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Setting drive levels   
Nutter
Senior Wrangler

Nutter
United Kingdom  


  8/4/2013

Hi folks,

I'm running Danikat's IQ test on the wolfling babies, both at about 9 minutes and again at 24 minutes (child, then adolescent). But I'm getting the feeling that it's not a level playing field, because the norns' drives are at different levels. I'm running the test with batches of 4 norns. If, say, 3 are hungry and 1 is bored, then what will tend to happen is that the 3 hungry ones will womble off in search of food, leaving the bored one to fixate on the elevator or machinery; when it gets hungry, it may or may not then go looking for food.

While I know part of the point of the IQ test is to see if norns can prioritise drives, it does seem that this isn't being tested accurately unless all norns have broadly the same levels. Is there any agent capable of controlling this, or setting drive levels in a creature? I could do this with a cob in C1 (probably by injecting a max. of drive lowering chemicals, then increasing the drive chemicals by specific amounts) but I have no idea if it's possible in C3.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  8/4/2013

I know that the Sun Cozy alters heat by using the caos line:

driv 5 rand .5 1


Not sure where you'd find a list of all the numbers of the drives - perhaps Ghosthande has a list on her site?


My TCR Norns
 
Papriko
Peppery One

Papriko



  8/4/2013  1

Drives are chemicals too. Let's see...

The ChemicalNames.catalogue wrote:
"Hunger for protein"

# chemical 150
"Hunger for carbohydrate"
"Hunger for fat"
"Coldness"
"Hotness"
"Tiredness"
"Sleepiness"
"Loneliness"
"Crowded"
"Fear"
"Boredom"

# chemical 160
"Anger"
"Sex drive"
"Comfort"



Chems 149 to 162 as it seems. "Comfort" is home sickness in this case. Just use an agent that CHEMS these to the right values. CHEM has no learning effect, so they will not associate the in- or decreasing drives with random actions they do when you manipulate them.

EDIT: Got ninja'd by Malkin. Better do not go for DRIV in this specific case. DRIV does have a learning effect of sorts, so whatever your norn is doing in the moment you change the drives, they will associate it with their action, which might cause into pretty funny (though unwanted) cases of EES.
Also, chemical numbers and drive numbers are different, so the list I posted would not apply either.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Nutter
Senior Wrangler

Nutter



  8/4/2013

So... am I right in thinking DRIV is like the drive increase/decrease chemicals in C1, and CHEM like the drive chemicals themselves? Hang on... just looking at the CAOS codes on the wiki, it says "targ norn chem # 1" and "Inject a chemical into the selected creature. Replace # with a number from the chemical list." - so this can be used from the Ctrl-Shift-C screen, but you can't set the level? Would you still use "stim writ norn" in an agent for that?

Edited to add: sorry, just found the CAOS reference, and answered my own question. :)

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  8/4/2013  1

The '1' is the level - you can have 1 for a full mole (akin to 255 of a chemical in C1), or -1 for a full 'anti-mole' (akin to -255 in C1) or you can add chemicals by stages - e.g. 0.1 of a mole of whatever chemical.

My TCR Norns
 
Nutter
Senior Wrangler

Nutter



  8/4/2013

I've played C1 too long - I still think in terms of 0 to 255! :D
 
Nutter
Senior Wrangler

Nutter



  8/4/2013

Edited to add: the following seems to work from the command line: sets all drives to zero, then sets hunger and boredom halfway, and moves all the norns to the containment area. Huzzah! :)

enum 4 1 0 chem 149 -1 chem 150 -1 chem 151 -1 chem 152 -1 chem 153 -1 chem 154 -1 chem 155 -1 chem 156 -1 chem 157 -1 chem 158 -1 chem 159 -1 chem 160 -1 chem 161 -1 chem 162 -1 chem 149 0.5 chem 150 0.5 chem 151 0.5 chem 159 0.5 mvft 5200 9450 next

 
Papriko
Peppery One

Papriko



  8/4/2013

That resetting part might be done even easier with some kinda loop, but you don't have to. :P

I am glad it works now.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Nutter
Senior Wrangler

Nutter



  8/4/2013

I had a go at putting a doif/endi loop in there, but it didn't work - though that may have been when I was trying to put a redundant targ statement in there, so I might try it again tomorrow.
 
Papriko
Peppery One

Papriko



  8/5/2013

DOIF and ENDI are if-statements. What I meant was REPS and REPE.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Nutter
Senior Wrangler

Nutter



  8/5/2013

Ah, ok, I'll give that a go. I was doing something like

setv va00 149
enum 4 0 0 doif va00 lt 162 chem va00 -1 addv va00 endi next

although maybe that wouldn't increment va00 by 1? It complained about the endi, anyway.

 
Papriko
Peppery One

Papriko



  8/5/2013

Nooo no no no no no no.
162 minus 149 is what? 13?
Then it would look something like this
* Set the start value
setv va00 149
* REPeat the following Script 13 times
reps 13
* chemo stuff
enum 4 0 0
chem va00 -1
next
* increment va00 when you are done
addv va00 1
* End the REPeated code block
repe


I tried to caps the letters which probably created the names of the commands.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Nutter
Senior Wrangler

Nutter



  8/5/2013

Sweet, thanks. :)

 


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