Poll

What exactly do you want or wish for in NAR AI ? (2 votes)

New AI
32 (40%)
DSL 2.1 component rebalancing
11 (13.8%)
Goodies (UI, skins, decals, etc)
24 (30%)
New components (darkrat and DSL 2.1)
13 (16.3%)

Total Members Voted: 47

Author Topic: NAR AI Mod - Ideas and Discussion (new poll)  (Read 20370 times)

Offline JoeBlo

Re: NAR AI Mod - Ideas and Discussion
« Reply #60 on: January 23, 2010, 10:43:42 PM »
(Image removed from quote.)

why are you changing everything green and blue the orange and grey :P

Offline Naryar

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Re: NAR AI Mod - Ideas and Discussion
« Reply #61 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.

Offline G.K.

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Re: NAR AI Mod - Ideas and Discussion
« Reply #62 on: February 03, 2010, 11:49:00 AM »
-Waiting for GK's other team :P

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


My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)

Offline Naryar

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Re: NAR AI Mod - Ideas and Discussion
« Reply #63 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)



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


Offline Avalanche

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Re: NAR AI Mod - Ideas and Discussion
« Reply #64 on: February 04, 2010, 02:41:59 AM »
WWWWWWWWIIIIIIIIINNNNNNNNNN.
Former DSL HW champion.
Runner-Up in The Cybernetic Colosseum HW division.
Semi-finalist in RNP: Sword of Glory.
Robogames 1 BW Runner-up.
Professional cunt.
Man of a thousand alt accounts.

Offline JoeBlo

Re: NAR AI Mod - Ideas and Discussion
« Reply #65 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 ?

Offline Pwnator

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Re: NAR AI Mod - Ideas and Discussion
« Reply #66 on: February 04, 2010, 08:25:43 AM »
'The snowplow of winners'.

WINNAR.
Clash Cubes 1 - Grey Matter (Runner-Up)
King of Karnage - Sideshow Freak (Runner-Up, Best Engineered)
Rust In Pieces - Paper Cut 3 (Grand Champion, Most Dangerous Bot)
Wheely Tag Tournament - Ion Thruster (Grand Champion, along with Ounces' DiSemboweLment)
UK vs USA - Dark Striker (Grand Champion)
Rust In Pieces 2 - Claymore (Runner-Up, Favourite Bot)
BBEANS 6 - Infection 4 (Runner-Up)
RA2 Team Championships - Serious Business, Skeksis (Runner-Up, along with Scrappy, S_M, and Badnik)
RA2 Team Championships 2 - The Other Stig (Runner-Up, along with Scrappy, S_M, Badnik, 090901, and R1885)
Replica Wars 3 - Abaddon (Runner-Up, Luckiest Bot)
BroBots - wheebot & yaybot (Runner-Up)
Robo Zone 2 - Dipper (4th place, Survival Champion, & Best Axle Bot)
ARBBC - The Covenant (3rd place, BW Rumble Winner, Most Feared BW)

Offline Sage

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Re: NAR AI Mod - Ideas and Discussion
« Reply #67 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.
You got my vote for RA2 Wizard. Always and forever.

Offline 123savethewhales

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Re: NAR AI Mod - Ideas and Discussion
« Reply #68 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.

Offline Naryar

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Re: NAR AI Mod - Ideas and Discussion
« Reply #69 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.

Offline 123savethewhales

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Re: NAR AI Mod - Ideas and Discussion
« Reply #70 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).

Offline JoeBlo

Re: NAR AI Mod - Ideas and Discussion
« Reply #71 on: February 05, 2010, 04:13:41 AM »
Shrederator shell (it doesn't works  :mad: )

what do you mean by this ?

Offline Naryar

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Re: NAR AI Mod - Ideas and Discussion
« Reply #72 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

Offline JoeBlo

Re: NAR AI Mod - Ideas and Discussion
« Reply #73 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

Offline Naryar

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Re: NAR AI Mod - Ideas and Discussion
« Reply #74 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.

Offline JoeBlo

Re: NAR AI Mod - Ideas and Discussion
« Reply #75 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  ;)

Offline Clickbeetle

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Re: NAR AI Mod - Ideas and Discussion
« Reply #76 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)

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline G.K.

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Re: NAR AI Mod - Ideas and Discussion
« Reply #77 on: February 07, 2010, 02:54:28 PM »
Team Hell update: 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"
My above post explains everything about everything.

Host of: Wheely Tag, Back To The Beginnings, BTTB 2, BTTB 3, BTTB 4, & BTTB V.

Heavy Metal: Champion (Mockery of the Whole Concept)
Robotic International Wars Series 1: Champion (Minifridge 6)
RA2 Team Championships 1 & 2: Champion (High Speed Train & Upthrust - as part of Naryar's Not Quite Evil Council of Doom)

Runner Up in: The Amazing Rage (Team Fedex), R0B0NOVA (Zaphod Stock), Steel Warzone (Inception of Instability), Box of Nightmares (Gicquel), Wheely Tag (Minifridge the Second)

Clash Cubes IV: 5th place (Fretless)
BBEANS 6: Rumble Winner & 6th Place (Minifridge 4)

Offline LiNcK

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Re: NAR AI Mod - Ideas and Discussion
« Reply #78 on: February 07, 2010, 05:12:03 PM »
So, Would this mod be used in Tournaments?
Like DSL tourneys with these "fixes"?

Offline Stagfish

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Re: NAR AI Mod - Ideas and Discussion
« Reply #79 on: February 07, 2010, 05:17:11 PM »
pink snowplow= Better Killertron replica :D