Wednesday, June 01, 2011

Proposal: More Zombies

Timed out 4-6.—Yoda

Adminned at 02 Jun 2011 19:40:36 UTC

If more than half of the EVC’s contain the word “Confusion”, Add the following subrule to “Species”:

Confused zombie:

Attack: 0
Health: 1
Cost: 2
Behavior: Selects a random adjacent square.  If it does not contain a plant or a zombie, moves there.  If this move places Confused Zombie next to another Confused zombie, the former (i.e., the Confused Zombie that just moved) explodes.

 

If more than half of the EVC’s contain the word “Handiness”, Add the following subrule to “Species”:

Zombie Hand:

Attack: 0
Health: 1
Cost: 1
Behavior: If the square to Zombie’s Hand is empty or contains a house, Zombie Hand moves one square to the left.  Otherwise, Zombie Hand is destroyed.

 

If more than half of the EVC’s contain the word “Loneliness”, Add the following subrule to “Species”:

Outcast Zombie:

Attack: 2
Health: 2
Cost: 5
Behaviour: Moves to a random adjacent square. Attacks anything located there.  Then, all zombies adjacent to Outcast Zombie attack Outcast Zombie.

 

If Outcast Zombie survives being attacked by adjacent zombies, he breaks down and cries.

Comments

Yoda:

01-06-2011 03:46:21 UTC

against It’s generally not a good idea to make a proposal that is nothing but EVC clauses.  Try proposing these 1 or 2 at a time or something.  Also, the second zombie behavior has a typo (“Zombie’s Hand”).

Ely:

01-06-2011 06:21:56 UTC

Adjacent zombies???
for Confusion Trivial

Josh: Observer he/they

01-06-2011 08:00:53 UTC

for Confusion trivial.

The Zombie Hand behaviour appears to be missing a word.

Purplebeard:

01-06-2011 09:26:06 UTC

against Trivial

SingularByte: he/him

01-06-2011 11:38:39 UTC

against Trivial

qwertyu63:

01-06-2011 13:35:14 UTC

against Trival

Doctor29:

01-06-2011 15:50:44 UTC

for confusion lonliness

Darknight: he/him

02-06-2011 04:50:31 UTC

imperial

Galtori:

03-06-2011 00:14:45 UTC

against
Per Yoda. Trivial