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Mr. Weedy's Robots
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Topic: Mr. Weedy's Robots (Read 24014 times)
Mr. Weedy
Heavyweight
Posts: 477
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Mr. Weedy's Robots
«
Reply #40 on:
November 20, 2005, 10:11:42 AM »
Bulldozer Train
added.
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I was Da beta tester Da da dada DA, Da. And that felt good.
Clickbeetle
Posts: 3375
Rep: 21
In Soviet Russia, bugs stomp YOU!
Awards
Mr. Weedy's Robots
«
Reply #41 on:
November 25, 2005, 11:31:54 AM »
If you want Bulldozer Train to do damage as a rammer, try putting some hammer heads in the front. The snow plows are more for pushing than ramming.
Tip for Shark: Put some supports in front of the bot. An easy one would be a titanium half sheet stuck on the bottom of your chassis and scooted as far forward as it could go. I can tell you from experience that this will drastically improve flipping power.
Overall very nice designs; I especially like Corner King.
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To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #42 on:
November 25, 2005, 01:51:50 PM »
It is fun to make new robots what can be discerned from the bulk but the most best part in doing new robots is that others cheers to your robots on how different they are.
So
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------*------*------
------*------*------
---------------------
--***********--
--*--------------*--
---*------------*---
----*----------*----
-----*******-----
=D
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I was Da beta tester Da da dada DA, Da. And that felt good.
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #43 on:
November 26, 2005, 07:35:33 AM »
Spike Beetle
added.
And to DSL team I noticed 1 flaw on the game. When I tested Linear Actuator piston it used gas much faster than 10 normal pistons at the same time.
I had to use 15 Large CO2 tanks to make it work for 2 minutes.
So could you fine tune that little?
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I was Da beta tester Da da dada DA, Da. And that felt good.
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #44 on:
November 26, 2005, 03:41:35 PM »
Odd Racer
[/u] added.
And by the way if you want to own some of my robots just go here
https://gametechmods.com/ra2dsl/dload.php?action=category&cat_id=25
and download those Super Mega packs.
I noticed another bug in the mod. When I play in career mode and when I use my Spike Beetle what has those DSL Axel Mounts on it and when 1 of those axel mounts drop off and the match is over game crashes.
So is this a bug in the mod or is my game again somehow messed?
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I was Da beta tester Da da dada DA, Da. And that felt good.
Clickbeetle
Posts: 3375
Rep: 21
In Soviet Russia, bugs stomp YOU!
Awards
Mr. Weedy's Robots
«
Reply #45 on:
November 30, 2005, 05:11:18 PM »
Flailing weapons on horizontal spinners rule. I love fighting El Diablo with my HW Centrifuge. Nice work fitting all those spiked clubs on Spike Beetle.
About the axle crash thing... if it crashed after completing a league event, then it probably actually has nothing to do with the axles. The game just tends to crash occasionally when you click 'Continue'; I don't know why. When it does that you just have to redo the fight.
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To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #46 on:
December 01, 2005, 08:14:54 AM »
But it crashed
SIX
times in a row and
EVERY
time it crashed when 1 of those axel mounts were ripped off. It crashed 3 times when I were against razer and every time 1 of the mounts were on the arena's floor and 3 other times when I were against... maybe sirkillalot and that crashing happened in the same event and those razer and sirkillalot fights were behind each other.
And I made almost identical copy of it and it was only little bit heavier because of the chassis wasn't exactly same size than it was in original Spike beetle.
And the game crashed by same way when I pressed continue button and when one of the axel mounts were ripped off.
And before that I reinstalled my game totally. I just copied robot designs and teams folders and then did everything as should and then pasted those teams and robot designs folders back where they belonged and then I built the new spike beetle but the game kept crashing.
Logged
I was Da beta tester Da da dada DA, Da. And that felt good.
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #47 on:
December 02, 2005, 03:01:50 PM »
Again new, weird and somehow funny robot added.
Its name is
Chain Macer.
[/u]
Logged
I was Da beta tester Da da dada DA, Da. And that felt good.
Clickbeetle
Posts: 3375
Rep: 21
In Soviet Russia, bugs stomp YOU!
Awards
Mr. Weedy's Robots
«
Reply #48 on:
December 09, 2005, 12:30:55 PM »
Odd. I did a tournament with Microfuge and the game didn't crash when one of my flails fell off and I clicked continue. Something wrong with your computer, perhaps? Or maybe the slight modifications I did to the axles fixed the glitch?
Anyways, Chain Macer is a cool bot, reminds me a little of Major Punishment. Looks really tough to destroy. I'm surprised those chained axles don't Havoksplode right away.
Doom's Tornado looks like it could be a tough opponent for the 2.0 lightweights.
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To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #49 on:
December 10, 2005, 04:26:37 AM »
No they don't I think that problem comes only with motors when they are attached to axels and axels are attached to motors and so on.
But I would have added there much more axels but game didn't let me add more than 4 things in chain. I think it is because limitations of game engine to calculate things.
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I was Da beta tester Da da dada DA, Da. And that felt good.
ham
Antweight
Posts: 108
Rep: 0
Mr. Weedy's Robots
«
Reply #50 on:
December 10, 2005, 01:34:18 PM »
Confirmed.the crash thing happens to me when using spike beetle too..just lookin out for you :wink:
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Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #51 on:
December 11, 2005, 05:30:22 AM »
Looks like it is either a bug in the mod or my game doesn't write robot's information correctly to .bot file anymore.
Logged
I was Da beta tester Da da dada DA, Da. And that felt good.
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #52 on:
December 25, 2005, 10:30:29 AM »
Is it a tank? No. Is it a overdrive? No. It is...
Walk Smash Walk
[/u] robot. And it is named by this flash.
http://www.starterupsteve.com/flash/html/walk_smash_walk.shtml
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I was Da beta tester Da da dada DA, Da. And that felt good.
Clickbeetle
Posts: 3375
Rep: 21
In Soviet Russia, bugs stomp YOU!
Awards
Mr. Weedy's Robots
«
Reply #53 on:
December 30, 2005, 12:41:13 PM »
Cool. Kind of like Gyrax or Towering Inferno. Looks like it would be hard to get a good hit on the chassis of that robot.
Oh, and as long as it's already a SHW, you could make it a bit more durable by changing the wheels to solid discs instead of hollowed and changing the battle axes to some nice solid hammer heads.
Logged
To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #54 on:
December 31, 2005, 05:06:40 AM »
I got that idea too quite fast after I finished it but then I noticed that my chassis doesn't have enough space to more bigger motors or the new motors doesn't have enough torque so that's why I didn't change them and also if I change those hollowed blades to solid ones current motors doesn't have enough torque to push the robot to even adequate speed.
Logged
I was Da beta tester Da da dada DA, Da. And that felt good.
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #55 on:
January 19, 2006, 12:31:00 PM »
Flatout Turtle
,
Hypnotist
and
Knock Out
[/u] added.
Say your opinnion at my Knock Out. Download it from
here
and test it, please.
Logged
I was Da beta tester Da da dada DA, Da. And that felt good.
Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #56 on:
January 21, 2006, 07:11:41 AM »
Mad Coal Miner
[/u] weapon concept pictures added.
Logged
I was Da beta tester Da da dada DA, Da. And that felt good.
elshagan
Antweight
Posts: 30
Rep: 0
Mr. Weedy's Robots
«
Reply #57 on:
January 23, 2006, 01:49:26 PM »
ok i don't get the concept of mad coal miner and i don't get how knock out can move at all
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Mr. Weedy
Heavyweight
Posts: 477
Rep: 0
Mr. Weedy's Robots
«
Reply #58 on:
January 24, 2006, 11:23:59 AM »
Then download the knock out from download area. It is under heavy weight and under other bots.
And as I say in my mad coal miner's desciption the pick-axe spins FIRST horizontally so it will gain very high rpm. AFTER THAT I'll press fire button to launch burst piston and that turns whole motor set to vertical line and so THE WEAPON will spin also in vertical direction but because pick-axe is so long it will hit the ground or it hits to other robots chassis and because of its very high rpm it will multiple the damages what it would make on lower rpms.
And very simple example. When the item A has 100m/s speed and when item B has 1m/s, wich would you think to penetrate 2mm thick metal panel?
Same works in this game too. What bigger speed the weapon does have that bigger damages it will do too.
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I was Da beta tester Da da dada DA, Da. And that felt good.
Clickbeetle
Posts: 3375
Rep: 21
In Soviet Russia, bugs stomp YOU!
Awards
Mr. Weedy's Robots
«
Reply #59 on:
January 27, 2006, 09:02:25 PM »
Wow, way to be original with Mad Coal Miner. Maybe not the best at serious fighting, but definitely a cool concept (and heavy hitting). Kind of like on Fire Emblem, where your characters twirl their weapons around before striking to get a critical hit. I don't tink I could've thought of that myself.
Logged
To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson,
The Way of Kings
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Mr. Weedy's Robots