gametechmods

Robot Arena => Modifications => Topic started by: Naryar on October 13, 2009, 09:31:46 AM

Title: NAR AI Mod - Ideas and Discussion (new poll)
Post by: Naryar on October 13, 2009, 09:31:46 AM
Everyone knows about how a few DSL parts have issues, like the large ramplate and the WP836E (and the motors). I was pretty much eager to wait for DSL3 at the start, but when i saw "no backwards compatibility" i decided to make my own mod because i didnt wanted to rebuild all the bots of NAR AI. Also i would gladly skip the friction thing on wedges...

So i decided to add progressively parts of the mod to the future releases of NAR AI.

All previous version bots will remain the same and will be compatible, simply building efficiency might change a little.

Next version - NAR AI v2.2, release scheduled 10th February

-Spin motor & servo hitpoints fix (notably upgrading the 400 HP ones, but also downgrading the Piglet and NPC)
-Piston hitpoints fix (same)
-Flamethrower fix (dividing the air consumption by 10)
-Airtank fix (airtotal doubled for all batteries)
-Halfsheet hitpoint fix
-Ramplates hitpoint fix
-Multiextender hitpoint fix


**that bold icon is really being gay**
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: TriTon on October 13, 2009, 09:34:44 AM
Cool! Could you possibly make new replicas?
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on October 13, 2009, 09:43:35 AM
No.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: nicsan2009 on October 13, 2009, 10:13:10 AM
Quote from: Naryar;72425
No.


Haha
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on October 13, 2009, 10:21:27 AM
Quote from: Naryar;72423
I COULD try to get the Ti full sheet to attach to the baseplate.


thats a fairly simple thing to do, read up on the BeetleBros tutorial to find the correct name for the connection and just use the same dimensions as the other attachment point

Quote from: TriTon;72424
Cool! Could you possibly make new replicas?


yeah... notice that lack of replicas in Nar AI at the current stage ? Naryar does think replicas are worth spaces on an AI team lol

also Naryar, did you read my comment about a naming idea in my mods thread ? if not..

Quote from: JoeBlo;72419
on the name topic, dont you think having DSL-N and DSL 3 get confusing when people abbreviate to DSL ?

Its up to you but I suggest a name that could work as a standalone simply to avoid confusion you could make it like "DSL N-Gage" so people can abbreviate to simply "N-Gage" and avoid any confusion ?
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on October 13, 2009, 10:24:59 AM
Yes. I will try to come up with a good name later... or if you guys can come up with something better...
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Pwnator on October 13, 2009, 11:25:19 PM
And make the hex plates attach to all motors, please! :D

And does that mean that we will have to rebuild all our bots?
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: 123savethewhales on October 13, 2009, 11:42:00 PM
I think all chassis armor should come with 60hp/kg.  As of right now half of the armors are simply on the "do not use" list, there are really no in game reasons for that.  (In real life at least titanium is expensive)

Personally I would also see weapon with normals get amp up a bit.  A higher hp*dp is needed to justify the fact that they only deal damage some of the time.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on October 14, 2009, 03:03:48 AM
Quote from: Pwnator;72654
And does that mean that we will have to rebuild all our bots?

While the efficiency of most bots will slightly change, no. I want this to be backwards compatible.

Quote from: 123savethewhales;72659
Personally I would also see weapon with normals get amp up a bit.  A higher hp*dp is needed to justify the fact that they only deal damage some of the time.

I am sure some innovative builder (such as you) will find a weapon setup (notably on rammers and pokers) that minimizes or even removes the ill effects of normals and get unbalanced weapons. So im not too fond of the thing.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: 123savethewhales on October 14, 2009, 03:42:26 AM
Thanks for the compliment.  I must admit that finding the right way to improve some of the normal weapons would not be easy.  As of right now things like battle axe are virtually unseen from serious players, so something needs to be done about them or they might as well not exist at all.  Something good enough to worth the effort to use them, but not so much that they will become vastly overpowered.  It also varies from weapon to weapon, as things like DSL bars clearly don't need to be improved as they double as extenders.

Now that I thought about it, for v3 it's probably better doing all the strait forward fixes first, like HP for ramplates and motors.  The other, more complicated fixes should be left for future patches.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Clickbeetle on October 16, 2009, 09:45:29 PM
Quote from: Naryar;72423
Also i would gladly skip the friction thing on wedges...


Well you should be happy, because I can't get it to work consistently.  Some bots are affected by friction, and some aren't.  And also it doesn't work with tank treads no matter what I do, so I would have to ditch the treads in order to use high friction, which I don't want to do.

Maybe I can just make the wedge components less wedgy in order to make wedges less important in DSL3.

It's cool that you're rebalancing the components; maybe I can use some of your work for DSL3?

Though I was thinking of adding some value for normals into the efficiency equation, like 123 said.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Natef on October 17, 2009, 07:14:43 AM
I might consider making a Team...
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on October 18, 2009, 04:34:40 PM
Quote from: 123savethewhales;72708
Now that I thought about it, for v3 it's probably better doing all the strait forward fixes first, like HP for ramplates and motors.  The other, more complicated fixes should be left for future patches.

Very true. I think i'll just keep modding to .txt editing for the v3.

Quote from: Clickbeetle;73315
It's cool that you're rebalancing the components; maybe I can use some of your work for DSL3?

Well I could send you some modified .txt's when i'll really start to mod my game...


Quote from: Natef;73363
I might consider making a Team...

That would be for NAR AI v2 then... not this thread.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 26, 2009, 03:44:54 AM
Updates !

For v3, the only actual modding will only balancing components (.txt work), so i might be able to release it sooner than said (like, say September 2010).

Now a question : i might be able to either select a few interesting cheat parts and balance them, or change every single component .txt to be balanced, and there will be no more cheat parts (all components will be legal to use in NAR AI) => more diversity.

A sure thing is that I will delete all Stock parts however, so no more Stock/DSL mix.

What do you think ?
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on November 26, 2009, 05:58:53 AM
some of the stock wheels would be ok to re balance but motors and battery just decompile the .cfz pluck them out, put the others in the components folder and delete the .cfz (thats what I did for Backlash)

as for the .txt file editing only... dont forget I have the full sheet GMF edit so you can attach it to the base which I would happily donate to you :-D
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 26, 2009, 06:19:41 AM
Oh but i am not deleting the legal stock parts (wheels, anglers, weapons, etc). Just all the cheatbot2 components, apart from the hover engine.

And you mean decompile the CFZ ? Because i already do run my NAR AI RA2 without a Components.cfz file after i learned RA2 could work without it... and all of the necessary .txt's are in my Components folder. There are a few gmf's and bmp's i shuld get rid off however.

I just edited the flamethrower's description that said the opposite of how it worked :P
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on November 26, 2009, 06:22:59 AM
I do away with the CFZ too, makes it so much easier if everything is in the one place :-D

also pwn mentioned having hex plates mountable on all motors (another possible addition to backlash if I choose to have them) so I can help you out with them if you are after them also
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 26, 2009, 06:25:26 AM
^^ That would be later. I am just thinking in the lines of that

Quote from: 123savethewhales;72708
Now that I thought about it, for v3 it's probably better doing all the strait forward fixes first, like HP for ramplates and motors.  The other, more complicated fixes should be left for future patches.

______

Quote from: JoeBlo;80730
also pwn mentioned having hex plates mountable on all motors (another possible addition to backlash if I choose to have them) so I can help you out with them if you are after them also

 I might be able to do that if FB's gmf compiler worked properly for me... i can decompile all i want, mod the thing (i am starting to understand how GMF files work), but compile text GMF's from gibberish GMFs = FAIL
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on November 26, 2009, 06:29:22 AM
try Serges, It takes a tiny bit longer to decompile/ recompile but It will compile anything unless you stuffed up while modding it, Dummys one also wont do wheels BTW (thats much the same as FB's one)
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 26, 2009, 06:34:13 AM
Will try.

I don't like to say Thanks !
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on November 26, 2009, 06:38:50 AM
Quote from: Naryar;80733
I don't like to say Thanks !


start learning how to if you want more help from me :P

this is just some white text... I dont know why its here or why your interested in reading it ?:-D
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 26, 2009, 06:41:53 AM
Quote from: JoeBlo;80734
start learning how to if you want more help from me :P


But I just said it !!!!!
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 27, 2009, 02:02:10 AM
An example of what will be legal in the finished mod.

Introducing.... EMO'S REVENGE !!!!!!!!!!1

(https://gametechmods.com/uploads/images/32116emosrevenge.PNG)

5mm steel, NPC(too) fasts, and yes there is a Ti sheet on the skirt hinge.

BTW i balanced the claw.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Clickbeetle on November 27, 2009, 03:49:47 PM
Cool beans.  I'm not sure I agree with un-hiding ALL the cheatbot2 parts though.  Some of them are good, but 90% of them are completely unusable (who's gonna put Matilda's head on their bot, seriously?) and the components list is unmanageably long with all those parts visible.  Ever tried building a bot with cheatbot2 on?  It's frustrating trying to find what you need...
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Badnik96 on November 27, 2009, 03:56:19 PM
Quote from: Naryar;72423

-Increasing hitpoints of:
-Motors (the ones with 400 HP)


YES!!!!

I SERIOUSLY think that the reason I lost in RIP is because of the 400 HP Mags.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 27, 2009, 04:11:11 PM
^^ Not even to mention Ribbs...

Quote from: Clickbeetle;81163
Cool beans.  I'm not sure I agree with un-hiding ALL the cheatbot2 parts though.  Some of them are good, but 90% of them are completely unusable (who's gonna put Matilda's head on their bot, seriously?) and the components list is unmanageably long with all those parts visible.  Ever tried building a bot with cheatbot2 on?  It's frustrating trying to find what you need...

Either i am removing the useless cheatbot2 parts from the game (Yes, removing. No more cheating :P), either i am balancing all of them but keep them hidden, so there's no problem about that.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Urjak on November 27, 2009, 04:17:18 PM
Quote from: Badnik96;81165

I SERIOUSLY think that the reason I lost in RIP is because of the 400 HP Mags.


Just becasue I was so bored, I actually went back and looked at your RIP match. I think it is safe to say the weak mags are not the reason you lost. The main reason appears to be that your SNS was simply too slow to knock Cadet away from you, and he was able to gut-rip and KO you.

On topic: This mod sounds like it could be seriously cool. It would be nice definetly if some of the cheat parts could be balanced and legally used.
Title: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on November 27, 2009, 04:19:45 PM
Quote from: Urjak;81168
It would be nice definetly if some of the cheat parts could be balanced and legally used.


Exactly what i am doing - Emo's Revenge is the first example.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: kreiven on December 21, 2009, 06:14:04 AM
HE JE HE  ..  :vista:
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: 123savethewhales on December 21, 2009, 06:58:29 AM
You know, I kind of grown a liking to the ant batteries and small chassis.  From what I have observed, the transition to ant batteries seems to have promote new designs and innovation rather than hurting the game in any way.  Bringing it back to large batteries just reduce usable weight/increase chassis size/limit the type of builds avaliable.  The fact is most people will gravitate toward the "best battery" regardless.  I suggest leaving ant batteries and take out the other batteries entirely.

Also, I would suggest increasing amp output of ant to 15.  This is for 2 reasons.

1.  It allow Ant/Beetle/Light weight to be at full power easier.
2.  It help reduce the handicap set on burst motor.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on December 21, 2009, 07:18:30 AM
funny you should say that, Backlash has 2 insect size batteries which are set to be not very good at all  ;)


large Car Batteries will be the way :D
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Avalanche on December 21, 2009, 07:25:57 AM
HE JE HE  ..  :vista:
AH! SPAM!
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on December 21, 2009, 07:35:09 AM
please ignore it, you created another spam post so now we have 2 instead of 1  :mrgreen:
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: 123savethewhales on December 21, 2009, 07:38:26 AM
funny you should say that, Backlash has 2 insect size batteries which are set to be not very good at all  ;)


large Car Batteries will be the way :D
And why do you think designing the game to require having a fixed size/weight set aside for the "large car batteries", help promote creativity in the game?  I am just curious.

You know, I been thinking a lot about how to balance the parts so different parts gets used, and I come to the conclusion that batteries/gas tank will never have any diversity unless they are exactly the same (in which case it's pointless to have 2).  There are no sense in making a battery twice the size with twice the power.  If the large battery have a bonus then all bot will be using the large one providing they are within the weight class to do so.  If the small battery has a bonus then that's the only one that will get used.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on December 21, 2009, 07:42:11 AM
well its basically like stock isnt it ? supervolt, nifty and slim, I based mine off that


do you really think bigger batteries kills creativity ?
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: 123savethewhales on December 21, 2009, 07:46:21 AM
Well, if we talking about stock bots without stack, then yes.  The batteries take up so much space and weight you have no space for everything else.

The more chassis space/weight batteries occupies, the less you have for everything else.  And regardless how you "balance" it you still end up with 1 good battery.  It then becomes rather you want the good battery to be included for LW or only MW/HW can get the benefit, and how big do you think the minimum chassis size should be.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on December 21, 2009, 07:58:03 AM
I see


I haven't actually balanced out values yet, once I am done making all components would you like to help me balance everything ?
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on December 21, 2009, 07:58:16 AM
Ant batteries might be the best batteries in the game... but when you start to use Beta bursts, you're starting to waste weight with them.

So i am not removing other batteries from the game, rather upping their electotal so that they are more worth it - adding another equation into the game that you guys will have to solve.

I am removing ballasts and a few useless components like Firestorm stuff and Chaos2 stuff however.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: 123savethewhales on December 21, 2009, 08:32:33 AM
I see


I haven't actually balanced out values yet, once I am done making all components would you like to help me balance everything ?
I guess I can try.

I think there's an easy way to look at it.  Instead of thinking "how much power/amp a better should have", think "how much space/weight do you want batteries to occupy a bot with 4 motors?  So if I want it to take up a 2x2x2 square, then I will design it so you need to have that many batteries to run 4 motors for the 3 minutes time.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on December 21, 2009, 08:38:04 AM
I like your way of thinking and knowledge of component values, its while off yet but I will get back to you when I need to balance them all 
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: kreiven on December 21, 2009, 01:35:54 PM
Hay. Im new in this game.. I really like it! :) Can i send my team too?
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Squirrel_Monkey on December 21, 2009, 01:37:42 PM
hehehe
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: cephalopod on December 21, 2009, 01:38:33 PM
I'd set up a showcase so we can all see your level of building - NAR AI teams are generally only made by the top DSL builders.

Welcome to GTM by the way! Enjoy your stay!
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: kreiven on December 21, 2009, 06:17:34 PM
So, please someone tell me first, what means DSL? :)  I play this game only 5 days.. He he..  But i learn fast...  :)
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: System32 on December 21, 2009, 06:24:29 PM
I hope you fix the HP/weight ratio on the parts and armour.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on December 21, 2009, 06:34:25 PM
@S32: I said it like 4 times already...

@Kraven: No, if you don't know what DSL is, you can't possibly send me a team for NAR AI.

@Craaig: That is not restricted to the top builders - as long as you can build decently, you can be in.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: System32 on December 21, 2009, 06:44:00 PM
Heh, I was just saying.

Anyway, STW: What the heck is wrong with more than one decent battery?

Large batteries take up more space, but can power more things.
Small batteries are easy to move where you want, but can waste weight.
Heavy batteries need to be put at the front for wedges, but serve as decent counter balances.

Just having one battery isn't creative at all. Just like having one weapon and one wheel and one motor. Realcreativity is by creating an awesome killing machine that eats bots and babies alike using an arsenal of win.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: kreiven on December 21, 2009, 07:00:18 PM
Why not? :/
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on December 21, 2009, 07:11:01 PM
Because NAR AI is a DSL AI pack !
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: kreiven on December 21, 2009, 07:14:20 PM
Ok..
So what can i do?
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: System32 on December 21, 2009, 07:18:09 PM
You can learn about DSL for a start.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on December 21, 2009, 07:23:54 PM
And this by reading the forums and wiki.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: cephalopod on December 22, 2009, 04:07:28 AM
@Craaig: That is not restricted to the top builders - as long as you can build decently, you can be in.

Ah, I see, sorreh ^_^

But yeah kreiven you need to learn about DSL and i recommend starting a showcase (again :P)
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: kreiven on December 22, 2009, 05:12:08 AM
Ok.
I try... 

:)
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on January 19, 2010, 07:54:24 AM
Well, since i changed my release method, this mod will not technically be NAR AI v3, because i will gradually change NAR AI and include the component changes in future NAR AI patches.

Notably, the NAR AI v2.2 patch will include a motor hitpoint change, and maybe ramplate/halfsheet as well.
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: JoeBlo on January 19, 2010, 08:11:43 AM
ah so these mods will phase in with updates ?
Title: Re: NAR AI v3 Mod - Ideas and Discussion
Post by: Naryar on January 19, 2010, 08:34:48 AM
Just as i said, small mods will be included with AI updates and with enough updates i will eventually reach the complete mod.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on January 22, 2010, 05:50:57 AM
Some more info on the next patch !

Game modifications in v2.2 will include a doubled airtotal for all airtanks, flamethrower consumption divided by 10, and motor hitpoints fix.

Motor and airtank description will be slightly changed as well, removing amp drain and adding torque, hitpoints and maxspeed values for the motors, and adding airtotal and PSI values for tanks (PSI = airmaxinoutrate/10)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sage on January 23, 2010, 12:28:46 PM
I wonder if I should make a team...
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on January 23, 2010, 12:36:47 PM
You're more than good enough for NAR AI. It would be accepted gladly (https://gametechmods.com/uploads/images/34625mrred.png)

Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on January 23, 2010, 10:43:42 PM
(https://gametechmods.com/forums/../uploads/images/34625mrred.png)

why are you changing everything green and blue the orange and grey :P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 03, 2010, 09:59:28 AM
Because of color tastes.

Anyways, here's a little preview of NAR AI v2.2 (release 10 Feb)

-Two teams by me.
-Waiting for GK's other team :P
-Motor hitpoints increased (excepted for the Piglet and NPC, both decreased)
-TWM3 and TWM3R Drive have same stats
-Servo hitpoints increased
-All pistons hitpoints increased (excepted the Storm that now has 6000 HP as the VDMA short)
-Ramplate hitpoints augmented
-Halfsheet hitpoints augmented (4500)
-Tribar hitpoints augmented
-Multi-extender hitpoints augmented
-All airtanks have now double airtotal
-Flamethrower consumption divided by 10

And I am still waiting for more teams !

Now for the next releases, here are my projects:

NAR AI v2.3 - release date, first week of March

-Battery electotal fix
-Wheel rebalancing.
-TXT file description change to put more technical info in the botlab description (example: grip for wheels, electotal for batteries)
-More teams !

NAR AI v2.4 "Candy Patch"- release date, probably end of April

-Brand new UI
-New: Component skins (Sage Skin Pack-style)
-NAR AI Arena release (modded combat arena)
-More paint job choices (new decals, textures and chassis edges)
-More teams !

I have no additional plans at the moment but you can be sure there will be more.
Also you can send me teams at any moment, they will be included in the next release.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 03, 2010, 11:49:00 AM
-Waiting for GK's other team :P

Sorry, I've had other issues. Will do asap.


Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 04, 2010, 02:34:56 AM
First step in skinpack: 8 brand new light snowplows (Finally got that GMF compiler and decompiler to work)

(https://gametechmods.com/uploads/images/92544SNOWPLOWS.PNG)

Light snowplows aren't used much though. Any ideas what to skin next ?

Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Avalanche on February 04, 2010, 02:41:59 AM
WWWWWWWWIIIIIIIIINNNNNNNNNN.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 04, 2010, 08:20:42 AM
cool

sage might have something say about it.. he tends to always :P

but still cool.. how about the DSL tribars next ?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Pwnator on February 04, 2010, 08:25:43 AM
'The snowplow of winners'.

WINNAR.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sage on February 04, 2010, 03:39:59 PM
Nice work on the plows! Looks like you got the component menu function to work OK. Cool.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 123savethewhales on February 04, 2010, 09:27:49 PM
You know I am going to argue about the same thing.  So I might as well save it.

I will send you an update for all my bots to use NPC fast b4 Feb 10.  After all we no longer have a reason to use any other drive motor in the game.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 05, 2010, 02:03:07 AM
Yes, i was thinking of skinning the tribars as well, but i am having trouble compiling the BSGs (i have different colors). Any help ?

Anyways, i just implemented the (all balanced) Supernova disc, Razer claw, Shrederator shell (it doesn't works  :mad: ), and the Judge's parts (excepted the burst) into my game, and i might release all of this in next release rather than waiting.

@123: I am lowering the NPC fast hitpoints though... it will be 2000.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 123savethewhales on February 05, 2010, 02:13:08 AM
Good enough to be use externally no?  I mean, the next in line (npc normal) has 16 less torque and only 1500 hp more.  But I guess that's better than a 4000 hp NPC Fast.  Let's see how it turn out after the conversion.

BTW, are you still implementing the 22000 hp dual perm and 15000 hp mag 6?  Not that I have much to change in particular but I am curious to know (and maybe build some bots with exposed mag 6).
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 05, 2010, 04:13:41 AM
Shrederator shell (it doesn't works  :mad: )

what do you mean by this ?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 05, 2010, 04:19:04 AM
Well, i balanced it and put in in the replica discs dropdown menu (it is now no longer a cheat part in NAR AI, neither a hidden one); it does appear in the menu, but each time i click on it the game crashes.

All necessary files are here, but i fear i might have failed at writing the .txt file - maybe because i changed it to a weapon.

Here is the txt :


Code: [Select]
name = Shrederator Sheck
preview = shred_preview.bmp
dir = shrederator
model = shrederator.gmf
type = weapons
base = weapon
styles = Default
passthru = collision
description = Shrederator's shell will give a wicked look to your middleweight shell spinners. It has 17000 hitpoints, 1.5 concussion and piercing, 100 fracture and 1.5 frequency. Double-sided normals.
hitpoints = 17000
piercing = 1.5
concussion = 1.5
normal = true 1 0 0  0 0 1
fracture = 100
frequency = 1.5
damagesounds = sounds\steel_collision2.wav
attachsound = sounds\cmp_generic.wav
mass = 120
standard = 1
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 05, 2010, 06:38:06 AM
did you play around with
Code: [Select]
passthru = collision
 at all.. or

the only other thing I could think of is the lead or first component lacks in within its styles or is troubled there
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 05, 2010, 07:43:47 AM
No i didn't touched the passthru... and yes ,shrederator.txt is in the Styles folder.

anyways, more mods that will be in v2.2 !

-Grey and black DSL tribars
-Colored BSGs if i can get the things to compile correctly
-Dark Steel skirts (Steel skirts skinned darker) and maybe multiple colors for Poly skirts (blue, red, yellow, etc)
-Nightmare disc
-Supernova disc return
-Judge armor parts and weapon
-Shrederator shell IF I MANAGE TO GET THE DAMN THING TO WORK
-Razer claw
-Maybe some of the DarkParts if i get the authorization

All weapons at 60K efficiency, and most of the armor parts near 400 HP/kg.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 05, 2010, 07:46:07 AM
I actually meant is the text/ name written correctly in the first components

Code: [Select]
styles =
section  ;)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Clickbeetle on February 05, 2010, 10:27:25 PM
maybe because i changed it to a weapon.


Yep, that's it--you need to capitalize the 'W' in 'Weapon'.


It should be


base = Weapon (capitalized)
type = weapons (not capitalized)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 07, 2010, 02:54:28 PM
Team Hell update: https://gametechmods.com/uploads/files/9495Team57.zip (https://gametechmods.com/uploads/files/9495Team57.zip)

New bindings for bots that need them:
Code: [Select]
    list.append(("Styx","FBS",{ 'invertible':True,'spinspeed':8, 'direction':1,'range':99, 'radius':1, 'topspeed':120, 'throttle':120, 'turn':30, 'turnspeed':1.5, 'weapons':(12,13,14,15)}))
    list.append(("Charon","FBS",{'invertible':True,'direction':-1,'radius':1,'range':0.01,'range2':99, 'radius':0.1, 'topspeed':100, 'throttle':130, 'turn':60, 'turnspeed':5,'weapons':(7,8,9,10,11,1217,18,19,20)}))
    list.append(("AW - Hell Hub","FBS",{ 'spinspeed':8, 'direction':1, 'range':99, 'radius':0.1, 'topspeed':120, 'throttle':120, 'turn':30, 'turnspeed':1.5, 'weapons':(10,11,14,15)}))

Also, the motto should be "Don't expect to leave alive"
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: LiNcK on February 07, 2010, 05:12:03 PM
So, Would this mod be used in Tournaments?
Like DSL tourneys with these "fixes"?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Stagfish on February 07, 2010, 05:17:11 PM
pink snowplow= Better Killertron replica :D
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 07, 2010, 06:13:40 PM
So, Would this mod be used in Tournaments?
Like DSL tourneys with these "fixes"?

Yes to the first
No to the second

this will become a separate mod so tournaments would specify NarAI 2.2, etc
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sage on February 07, 2010, 08:16:00 PM
What are BSGs?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 07, 2010, 08:24:42 PM
The smaller burst motors.

And yes, i need help with them because i can't seem to compile them correctly...
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sage on February 07, 2010, 09:00:16 PM
I'll give it a shot, but you might need Serge's skillz.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 11, 2010, 06:17:14 AM
'Tis done

(https://gametechmods.com/uploads/images/34411BSGcolored.PNG)

And this one of the reasons i postponed NAR AI v2.2 since it will be included in it (https://gametechmods.com/uploads/images/34625mrred.png)

Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 11, 2010, 08:34:09 AM
awesomesauce

just may want to remind people... at this stage NarAI is no longer cross compatible with DSL 2.1 if you use these new parts.

so no more building in NarAI for DSL tourneys if you want the pretty stuff  :mrgreen:
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Little lost bot on February 11, 2010, 10:47:16 PM
Just an idea how bout some hover bots there like non of them. Just an idea
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 12, 2010, 01:59:09 AM
just may want to remind people... at this stage NarAI is no longer cross compatible with DSL 2.1 if you use these new parts.

If you build with these and want to use the bot for a tourney you just have to BFE your bot so you swap from skinned component to normal component to make them DSL2.1 legal. It's really just removing a few letters.

Also i will most likely release that skin pack independently from NAR AI (without NAR AI parts), so there might be a chance people use it in tourneys...

Just an idea how bout some hover bots there like non of them. Just an idea

Did you downloaded the thing ? There are three of them, and more to come.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 12, 2010, 02:09:45 AM
there is no problem just suggesting you remind people so those (not naming anyone particular) wont feel the need to blame your work if there robots crash other games..... as Mad suggested to me... cover yourself completely for all audiences, the computer smart to the not very capable  ;)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 12, 2010, 03:47:24 AM
^^ Well you've just done it

Anyways, here is what will be in NAR AI v2.2

-2 more teams from me
-1 more team from GK
-A few bot updates
-Motor/Servo hitpoint fix
-Piston hitpoint fix
-Ramplate hitpoint fix
-Halfsheet hitpoint fix
-Tribar hitpoint fix
-Multi-extender hitpoint fix
-All airtanks have their airtotal doubled
-Flamethrower consumption divided by 10
-Supernova disc is back
-Razer claw and Shrederator shell implemented as standard parts and balanced
-Killdozer plow balanced (deals moar damage)
-Judge components (excepted the burst motor) implemented as standard parts and balanced
-8 new light snowplow skins
-4 new BSG skins
-All DSL tribars now have grey and black versions

I think there is nothing more.

Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 12, 2010, 03:54:41 AM
awesomesauce
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 12, 2010, 03:59:47 AM
https://gametechmods.com/RA2wiki/index.php?title=JoeBlo&curid=1819&diff=13624&oldid=13579

:P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 12, 2010, 04:07:54 AM
cant say I didnt see that one coming :P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 13, 2010, 04:59:30 PM
Nary, are you going to balance the TTD sawblade?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 14, 2010, 02:00:59 PM
Nary, are you going to balance the TTD sawblade?

Oooh yes ! I wanted to get it in NAR AI a half year ago but totally forgot about it !

And i'll skin it as well !
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 16, 2010, 05:39:14 AM
The working version of v2.2 will come before Sunday.

With new features:

-More component stats in description (like torque/maxspeed for motors, battery and airtank complete stats, fracture, concussion, piercing and normals for weapons)
-The new NAR AI Arena
-Maybe new skins (was thinking different colors for Wheely Big Cheese wheels, ramplates and iron skins as well)
-The rebalanced TDD sawblade
-Maybe the MOE super-long-chain motor (balanced of course)
-A few more edge lines

I was thinking other things but i am not sure. Here they are-

-Grey and black versions of: the DSL discs, the Ti sheets
-Different colors for the polycarbonate skirts
-Different TDD skins
-Different replica disc skins

That'll make a lot of skins though... (i might release them as an independent pack if it doesn't crashes anything) what do you guys think ?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 16, 2010, 05:40:34 AM
If you sort out the BSG.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 16, 2010, 05:53:25 AM
That'll make a lot of skins though... (i might release them as an independent pack if it doesn't crashes anything) what do you guys think ?

thats what I plan for Backlash, since nothing can really be balanced all that different I am providing heaps of different looks so robots will all look different
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 18, 2010, 02:47:01 AM
Oookay!

Good news and bad news...

Good news - The TDD sawblade is in NAR AI, also DarkRat allowed me to use his DarkParts so there will be even more balanced new parts  :bigsmile:

Bad news- The download might be quite large.

I will release 4 things on Sunday-

1-NAR AI v2.2 (Components and AI folder only)- not more than 50 MB
2-NAR AI v2.2 Ready to Play - 160 MB roughly
3-NAR AI v2.2 Ready to Play with additional skins, mods and the NAR AI Arena - probably 165 MB
3-NAR AI Skin Pack (not more than 20 MB)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: LiNcK on February 18, 2010, 10:27:02 AM
1-NAR AI v2.2 (Components and AI folder only)- not more than 50 MB
2-NAR AI v2.2 Ready to Play - 160 MB roughly
3-NAR AI v2.2 Ready to Play with additional skins, mods and the NAR AI Arena - probably 165 MB
4-NAR AI Skin Pack (not more than 20 MB)

Fixed ;D
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 18, 2010, 10:33:02 AM
Thanks for the constructive post.

Are you going to send a team for NAR AI ? If you send one before Sunday you'll be in v2.2.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 11:03:42 AM
Hi!
This is my first post and I was thinking about sending a team to you. Is that ok?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 18, 2010, 11:04:33 AM
Naryar will be fine if he believes the team meets his standards.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 11:24:56 AM
I might be tempted to build a team for you. I'm in the mood at the moment. Might not meet your standards, and I don't mind if it gets rejected :P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 18, 2010, 11:25:49 AM
For me? 0_0
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 11:26:06 AM
Naryar will be fine if he believes the team meets his standards.

Ok. Thanks for the fast reply.  :bigsmile:
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 18, 2010, 11:28:14 AM
No problem.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 11:30:52 AM
No, Nar AI, you fool ;D
Building a team for someone personally is just... a little weird. :P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 18, 2010, 11:31:52 AM
You're building a team for Bloeb.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 18, 2010, 11:41:11 AM
@Craaig : Go on. You have enough skill for NAR AI and i am absolutely sure you can pull off a rather good team if you kick your own ass enough eeh i mean motivate yourself enough :P

@Gazea : Thanks for the interest, however i will request at least decent building skill and will most likely give feedback unless they are near-perfectly built. Do you think you have the skills ?

(If you don't already have it, you might want to download NAR AI for seeing the requested level)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 12:06:21 PM
@Gazea : Thanks for the interest, however i will request at least decent building skill and will most likely give feedback unless they are near-perfectly built. Do you think you have the skills ?

(If you don't already have it, you might want to download NAR AI for seeing the requested level)

I just realised that all of my good robots are in stock.  :confused:

I have got DSL and your A.I pack though and I have built some decent robots in DSL. Time to get building.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Stagfish on February 18, 2010, 12:23:05 PM
i might send a team
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 12:24:41 PM
You're building a team for Bloeb.


Bloeb?


Also yeah Nary, I'll get some work done on it tonight, alongside my CA2 entry.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 18, 2010, 12:25:18 PM
@Gazea: OK, cool.

i might send a team

You better build at your best !
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Stagfish on February 18, 2010, 12:25:38 PM
yup
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 18, 2010, 12:27:12 PM
You're building a team for Bloeb.
Bloeb?

JoeSebastian  Bloeb, top rally driver.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 18, 2010, 12:29:42 PM
^^ Is that supposed to be funny ?

Anyways, great news. You will have some Dark Parts (notably weapons) in NAR AI this Sunday (https://gametechmods.com/uploads/images/34625mrred.png)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 12:30:09 PM
You're building a team for Bloeb.
Bloeb?

JoeSebastian  Bloeb, top rally driver.


I guess you're on about JoeBlo? :P
And yeah, but for the Backlash Mod.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on February 18, 2010, 12:32:42 PM
^^ Is that supposed to be funny ?

No, just an in-joke between Joe and myself.

Which Darkparts can we expect?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Stagfish on February 18, 2010, 12:33:33 PM
will the darkrat parts be allowed in DSL tourney's then?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 01:10:11 PM
(https://gametechmods.com/uploads/images/31905screenshot_6.bmp)

Naryar is this ok?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Badnik96 on February 18, 2010, 01:16:25 PM
No, since its unrealistic, and can use a smaller chassis, grippier wheels, a wedge and less batts.

But nice as a first bot.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 01:18:22 PM
No, since its unrealistic, and can use a smaller chassis, grippier wheels, a wedge and less batts.

But nice as a first bot.

Ok, thanks. Back to building then.  ;)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 01:42:58 PM
Sorry for the double post.

(https://gametechmods.com/uploads/images/16885screenshot_10.bmp)

How is this?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Stagfish on February 18, 2010, 01:44:30 PM
dont mount the wedge onto a beta burst! use a metal hinge
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 01:45:30 PM
dont mount the wedge onto a beta burst! use a metal hinge

Ok, but can I ask why?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Stagfish on February 18, 2010, 01:46:52 PM
metal hinges are the best plus beta bursts way a lot and make a DSL showcase instead of posting your bots here
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 01:50:18 PM
Not so bad. I recommend you start a showcase though to stop posting bots in here ^_^

Not sure if there's quite enough weapons to make that a good HW, but some advice and work would improve it muchly.


And as for the wedge, beta bursts are very heavy, and a wedge using a metal hinge is a lot lighter and possibly more effective. Unless you're intending the wedge to also be a flipper.




GAH I WISH I COULD POST A REPLY BEFORE PEOPLE SAY WHAT I'M SAYING XD
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 01:50:51 PM
I'm posting them up here for Naryar's A.I pack.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 01:53:15 PM
I'm posting them up here for Naryar's A.I pack.


You send him the bot files, not pictures of them... and then he'll give you his feedback XD


make sure you've done all the required stuff on the front page.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 01:56:48 PM
Ok, sorry.  :smile:


EDIT: How do I send them to him? It only lets me upload images.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on February 18, 2010, 01:59:45 PM
there is a file uploader, wait send them for what?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 18, 2010, 02:01:55 PM
there is a file uploader, wait send them for what?

For the A.I pack.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 18, 2010, 02:12:35 PM
there is a file uploader, wait send them for what?

For the A.I pack.


Hold your horses!
Have you checked against all the requirements? https://gametechmods.com/forums/index.php/topic=1139.msg18083#msg18083 (https://gametechmods.com/forums/index.php/topic=1139.msg18083#msg18083)


I still recommend you start a showcase so you can get feedback before you send them off...
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 19, 2010, 03:51:43 AM
Ok, I will start a showcase. :bigsmile:
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 19, 2010, 05:06:24 AM
@Gazea: These are not bad... but you do have many improvements possible in your designs.

Which Darkparts can we expect?

Assassin claw, Batwing axe, Double Kriss blade, Crowbar, Dragon's Breath extender motor, Warrior/Knight/Reaper blades, Longsword, Deadblow pick, Scoops, Shuriken thing, Spinner shell, Tire Iron, Fan Disc, Turbine, Saw Shaft, Heavy Metal disc, Panther claw, Space spike, Spiked shield disc, Drill, Jagged Blade.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: cephalopod on February 19, 2010, 05:22:28 AM
Assassin claw, Batwing axe, Double Kriss blade, Crowbar, Dragon's Breath extender motor, Warrior/Knight/Reaper blades, Longsword, Deadblow pick, Scoops, Shuriken thing, Spinner shell, Tire Iron, Fan Disc, Turbine, Saw Shaft, Heavy Metal disc, Panther claw, Space spike, Spiked shield disc, Drill, Jagged Blade.


Ooh, maybe I should hold back on building the rest of my team for a few days...
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 19, 2010, 05:31:49 AM
Spinner shell

I am requesting use of the spinner shell from Darkrat too,  ;)

reminds me I must get on and issue a few final allowance requests around before I finish up the components. 
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: trumpetguy on February 20, 2010, 10:23:53 PM
I might wait, on my Mage team, so no fire from me right now.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 21, 2010, 04:43:23 AM
When are you going to upload it Naryar?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 21, 2010, 04:44:02 AM
When are you going to upload it Naryar?

When it will be ready.

:P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Gazea2 on February 21, 2010, 04:47:25 AM
I'm so eager. :P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on February 23, 2010, 03:45:17 AM
Oh hai

If i manage to get v2.3 done with my game failing or simply fixing the game  :FFFUUU, here are some of the things you will have:

-Hopefully more builder teams
-Battery power fix
-Drive versions of the double magmotor, and weapon version of the TWM3 both long and short axes
-MOAR skins

I thought a little about the power-up of weapons with normals and i might finally do it in v2.3 (Darkrat weapons with normals already have 61000 or 62000 efficiency). How do you guys feel about this ?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on February 23, 2010, 05:08:14 AM
-Drive versions of the double magmotor,


while they aren't called Mag Motors, I did that for Backlash :P


they look cool as drive motors..
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on March 23, 2010, 08:07:53 AM
(https://gametechmods.com/uploads/images/642132magdrive.PNG)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: JoeBlo on March 23, 2010, 09:43:35 AM
awesome.. the red attachment points are a nice touch also
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: lloopp D lloopp on March 23, 2010, 09:46:01 AM
BLASPHEMY

>:O
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: TeamXtreemer on April 18, 2010, 01:37:22 PM
MAK AH DRIVE PIGLATT!

Lul
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: R1885 on April 18, 2010, 01:39:01 PM
MAK AH DRIVE PIGLATT!

Lul
You can't, brush-less motors would fry if they were under that stress.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 18, 2010, 01:39:21 PM
NO.

No Piglets for drive, not while i live !
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on April 18, 2010, 01:43:32 PM
NO

No Piglets for drive, not while i live !

Easy way to fix that problem!

*pulls out a hatchet*

Now to fly to France

*Forgets UK Airspace is closed, and he doesn't know where Naryar lives*

I'll just PM him with the word ballast repeatedly instead. That should give him a heart attack.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Squirrel_Monkey on April 18, 2010, 01:47:43 PM
Someone needs to make a Piglet shaped Ballast/Drive thingy.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Thyrus on April 18, 2010, 01:49:19 PM
Piglet Drive Ballast Crawler.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Squirrel_Monkey on April 18, 2010, 01:50:13 PM
Piglet Drive Ballast Crawler.
With Joe <3 Nary written on it.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on April 18, 2010, 01:51:15 PM
Didn't you see Nary made that already?

Except the Joe <3 Nary bit. And it should be Nary <3 Joe :P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Squirrel_Monkey on April 18, 2010, 01:53:09 PM
Didn't you see Nary made that already? Link Please

Except the Joe <3 Nary bit. And it should be Nary <3 Joe 4 ever:P
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 18, 2010, 02:06:30 PM
(https://gametechmods.com/uploads/images/37233screenshot_6.bmp)

^^ AKA the gayest bot ever (with FLAILZ!!!!1)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: G.K. on April 18, 2010, 02:09:36 PM
Steel 10?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Thyrus on April 18, 2010, 02:11:40 PM
so "Arbeitsplatz" is "Bureau" in french? :D
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 18, 2010, 02:11:48 PM
Nope it has Aluminium 5. I think.

@Unskilled German : Yes, roughly. "Arbeitsplatz" being "Workplace" it might be translatable into "Bureau".
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: MikeNCR on April 23, 2010, 07:34:53 PM
Nar, would you like me to make a team?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Badnik96 on April 23, 2010, 07:48:27 PM
[offtopic] MIKE HAS 444 POSTS 0_o [/offtopic]

And I would love it if you made a team for NAR AI.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Clickbeetle on April 23, 2010, 08:09:16 PM
MAK AH DRIVE PIGLATT!

Lul
You can't, brush-less motors would fry if they were under that stress.


On the contrary.  Triton used 3 brushless motors for drive (and wheels too).  And it was awesome.


http://www.buildersdb.com/botdetails.asp?botid=2822 (http://www.buildersdb.com/botdetails.asp?botid=2822)


Though I do seem to remember hearing that it went through motors like potato chips, which was why it was eventually retired...
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 24, 2010, 01:45:53 AM
Nar, would you like me to make a team?

Well of course !
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 24, 2010, 12:26:49 PM
DP

Does someone has a HW triple FS ? I wish to replace ICM but can't come up with a good design.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Doomkiller on April 24, 2010, 10:45:27 PM
Want me to build one for you?
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: The Ounce on April 24, 2010, 10:56:36 PM
I've got something, but it might need more testing.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 123savethewhales on April 24, 2010, 11:00:21 PM
Why Triple?  Double seem to work fine.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Pwnator on April 24, 2010, 11:05:08 PM
Nary wants to make it look more like the original.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 24, 2010, 11:06:29 PM
Hey, uhhh.............could I maybe, make a team? My DSl bots are kinda good......
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Pwnator on April 24, 2010, 11:08:33 PM
Showcase 'em first. :D
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 24, 2010, 11:11:49 PM
well, I'll work on one......my DSL skills are rusty......
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 24, 2010, 11:32:52 PM
Dp
(https://gametechmods.com/uploads/images/34976screenshot_116.png)
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: HurricaneAndrew on April 25, 2010, 12:30:21 AM
Naryar's reaction to Sparkles' bot:
 
Quote from: Naryar
Empty space? FFUUUUU
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 25, 2010, 12:39:58 AM
fuuuuuuuuuuuuuuuuuuuuuuuu
 
it's pretty good though.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: HurricaneAndrew on April 25, 2010, 12:46:58 AM
I do have to admit it's not bad for you, but still not NAR AI good.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 25, 2010, 12:49:07 AM
what neds to be fixed?
 
workin' on the HW now
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 25, 2010, 01:08:52 AM
Empty space, wasting weight on extenders, unneccessary wedge in the middle, Mag Snappers aren't that good, Steel 1 and poor frontal defense.

I recognizeIt's not too bad but it's not going to last against any good bot.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 25, 2010, 01:18:44 AM
what about this?
(https://gametechmods.com/uploads/images/64739screenshot_118.png)
has DSA, need to change.........
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 25, 2010, 01:22:04 AM
Drive setup fails, biiiig chassis, and it's overpowered as well.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 090901 on April 25, 2010, 01:23:06 AM
UNDERWEIGHT!
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Sparkey98 on April 25, 2010, 01:25:59 AM
that will be solved with steel 10 :evilsmile:
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 25, 2010, 01:27:20 AM
Oh wait it's a SHW ? In that case it's horribly underweight...

Might be able to get it down to a HW with 2WD Techno and NPCs (or even fasts), less batts and a smaller chassis.

that will be solved with steel 10 :evilsmile:

Not a good idea at all.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 123savethewhales on April 25, 2010, 01:38:35 AM
I wanted to send something, but I only got 4 bots.....  I need a LW, and maybe I can fill the last spot with a not so laggy UHW (the vs)?

I haven't really been able to build anything better than the existing bots I send for NAR, but I do have something new here and there.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 090901 on April 26, 2010, 09:53:12 PM
Nar, does my juggler Avenger crash your game, every since I put the Components file you released into my game, the bot won't work.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: Naryar on April 27, 2010, 01:15:11 AM
I will check.
Title: Re: NAR AI Mod - Ideas and Discussion
Post by: 090901 on April 28, 2010, 04:18:10 PM
It turns out the flamethrowers that came with the AI+ Components release don't work.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: Naryar on July 01, 2010, 04:48:29 AM
Posted an interest poll since some people are complaining of my work.

Please give feedback on how you feel on the modding of NAR AI as well, i might change the future releases accordingly.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: RedSawn on July 01, 2010, 05:04:51 AM
Well.. I'm not complaining, but you -have- been straying from the point of the pack.. for it is NAR "AI"
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: Naryar on July 01, 2010, 05:23:14 AM
It was supposed to be just AI at original, then i changed my mind a year ago. evolved. But do you like it or not ?
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: JoeBlo on July 01, 2010, 05:41:34 AM
I have always seen you from he day I joined as Mr DSL.... the fixing of a few DSL parts started out harmless (and lets face it good) but it really trailed to far away and ruined the original awe of the AI.

the darkrat parts, etc balanced is cool but not really a place in here (maybe a second mod?).. its why I have slowed down in downloading versions. the concept of the ultimate AI pack is the idea to run with, loose the mods, but maybe keep the skins.

by no means complaining though, just feedback. if people dont like it they wont use it simple... (perhaps the reason for a lack of tournaments)
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: 123savethewhales on July 01, 2010, 10:00:57 AM
I like the idea of original component and AI, as the original version tend to have more activities.

A reason why tournament cannot be run on NAR AI is because every version past 2.2 feel like a beta.  Parts that are known to be broken (90 kg hammer, nightmare disk, NAR Blade, Tire Iron) need to be removed from the pack until they are fixed.  Things like new motor (dragon breath) need to be seriously tested so as to not imbalance the game.  And I hate to say this, but my components are pretty overpowered as well.  After some trials I don't think they should be included in the game.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: Naryar on July 06, 2010, 03:41:33 AM
So it seems nearly nobody cares about new parts... ok... no more new parts then.

I don't even know if i should remove the darkrat parts from the game and just keep with DSL 2.1 gmf's ?
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: JoeBlo on July 06, 2010, 08:13:47 AM
keep the roots, AI, UI, Skins, etc

release a separate balanced Darkrat Pack if you wish but keep it separate from this imo
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: 123savethewhales on July 06, 2010, 10:25:24 AM
Problem is quite a few of us already used/send in bots with the harpoon blade in it.  But most of the part that hasn't been used by anyone yet can be easily removed.

You can make them cheatbot parts though so people who already send bots with new parts in don't have to send new bots.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: Somebody on July 06, 2010, 12:15:49 PM
I don't even know if i should remove the darkrat parts from the game and just keep with DSL 2.1 gmf's ?

OH GOD YES

But I do like the idea of having the parts as cheatbot2 parts.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: LiNcK on July 12, 2010, 06:31:47 PM
I don't even know if i should remove the darkrat parts from the game and just keep with DSL 2.1 gmf's ?

OH GOD YES

But I do like the idea of having the parts as cheatbot2 parts.

I think the "Stock" NarAI should have just the DSL rebalanced parts & With cheatbot it should add all the new parts :P
 
Also, Should I update my NarAI to the lastest version? I have v2.2 now & Im scared of changing coz of the tourneys & Stuff :P
I dont wanna turn in a bot to a tourney (DSL) that has a component that fails in DSL but it got rebalanced in NarAI :P
And I also dont wanna have to keep changing games & Stuff
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: SKBT on July 12, 2010, 07:59:52 PM
After you install the new version just re-install the DSL components folder over the NAR AI comonents folder. That's what I do.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: LiNcK on July 12, 2010, 08:05:48 PM
The thing is, I dont wanna play DSL & NarAI as separate games :P
Ill have to build different versions of the same bot (For NarAI & DSL) and stuff :S
 
I dont even have Stock, I only have DSL 2.1 with NarAI bots, When Naryar added components & Stuff to NarAI, I started doubting if I should get it or not
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: TeamXtreemer on July 20, 2010, 01:34:26 PM
A Got A Good LW Team :)
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: G.K. on July 20, 2010, 01:37:08 PM
Well, you need at least 1 MW and 1 HW.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: TeamXtreemer on July 20, 2010, 01:38:47 PM
Ok.
Ill work on it.
Title: Re: NAR AI Mod - Ideas and Discussion (new poll)
Post by: TeamXtreemer on August 04, 2010, 02:24:43 PM
I wish nary would let me make a all lightweight team :'(