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 20367 times)

Offline JoeBlo

NAR AI v3 Mod - Ideas and Discussion
« Reply #20 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

Offline Naryar

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NAR AI v3 Mod - Ideas and Discussion
« Reply #21 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 !!!!!

Offline Naryar

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NAR AI v3 Mod - Ideas and Discussion
« Reply #22 on: November 27, 2009, 02:02:10 AM »
An example of what will be legal in the finished mod.

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



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

BTW i balanced the claw.

Offline Clickbeetle

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NAR AI v3 Mod - Ideas and Discussion
« Reply #23 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...

To lack feeling is to be dead, but to act on every feeling is to be a child.
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Offline Badnik96

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NAR AI v3 Mod - Ideas and Discussion
« Reply #24 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.

Offline Naryar

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NAR AI v3 Mod - Ideas and Discussion
« Reply #25 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.

Offline Urjak

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NAR AI v3 Mod - Ideas and Discussion
« Reply #26 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.
Any comments would be appreciated. :D

Offline Naryar

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NAR AI v3 Mod - Ideas and Discussion
« Reply #27 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.

Offline kreiven

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #28 on: December 21, 2009, 06:14:04 AM »
HE JE HE  ..  :vista:

Offline 123savethewhales

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #29 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.

Offline JoeBlo

Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #30 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

Offline Avalanche

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #31 on: December 21, 2009, 07:25:57 AM »
Former DSL HW champion.
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Offline JoeBlo

Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #32 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:

Offline 123savethewhales

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #33 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.

Offline JoeBlo

Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #34 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 ?

Offline 123savethewhales

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #35 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.

Offline JoeBlo

Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #36 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 ?

Offline Naryar

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #37 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.

Offline 123savethewhales

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Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #38 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.

Offline JoeBlo

Re: NAR AI v3 Mod - Ideas and Discussion
« Reply #39 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