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 20388 times)

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI Mod - Ideas and Discussion (new poll)
« 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**
« Last Edit: July 01, 2010, 04:46:32 AM by Naryar »

Offline TriTon

  • Super Heavyweight
  • Posts: 891
  • Rep: 0
  • Deal with it.
    • View Profile
    • Awards
NAR AI v3 Mod - Ideas and Discussion
« Reply #1 on: October 13, 2009, 09:34:44 AM »
Cool! Could you possibly make new replicas?

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #2 on: October 13, 2009, 09:43:35 AM »
No.

Offline nicsan2009

  • Ultra Heavyweight
  • Posts: 1836
  • Rep: 5
  • Here we go again!
    • View Profile
    • Awards
  • See profile for gamer tags: Yes
NAR AI v3 Mod - Ideas and Discussion
« Reply #3 on: October 13, 2009, 10:13:10 AM »
Quote from: Naryar;72425
No.


Haha
Hosted 2 Legit 2 Quit tourney Congrats Somebody
Hosted 2 Legit 2 Quit 2 congrats to Plazmic Inferno as well as Somebody (again)
Hosted RA2 World Cup Congrats to Senstro
Hosted TGRR congrats to 090901
ITAT Tournament- Champion
Beetle Bashers- Champion
Father and Son Tournament 2- Champion
GTM All Stars- HW Champion; MW runner up
Father and Son Tournament- Runner up
All Time Record 51-36

Offline JoeBlo

NAR AI v3 Mod - Ideas and Discussion
« Reply #4 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 ?

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #5 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...

Offline Pwnator

  • *
  • Posts: 6676
  • Rep: 15
  • Awards BOTM Winner
    • View Profile
    • http://pwnator.tumblr.com
    • Awards
  • See profile for gamer tags: Yes
NAR AI v3 Mod - Ideas and Discussion
« Reply #6 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?
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 123savethewhales

  • *
  • Posts: 2923
  • Rep: 30
  • Friendship is Magic
  • Awards BOTM Winner
    • View Profile
    • Awards
NAR AI v3 Mod - Ideas and Discussion
« Reply #7 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.

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #8 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.

Offline 123savethewhales

  • *
  • Posts: 2923
  • Rep: 30
  • Friendship is Magic
  • Awards BOTM Winner
    • View Profile
    • Awards
NAR AI v3 Mod - Ideas and Discussion
« Reply #9 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.

Offline Clickbeetle

  • *
  • Posts: 3375
  • Rep: 21
  • In Soviet Russia, bugs stomp YOU!
  • Awards BOTM Winner
    • View Profile
    • Beetle Bros site
    • Awards
NAR AI v3 Mod - Ideas and Discussion
« Reply #10 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.

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 Natef

  • *
  • Posts: 5949
  • Rep: 6
    • http://www.youtube.com/us
    • View Profile
    • Nate Reviews Home
    • Awards
  • See profile for gamer tags: Yes
  • Skype: natesf
NAR AI v3 Mod - Ideas and Discussion
« Reply #11 on: October 17, 2009, 07:14:43 AM »
I might consider making a Team...

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #12 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.

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #13 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 ?

Offline JoeBlo

NAR AI v3 Mod - Ideas and Discussion
« Reply #14 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
« Last Edit: November 26, 2009, 06:19:24 AM by JoeBlo »

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #15 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

Offline JoeBlo

NAR AI v3 Mod - Ideas and Discussion
« Reply #16 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

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #17 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

Offline JoeBlo

NAR AI v3 Mod - Ideas and Discussion
« Reply #18 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)

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
NAR AI v3 Mod - Ideas and Discussion
« Reply #19 on: November 26, 2009, 06:34:13 AM »
Will try.

I don't like to say Thanks !