterday..

but well other than it being my birthday   it's going pretty well!

Hope to communicate later everyone and I'll try to help if anyone has any problems.. but I'm a noob so I can't really help much

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