wildlife
Posted: 19 Aug 2017, 21:52
Update!Update!
An spin off of this gadget is in the form of wild units!
The idea is that these units can not be selectable, are depended of some food for survival but do shoot at the enemy.
Actually the right form i havent found. But i am curious about having wild peewee that are not controllable anyhow:
video:
https://streamable.com/pvd5f
I wanted to make trees grow but instead i let ant procreate and ducks eat them after gulls can do good on the ducks.
The idea is behind this that by eating the enemies food source they also loose there ability to grow (bio)units there.
Update!
I tried to finish this monster gadget a bit and i hope it makes it easier to use.
https://github.com/xta-springrts/xta-sp ... ldlife.lua
evidence that it works:
https://streamable.com/eeosy
https://streamable.com/fdqmd
https://streamable.com/t7bm3
https://streamable.com/dza3z
This is the info given in the gadget file:
The map gets populated with species (roles) that grow, procreate, forage, predate and die (of age and by eaten)
All species can be present (max 6 per area) or a selection. All species can be used as mobile or as immobile
units theoretically. Only the roles food1 and food2 are set default immobile and growing with time. The roles
prey1 and prey2 roles do foraging on maximal two food names (unitnames) and likewise the pred1 and pred2 roles
do predation on maximal 2. This means that when two areas with defined species carry for different roles the
same names it can be possible that preys in one area predate the predators in another area. (in this case the
predators would be set as food in area 1 and preys would be able to reach area 2) By default wildlife is
selectable which makes it possible to capture them if the unitDef table of the wildlife allows this. From
this example it shows that untDefs are important when setting up wildlife. To not overcomplicate the matter to
much there are default settings for instance for land maps "spawn only trees" or "spawn trees and foragers"
but for manny others too. These setups can be found in the gaia_wildlife_config file.
When wildlife exstinct (by either ageing, foraging or predation) after a couple of life cycles a few new individuals
will be respawned on the original set location. The behavior of wildlife is charactarised by a random patrol in the
given area. Foraging can only be succesfull if food exist in within the given forage radius. (likewise for predation)
When predators and preys do succesful predation and foraging respectively then there is a change of procreation and
else in case of the former a lifespan penalty is given. Food will procreate in a given radius and is limited to a
number of units by this radius which are also set by default. The forageSucces, procreteSucces and predationSucces
changes contribute to the overall forage, procreate and predate behavior. These parameters are set default so no
need to specify them. There are more of these parameters of which the possibilities of this gadget reach near infinity.
This is a downsite since messing to adjust one behavior with one parameter might have great concequences for
other behaviors. There are some behaviors between the above evolution as hunting, socialising etc... . These
behaviors can be easy made from the functions given in the gadget. (see there for an example)(use candy function)
greetz,
res
An spin off of this gadget is in the form of wild units!
The idea is that these units can not be selectable, are depended of some food for survival but do shoot at the enemy.
Actually the right form i havent found. But i am curious about having wild peewee that are not controllable anyhow:
video:
https://streamable.com/pvd5f
I wanted to make trees grow but instead i let ant procreate and ducks eat them after gulls can do good on the ducks.
The idea is behind this that by eating the enemies food source they also loose there ability to grow (bio)units there.
Update!
I tried to finish this monster gadget a bit and i hope it makes it easier to use.
https://github.com/xta-springrts/xta-sp ... ldlife.lua
evidence that it works:
https://streamable.com/eeosy
https://streamable.com/fdqmd
https://streamable.com/t7bm3
https://streamable.com/dza3z
This is the info given in the gadget file:
The map gets populated with species (roles) that grow, procreate, forage, predate and die (of age and by eaten)
All species can be present (max 6 per area) or a selection. All species can be used as mobile or as immobile
units theoretically. Only the roles food1 and food2 are set default immobile and growing with time. The roles
prey1 and prey2 roles do foraging on maximal two food names (unitnames) and likewise the pred1 and pred2 roles
do predation on maximal 2. This means that when two areas with defined species carry for different roles the
same names it can be possible that preys in one area predate the predators in another area. (in this case the
predators would be set as food in area 1 and preys would be able to reach area 2) By default wildlife is
selectable which makes it possible to capture them if the unitDef table of the wildlife allows this. From
this example it shows that untDefs are important when setting up wildlife. To not overcomplicate the matter to
much there are default settings for instance for land maps "spawn only trees" or "spawn trees and foragers"
but for manny others too. These setups can be found in the gaia_wildlife_config file.
When wildlife exstinct (by either ageing, foraging or predation) after a couple of life cycles a few new individuals
will be respawned on the original set location. The behavior of wildlife is charactarised by a random patrol in the
given area. Foraging can only be succesfull if food exist in within the given forage radius. (likewise for predation)
When predators and preys do succesful predation and foraging respectively then there is a change of procreation and
else in case of the former a lifespan penalty is given. Food will procreate in a given radius and is limited to a
number of units by this radius which are also set by default. The forageSucces, procreteSucces and predationSucces
changes contribute to the overall forage, procreate and predate behavior. These parameters are set default so no
need to specify them. There are more of these parameters of which the possibilities of this gadget reach near infinity.
This is a downsite since messing to adjust one behavior with one parameter might have great concequences for
other behaviors. There are some behaviors between the above evolution as hunting, socialising etc... . These
behaviors can be easy made from the functions given in the gadget. (see there for an example)(use candy function)
greetz,
res