As I said in my brief remarks about World Builder... I would like to do more work on "automated animals"... and I would like to maybe look into doing a "simulated ecosystem" for more interesting interactions, to make World Builder worlds look and feel even more interesting.
Sooooo... I was thinking that having an Anti-Gaia Team might be useful. Anti-Gaia could be set to Neutral, just like Gaia, but would still attack Gaia, and the inverse.
Just a crazy idea... I'm working on converting old NanoBlobs models to become "old security drones" and "military robots" that could be... I dunno... going haywire, or something... providing a "barbarian"-like experience on World Builder maps...
Anti-Gaia
Moderator: Moderators
Re: Anti-Gaia
Multiple gaia teams is something I could get behind, preferrably also with switches on who they are allied/hostile with.
Re: Anti-Gaia
Yeah, and if those switches could be hit by Lua... that could be really useful.
Re: Anti-Gaia
I asked trepan in the past and the answer was a solid no.
That being said +1 to kdr's post.
That being said +1 to kdr's post.
Re: Anti-Gaia
Aye, same here.KDR_11k wrote:Multiple gaia teams is something I could get behind, preferrably also with switches on who they are allied/hostile with.
Re: Anti-Gaia
One could argue with enough supporting code no engine specific antiGaia would be required to implement this
Re: Anti-Gaia
And since the engine doesn't need Gaia to be a fixed ally team ID anyways, this should be trivial to add right?neddiedrow wrote:Aye, same here.KDR_11k wrote:Multiple gaia teams is something I could get behind, preferrably also with switches on who they are allied/hostile with.