Darwinbots Forum

Code center => Bugs and fixes => Bug reports => Topic started by: shvarz on September 19, 2007, 04:22:10 PM

Title: costs
Post by: shvarz on September 19, 2007, 04:22:10 PM
My sim was growing out of control, so I started jacking  up the costs for everything. Interestingly, sim was loosing energy at the same rate (very slowly) no matter what the costs were. So I set them all up at 10,000 and still the total loss of energy in the sim was ~60 per turn.  Strange.  Check it out.  Especially take a look at huge veggies on the right side - they have massive bodies, but even though they should be charged 10,000 per body per turn, they are not loosing energy.
Title: costs
Post by: EricL on September 19, 2007, 04:28:58 PM
I can't download the zip.  It appears corrupt.

Make sure the cost multiplier is non-zero if you arn't using dynamic costs...
Title: costs
Post by: shvarz on September 19, 2007, 05:13:13 PM
It's actually a rar file, renamed to zip because the board does not allow uploading rar.

I'll take a look at the multiplier.

Yes, the multiplier got set to 0 somehow.  Thanks!
Title: costs
Post by: EricL on September 19, 2007, 06:27:52 PM
I'll change the code so it automatically gets set to 1 when not using dynamic costs...
Title: costs
Post by: Numsgil on September 20, 2007, 12:48:48 AM
Quote from: EricL
I'll change the code so it automatically gets set to 1 when not using dynamic costs...

... and the multiplier is 0, right?  I don't want my cost multiplier getting set to 1 if I set it to 2.
Title: costs
Post by: EricL on September 20, 2007, 12:59:57 AM
I know.  You'll be able to adjust it.  I'll just default it to 1 when you switch off dynamic costs.  You can change it from there and it will stick.