I’ve noticed that AI-controlled cells in Thrive often copy the player’s behavior, which can make gameplay less challenging. For example, I once played a stationary, photosynthetic cell, and all of the AI cells simply remained still and they did do nothing, because they were mimicking my behavior.
It would be great if:
1.AI cells get to act more independently, rather than just copying the player.
2. In the Make a new game option - the “ AI Mutation rate” setting can exceed 3, because I personnaly find this part too easy in the game.
These changes would help make the game more dynamic and engaging, while keeping it realistic.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
2
I’m pretty sure it’s YOU who sets the behaviours of your species and not them themselves? Unless you’re talking about species others from your own.
Sorry, I meant that all of the other AI cells , that is not my species. Although, the development of the cell stage is over, so it is make no sense anymore.
4 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
4
I’m pretty sure other species don’t just copy the player then…
They do tend to evolve toxins galore after the player evolves them. Auto-Evo finds certain traits more useful after the player uses them, and does not always see the use in other things. Rathalos has been working on aspects of that problem, though I don’t believe whether or not cells evolve to be sessile is an aspect that has come up in the AI work they have done yet.
Also, Welcome to the forums, @Tucsokchips, and it does make sense to talk about this as it has large effect on all stages.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
6
Could the toxin colleration also be due to the player just having many splitoffs with the toxin?
I think that sounds great, but it could take a while for the devs to add.
I haven’t experienced this myself but I’m also a predator main so maybe it only is different for some builds.
Also welcome to the forum @Tucsokchips!
4 Likes
aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
8
The problem is, that once I do a build, like an immobile photosintetic cell, and in the behaviour window (in the editor) set all of the stats to 0, other species get similar behaviour. The problem may only occur if you play a plant-like cell, because I played a lot with similar builds and this problem happened yet 5-6 times now.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
12
This is probably because auto-evo itself prefers such behaviour settings for autotrophs. So it’s more like you are becoming similar to them and not the other way around
It may be, that every of my relative species just left the behaviour settings as they are, and because I don’t usually watch the evolutionary tree, I not saw, that they are actually my relatives.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
14
So you now saw that they are just your descendants with those behaviour settings?