Country CA
Country CA
This is anther project I made in order to make everyone inerested have a fun time.
This is a CA that aims to imitate country.
There are 3 basic cell types,Territory,Army and Wall.
There can exist multiple types of Territory and Army according to the state they belong to.
Wall is simply an impassable obstruction used to limit the fight to some region.
Territory is the basic cell state. Once placed,Territory will randomly expand in all directions one cell per generation(if there isn't a way to make CA do something randomly,propose other ways). It will not expand anymore once all the ways are blocked by wall or enemy Territories.
Every turn a small part of the Territory cells will turn into Armies,that will at first travel randomly trough the Territory. However,once they border enemy Territory,they will have a high chance of attacking it. The enemy Territory will change ownership once enemy Army passes trough. Army won't move if it cannot.
If two Armies of different ownership touch,they will duel each other. The winner will be determined randomly. The army will have higher chance for sucess if it has more friendly Armies bordering the same enemy Army.
After the duel the cell on that the loser was located will belong to the country of the winner Army. Also,the winner Army won't move in the next generation.
Also,the small percent of Army will be demobilized each turn to prevent all of the country to turn into Army.
Here I will also propose a few variants:
Supply:If the Army don't borders any friendly Territory,it will be ,,unsupplied" and will die in the next generation and replaced with Territory.
Direct Battle:the Armies will scan in 8 directions aand will come in the direction that has most enemy Armies. If there are ties,it will choose randomly beetwen the tied and if the path with most enemy Armies is obstructed with a Wall,it will choose the second one in their number or randomly choose between the tied if there are ties on the second place(it is probably better to make it scan just in the some radius,but you choose).
Border Mobilization:The Territory will instantly make its cells that touch the enemy Territory Armies.
Armies Only:There is no Territory,just armies that randomly move,fight the enemies if they encounter them,sometimes replicate and somegimes die.
The Leader:There is a Leader cell that is unique and unmovable. It creates Territory and Territory can't grow without owning it. If the Leader is attacked by enemy Army,it has high chance of winning. The state that loses the Leader dies out completely.
Feel free to propose your own.
What do you think?
Have a good day!
BokaBB
This is a CA that aims to imitate country.
There are 3 basic cell types,Territory,Army and Wall.
There can exist multiple types of Territory and Army according to the state they belong to.
Wall is simply an impassable obstruction used to limit the fight to some region.
Territory is the basic cell state. Once placed,Territory will randomly expand in all directions one cell per generation(if there isn't a way to make CA do something randomly,propose other ways). It will not expand anymore once all the ways are blocked by wall or enemy Territories.
Every turn a small part of the Territory cells will turn into Armies,that will at first travel randomly trough the Territory. However,once they border enemy Territory,they will have a high chance of attacking it. The enemy Territory will change ownership once enemy Army passes trough. Army won't move if it cannot.
If two Armies of different ownership touch,they will duel each other. The winner will be determined randomly. The army will have higher chance for sucess if it has more friendly Armies bordering the same enemy Army.
After the duel the cell on that the loser was located will belong to the country of the winner Army. Also,the winner Army won't move in the next generation.
Also,the small percent of Army will be demobilized each turn to prevent all of the country to turn into Army.
Here I will also propose a few variants:
Supply:If the Army don't borders any friendly Territory,it will be ,,unsupplied" and will die in the next generation and replaced with Territory.
Direct Battle:the Armies will scan in 8 directions aand will come in the direction that has most enemy Armies. If there are ties,it will choose randomly beetwen the tied and if the path with most enemy Armies is obstructed with a Wall,it will choose the second one in their number or randomly choose between the tied if there are ties on the second place(it is probably better to make it scan just in the some radius,but you choose).
Border Mobilization:The Territory will instantly make its cells that touch the enemy Territory Armies.
Armies Only:There is no Territory,just armies that randomly move,fight the enemies if they encounter them,sometimes replicate and somegimes die.
The Leader:There is a Leader cell that is unique and unmovable. It creates Territory and Territory can't grow without owning it. If the Leader is attacked by enemy Army,it has high chance of winning. The state that loses the Leader dies out completely.
Feel free to propose your own.
What do you think?
Have a good day!
BokaBB
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Schiaparelliorbust
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Re: Country CA
It's an interesting concept that can be built upon. I don't think it should be random. Interaction between warring states should be enough to make it interesting. We could make the rule to be cause pseudorandomness, though I think it should be symmetric. Like army cells could beat other army cells if they're the in the neighbourhood majority, except if there are seven of them (seven is an arbitrary number that counts as majority in the Moore neighbourhood). To make it even more interesting we could make it range-2 or maybe even 3.BokaBB wrote: ↑October 28th, 2020, 9:41 amThis is anther project I made in order to make everyone inerested have a fun time.
This is a CA that aims to imitate country.
There are 3 basic cell types,Territory,Army and Wall.
There can exist multiple types of Territory and Army according to the state they belong to.
Wall is simply an impassable obstruction used to limit the fight to some region.
Territory is the basic cell state. Once placed,Territory will randomly expand in all directions one cell per generation(if there isn't a way to make CA do something randomly,propose other ways). It will not expand anymore once all the ways are blocked by wall or enemy Territories.
Every turn a small part of the Territory cells will turn into Armies,that will at first travel randomly trough the Territory. However,once they border enemy Territory,they will have a high chance of attacking it. The enemy Territory will change ownership once enemy Army passes trough. Army won't move if it cannot.
If two Armies of different ownership touch,they will duel each other. The winner will be determined randomly. The army will have higher chance for sucess if it has more friendly Armies bordering the same enemy Army.
After the duel the cell on that the loser was located will belong to the country of the winner Army. Also,the winner Army won't move in the next generation.
Also,the small percent of Army will be demobilized each turn to prevent all of the country to turn into Army.
Here I will also propose a few variants:
Supply:If the Army don't borders any friendly Territory,it will be ,,unsupplied" and will die in the next generation and replaced with Territory.
Direct Battle:the Armies will scan in 8 directions aand will come in the direction that has most enemy Armies. If there are ties,it will choose randomly beetwen the tied and if the path with most enemy Armies is obstructed with a Wall,it will choose the second one in their number or randomly choose between the tied if there are ties on the second place(it is probably better to make it scan just in the some radius,but you choose).
Border Mobilization:The Territory will instantly make its cells that touch the enemy Territory Armies.
Armies Only:There is no Territory,just armies that randomly move,fight the enemies if they encounter them,sometimes replicate and somegimes die.
The Leader:There is a Leader cell that is unique and unmovable. It creates Territory and Territory can't grow without owning it. If the Leader is attacked by enemy Army,it has high chance of winning. The state that loses the Leader dies out completely.
Feel free to propose your own.
What do you think?
Have a good day!
BokaBB
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Re: Country CA
Interesting thinking. Armies definitely should be random or the battles could easily be a tie with your army win rules,altrough I don't have anything else against them and can allow them to be the variant or maybe even the mainstream Country CA if I begin thinking that it is better. If you haven't understood,in my rules the Territory doesn't expand just one cell per generation in total,but each cell randomly decides what neighbouring cells to colonize.Schiaparelliorbust wrote: ↑October 28th, 2020, 10:49 amIt's an interesting concept that can be built upon. I don't think it should be random. Interaction between warring states should be enough to make it interesting. We could make the rule to be cause pseudorandomness, though I think it should be symmetric. Like army cells could beat other army cells if they're the in the neighbourhood majority, except if there are seven of them (seven is an arbitrary number that counts as majority in the Moore neighbourhood). To make it even more interesting we could make it range-2 or maybe even 3.BokaBB wrote: ↑October 28th, 2020, 9:41 amThis is anther project I made in order to make everyone inerested have a fun time.
This is a CA that aims to imitate country.
There are 3 basic cell types,Territory,Army and Wall.
There can exist multiple types of Territory and Army according to the state they belong to.
Wall is simply an impassable obstruction used to limit the fight to some region.
Territory is the basic cell state. Once placed,Territory will randomly expand in all directions one cell per generation(if there isn't a way to make CA do something randomly,propose other ways). It will not expand anymore once all the ways are blocked by wall or enemy Territories.
Every turn a small part of the Territory cells will turn into Armies,that will at first travel randomly trough the Territory. However,once they border enemy Territory,they will have a high chance of attacking it. The enemy Territory will change ownership once enemy Army passes trough. Army won't move if it cannot.
If two Armies of different ownership touch,they will duel each other. The winner will be determined randomly. The army will have higher chance for sucess if it has more friendly Armies bordering the same enemy Army.
After the duel the cell on that the loser was located will belong to the country of the winner Army. Also,the winner Army won't move in the next generation.
Also,the small percent of Army will be demobilized each turn to prevent all of the country to turn into Army.
Here I will also propose a few variants:
Supply:If the Army don't borders any friendly Territory,it will be ,,unsupplied" and will die in the next generation and replaced with Territory.
Direct Battle:the Armies will scan in 8 directions aand will come in the direction that has most enemy Armies. If there are ties,it will choose randomly beetwen the tied and if the path with most enemy Armies is obstructed with a Wall,it will choose the second one in their number or randomly choose between the tied if there are ties on the second place(it is probably better to make it scan just in the some radius,but you choose).
Border Mobilization:The Territory will instantly make its cells that touch the enemy Territory Armies.
Armies Only:There is no Territory,just armies that randomly move,fight the enemies if they encounter them,sometimes replicate and somegimes die.
The Leader:There is a Leader cell that is unique and unmovable. It creates Territory and Territory can't grow without owning it. If the Leader is attacked by enemy Army,it has high chance of winning. The state that loses the Leader dies out completely.
Feel free to propose your own.
What do you think?
Have a good day!
BokaBB
I also propose a variant No Expanding,where Territory won't expand by itself at all and is instead placed manually.Also,there are no Walls in it as they are useless.
Bigger neighbourhood also sounds good.
Other ideas?
Have a good day!
BokaBB
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Re: Country CA
CA are deterministic, so randomnes is outBokaBB wrote: ↑October 28th, 2020, 4:38 pmInteresting thinking. Armies definitely should be random or the battles could easily be a tie with your army win rules,altrough I don't have anything else against them and can allow them to be the variant or maybe even the mainstream Country CA if I begin thinking that it is better. If you haven't understood,in my rules the Territory doesn't expand just one cell per generation in total,but each cell randomly decides what neighbouring cells to colonize.
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Re: Country CA
Really no chance?I don't have any other idea,please check that possibility.Moosey wrote: ↑October 28th, 2020, 7:06 pmCA are deterministic, so randomnes is outBokaBB wrote: ↑October 28th, 2020, 4:38 pmInteresting thinking. Armies definitely should be random or the battles could easily be a tie with your army win rules,altrough I don't have anything else against them and can allow them to be the variant or maybe even the mainstream Country CA if I begin thinking that it is better. If you haven't understood,in my rules the Territory doesn't expand just one cell per generation in total,but each cell randomly decides what neighbouring cells to colonize.
Have a good day!
Boka_BB
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Re: Country CA
That's the inherent nature of CAs supported in Golly. Otherwise you'll have a glider crashing halfway or something.BokaBB wrote: ↑October 29th, 2020, 3:06 amReally no chance?I don't have any other idea,please check that possibility.Moosey wrote: ↑October 28th, 2020, 7:06 pmCA are deterministic, so randomnes is outBokaBB wrote: ↑October 28th, 2020, 4:38 pmInteresting thinking. Armies definitely should be random or the battles could easily be a tie with your army win rules,altrough I don't have anything else against them and can allow them to be the variant or maybe even the mainstream Country CA if I begin thinking that it is better. If you haven't understood,in my rules the Territory doesn't expand just one cell per generation in total,but each cell randomly decides what neighbouring cells to colonize.
Have a good day!
Boka_BB
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Schiaparelliorbust
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Re: Country CA
Ture randomness is impossible, but very realistic pseudorandomness is. We can use the replicator rule (B1357/S1357) to simulate soups in the territories. The territories should expand all directions according to the replicator CA running inside it. Even if the territory starts expanding evenly in all directions, even a momentary contact with another country's territory will cause it to expand pseudorandomly indefinitely.
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Re: Country CA
B1357/S1357 is not random at all... it is even reversible. B247/S1468 is much better:Schiaparelliorbust wrote: ↑October 29th, 2020, 6:53 amTure randomness is impossible, but very realistic pseudorandomness is. We can use the replicator rule (B1357/S1357) to simulate soups in the territories. The territories should expand all directions according to the replicator CA running inside it. Even if the territory starts expanding evenly in all directions, even a momentary contact with another country's territory will cause it to expand pseudorandomly indefinitely.
Code: Select all
x = 2, y = 1, rule = B247/S1468
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Schiaparelliorbust
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Re: Country CA
Though it is slightly biased towards being dead. Around 42% alive at all times. Also, saying B1357/S1357 being reversible doesn't hold here because the replicator cells can only be alive in the territory (sorry if that detail wasn't explicitly mentioned) and the territory constantly changes shape.Hunting wrote: ↑October 29th, 2020, 8:05 amB1357/S1357 is not random at all... it is even reversible. B247/S1468 is much better:Schiaparelliorbust wrote: ↑October 29th, 2020, 6:53 amTure randomness is impossible, but very realistic pseudorandomness is. We can use the replicator rule (B1357/S1357) to simulate soups in the territories. The territories should expand all directions according to the replicator CA running inside it. Even if the territory starts expanding evenly in all directions, even a momentary contact with another country's territory will cause it to expand pseudorandomly indefinitely.
Code: Select all
x = 2, y = 1, rule = B247/S1468 2o!
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Re: Country CA
Are territory cells supposed to be able to die then?I am not a fan of territory cells dying,altrough territory cells that should be empty could be filled with another state that won't make ordinary cells to be born and can transform into ordinary cells if conditions are right. What were your ideas on when army cells are born?
It is possible LifeViewer can support randomness,please check.
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BokaBB
It is possible LifeViewer can support randomness,please check.
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Schiaparelliorbust
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Re: Country CA
Territory cells don't die but can go into another country. Army cells can be born according to the inside pseudorandom CA. It is impossible for computers to simulate true randomness.BokaBB wrote: ↑November 2nd, 2020, 6:13 amAre territory cells supposed to be able to die then?I am not a fan of territory cells dying,altrough territory cells that should be empty could be filled with another state that won't make ordinary cells to be born and can transform into ordinary cells if conditions are right. What were your ideas on when army cells are born?
It is possible LifeViewer can support randomness,please check.
Have a good day!
BokaBB
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Re: Country CA
Territory should only change ownership if an army walked trough it. The percentage of the Territory that will turn into Army should be low,no more than 25%.Schiaparelliorbust wrote: ↑November 2nd, 2020, 6:18 amTerritory cells don't die but can go into another country. Army cells can be born according to the inside pseudorandom CA. It is impossible for computers to simulate true randomness.BokaBB wrote: ↑November 2nd, 2020, 6:13 amAre territory cells supposed to be able to die then?I am not a fan of territory cells dying,altrough territory cells that should be empty could be filled with another state that won't make ordinary cells to be born and can transform into ordinary cells if conditions are right. What were your ideas on when army cells are born?
It is possible LifeViewer can support randomness,please check.
Have a good day!
BokaBB
At least this is how I was thinking.
Computers can simulate randomness I think,just not CA programs.
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Schiaparelliorbust
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Re: Country CA
I think armies should only be at the edges. And no, computers simply cannot make random numbers. The can take random real-life input like mouse clicks and key presses but other than that they can only make pseudorandom numbers. But PRNGs can make very realistic pseudorandomness.BokaBB wrote: ↑November 2nd, 2020, 6:23 amTerritory should only change ownership if an army walked trough it. The percentage of the Territory that will turn into Army should be low,no more than 25%.
At least this is how I was thinking.
Computers can simulate randomness I think,just not CA programs.
Have a good day!
BokaBB
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Re: Country CA
I am against armies being only at the edges because there could be ties. Your plans to solve that?Schiaparelliorbust wrote: ↑November 2nd, 2020, 6:28 amI think armies should only be at the edges. And no, computers simply cannot make random numbers. The can take random real-life input like mouse clicks and key presses but other than that they can only make pseudorandom numbers. But PRNGs can make very realistic pseudorandomness.BokaBB wrote: ↑November 2nd, 2020, 6:23 amTerritory should only change ownership if an army walked trough it. The percentage of the Territory that will turn into Army should be low,no more than 25%.
At least this is how I was thinking.
Computers can simulate randomness I think,just not CA programs.
Have a good day!
BokaBB
How would you like to make armies move?
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Schiaparelliorbust
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Re: Country CA
Armies will be partially determined from the army cells themselves and partially from the random noise inside. Battles shouldn't last too long, because that's how randomness works. What do you mean "fancy CA"?BokaBB wrote: ↑November 2nd, 2020, 6:32 amI am against armies being only at the edges because there could be ties. Your plans to solve that?
How would you like to make armies move?
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Re: Country CA
My projects like Country CA,Meteorological CA and Chemical CA. We are too far to make somethibg inSchiaparelliorbust wrote: ↑November 2nd, 2020, 6:37 amArmies will be partially determined from the army cells themselves and partially from the random noise inside. Battles shouldn't last too long, because that's how randomness works. What do you mean "fancy CA"?BokaBB wrote: ↑November 2nd, 2020, 6:32 amI am against armies being only at the edges because there could be ties. Your plans to solve that?
How would you like to make armies move?
Please focus on my fancy CA until the end of this day and visit my other threads only minimally.
Have a good day!
BokaBB
Body CA unless we emulate parts of the tissue instead of cells.
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Re: Country CA
I ask everyone to work on this majestic project if it can.
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Schiaparelliorbust
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Re: Country CA
How do you want wall cells to work?
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Re: Country CA
Simply,they never die or are influenced by other cells and nothing can pass trough. I thought you could understand that.
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Schiaparelliorbust
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Re: Country CA
I think wall cells should be destructible, but only when there are 7 or 8 army cells of another single country around them. Same for building wall cells, except they will be army cells of the same color obviously. If they aren't destructible, then they will create an unchanging barrier for all sides, which would be boring. When destroyed, they should become territory cells of the color that destroyed them.BokaBB wrote: ↑November 8th, 2020, 6:59 amSimply,they never die or are influenced by other cells and nothing can pass trough. I thought you could understand that.
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Re: Country CA
I don't think so. If there isn't an indestructible barrier everything would expand infinitely and be buggy.Schiaparelliorbust wrote: ↑November 8th, 2020, 7:19 amI think wall cells should be destructible, but only when there are 7 or 8 army cells of another single country around them. Same for building wall cells, except they will be army cells of the same color obviously. If they aren't destructible, then they will create an unchanging barrier for all sides, which would be boring. When destroyed, they should become territory cells of the color that destroyed them.
Maybe separate destructible and indestructible wall?
Also,if we make wall look like a rectangle,none of its cells can have more than 6 non - wall neighbours.
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Schiaparelliorbust
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Re: Country CA
I don't think having two different wall types is a good idea. It also wouldn't be buggy. I thought you wanted countries to expand. Maybe walls should be created only where there is an enemy army. That way wall wouldn't slow down regular country growth. Walls should also automatically be destroyed when they are completely surrounded by territory cells so they only exist on the border. Can you explain your last point about 6 neighbours a bit more?BokaBB wrote: ↑November 8th, 2020, 7:23 amI don't think so. If there isn't an indestructible barrier everything would expand infinitely and be buggy.
Maybe separate destructible and indestructible wall?
Also,if we make wall look like a rectangle,none of its cells can have more than 6 non - wall neighbours.
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BokaBB
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Re: Country CA
Nothing that important. Imagine a cell in the Moore neighbourhood. Add 2 cells at two Wall cells orthogonally opposite sides. Territory can't grow trough it if the cell we chose is also Wall. Our cell has 6 unoccupied neighbours.Schiaparelliorbust wrote: ↑November 8th, 2020, 7:31 amI don't think having two different wall types is a good idea. It also wouldn't be buggy. I thought you wanted countries to expand. Maybe walls should be created only where there is an enemy army. That way wall wouldn't slow down regular country growth. Walls should also automatically be destroyed when they are completely surrounded by territory cells so they only exist on the border. Can you explain your last point about 6 neighbours a bit more?BokaBB wrote: ↑November 8th, 2020, 7:23 amI don't think so. If there isn't an indestructible barrier everything would expand infinitely and be buggy.
Maybe separate destructible and indestructible wall?
Also,if we make wall look like a rectangle,none of its cells can have more than 6 non - wall neighbours.
Have a good day!
BokaBB
Also,your last sentences are self - contradictory. If the Wall is only born at the borders,then alone Wall cell will be easily able to die if placed,but if we create the Wall in the way you want,then there will be 2 ends where Wall can easily die and decay. If we wait for new Wall cells to be born in the other direction,Wall will never die.
So,the Wall is indestructible. Forget your idea-
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Sure, I was a bad person, but I have changed myself.
I'd love to befriend anybody who's interested.
Have a good day!
BokaBB
I CAN APGSEARCH NOW!
Sure, I was a bad person, but I have changed myself.
I'd love to befriend anybody who's interested.
Have a good day!
BokaBB
-
Schiaparelliorbust
- Posts: 3686
- Joined: July 22nd, 2020, 9:50 am
- Location: Acidalia Planitia
Re: Country CA
I can't say I can understand you. Are wall cells going to connect to each other?BokaBB wrote: ↑November 8th, 2020, 7:42 amNothing that important. Imagine a cell in the Moore neighbourhood. Add 2 cells at two Wall cells orthogonally opposite sides. Territory can't grow trough it if the cell we chose is also Wall. Our cell has 6 unoccupied neighbours.
Also,your last sentences are self - contradictory. If the Wall is only born at the borders,then alone Wall cell will be easily able to die if placed,but if we create the Wall in the way you want,then there will be 2 ends where Wall can easily die and decay. If we wait for new Wall cells to be born in the other direction,Wall will never die.
So,the Wall is indestructible. Forget your idea-
Have a good day!
BokaBB
Hunting's language (though he doesn't want me to call it that)
Board And Card Games
Colorised CA
Alien Biosphere
Board And Card Games
Colorised CA
Alien Biosphere
Re: Country CA
Please use my idea,your makes problems which even I can't explain well (I have IQ 132).Schiaparelliorbust wrote: ↑November 8th, 2020, 7:45 amI can't say I can understand you. Are wall cells going to connect to each other?BokaBB wrote: ↑November 8th, 2020, 7:42 amNothing that important. Imagine a cell in the Moore neighbourhood. Add 2 cells at two Wall cells orthogonally opposite sides. Territory can't grow trough it if the cell we chose is also Wall. Our cell has 6 unoccupied neighbours.
Also,your last sentences are self - contradictory. If the Wall is only born at the borders,then alone Wall cell will be easily able to die if placed,but if we create the Wall in the way you want,then there will be 2 ends where Wall can easily die and decay. If we wait for new Wall cells to be born in the other direction,Wall will never die.
So,the Wall is indestructible. Forget your idea-
Have a good day!
BokaBB
Have a good day!
BokaBB
777
I CAN APGSEARCH NOW!
Sure, I was a bad person, but I have changed myself.
I'd love to befriend anybody who's interested.
Have a good day!
BokaBB
I CAN APGSEARCH NOW!
Sure, I was a bad person, but I have changed myself.
I'd love to befriend anybody who's interested.
Have a good day!
BokaBB