gametechmods

Robot Arena => Modifications => Topic started by: cephalopod on October 12, 2014, 02:24:35 PM

Title: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: cephalopod on October 12, 2014, 02:24:35 PM
(https://gametechmods.com/uploads/images/73396ironforge logo.png)

V1.1 Download Link (Ready-To-Go .RAR file) (https://gametechmods.com/forums/index.php?action=downloads;sa=downfile&id=228)

V1.1 patch alone (If you need to update the old v1.0) (https://gametechmods.com/uploads/files/1976ironforge1-1.zip)

V1.1b patch - add this to whatever you have (https://gametechmods.com/uploads/files/7109ironforge1_1b.zip)

V1.1c patch - apply this to V1.1b (https://gametechmods.com/uploads/files/0932ironforge1_1c.zip)


=========================
What's New In Ironforge?
=========================
1. Weightclass Overhaul
The new Weightclass limit for Ironforge will be
AW - 70kg
BW - 90kg
LW - 125kg
MW- 200kg
HW- 400kg
SHW - 600kg

Please note that this is a self enforced weight class limit, as there is no way to mod the exe directly without the source code.

2.  4 New Components (v1.0)
(https://gametechmods.com/uploads/images/67664screenshot_99.jpg)
(https://gametechmods.com/uploads/images/38391screenshot_72.jpg)
(https://gametechmods.com/uploads/images/76617screenshot_73.jpg)
(https://gametechmods.com/uploads/images/26127screenshot_90.jpg)

3.  3 New Teams (v1.0)
(https://gametechmods.com/uploads/images/3858screenshot_96.jpg)
(https://gametechmods.com/uploads/images/94696screenshot_97.jpg)
(https://gametechmods.com/uploads/images/24147screenshot_98.jpg)


=========================
UPDATES
=========================
v1.0
all planned components are completed
reached over 15 full AI teams
new components: fist, servo piston, actuator, car steering
balance:  beta speed increase to 15, ban hammer nerfed
various oversight fix

v0.5c
replace newer version of py with older version, somehow resulting in much more stable game.

v0.5b
fix some crash issues with treads

v0.5
piston stability, axle stability
new components:  Drum, Iron Spike, Tread, Tread Motor, Ice Thrower
6 new teams

v0.4
crushing teeth
2 new teams

v0.3
weightclass overhaul
component rebalance
ballast
slim axle
major motor stability fix
new team


=========================
Installation
=========================
For NEW USERS
On a fresh copy of STOCK
1.  Delete the AI Folder
2.  Delete the Components Folder
3.  Delete the UI Folder
4.  Unzip Files into RA2 directory

For EXISTING USERS
1.  Unzip file into Ironforge directory

**NOTE** PLEASE GIVE FEEDBACK IF YOU LIKE WHAT YOU SEE

To install hotfix, unzip file into Ironforge directory.


=========================
The goals of Ironforge TC
=========================

Ironforge TC is intended to support more realism than DSL TC.  While I will not impose any stricter rules than current DSL-S, component balance ensure that you do not have to sacrifice efficiency by choosing certain parts for looks.


=========================
Screenshots
=========================

(https://gametechmods.com/uploads/images/99112sample1.jpg)
(https://gametechmods.com/uploads/images/79291sample2.jpg)
(https://gametechmods.com/uploads/images/96048sample3.jpg)




Any questions or ideas can be posted through here for any community-agreed changes in any way.
Title: Re: RA2: Ironforge
Post by: yugitom on October 12, 2014, 02:47:01 PM
How come he wanted out?
Title: Re: RA2: Ironforge
Post by: cephalopod on October 12, 2014, 03:21:07 PM
Many long stories that I don't think are fair to discuss here (eg please don't, those more knowledgeable)
Title: Re: RA2: Ironforge
Post by: leftover_high on April 12, 2015, 07:37:06 AM
What's Ironforge?
Title: Re: RA2: Ironforge
Post by: cephalopod on April 12, 2015, 07:39:51 AM
A total-conversion mod for RA2 with all-new components, AI and UI. Check out the showcases (https://gametechmods.com/forums/index.php?board=143.0) to see what people build with it :)
Title: Re: RA2: Ironforge
Post by: leftover_high on April 12, 2015, 09:32:05 AM
Cool thanks :)
Title: Re: RA2: Ironforge
Post by: uselessmidget on July 16, 2015, 02:54:38 PM
Is there something that explains all the features of Ironforge? I dont understand what mods/changes this mod makes.
Title: Re: RA2: Ironforge
Post by: cephalopod on July 17, 2015, 09:57:13 AM
It's a total conversion mod, so almost everything is changed.

A brief overview:
-A new set of components
-A whole new AI roster
-Changes to the weight classing (self-enforced - see the game's loadup screen for details)
-New UI

It's basically - as with any RA2 mod - just RA2 with different sets of stuff. It doesn't play differently (although the different sets of components and building styles make each mod feel very separate) to RA2's core mechanics.
Title: Re: RA2: Ironforge
Post by: Reier on July 17, 2015, 11:26:24 AM
also different versions of RA2 (stock, DSL, ironforge) are intended to be played separately.
i.e. ironforge robots are not intended or balanced around playing them against stock or DSL bots.
Title: Re: RA2: Ironforge
Post by: Avalanche on July 25, 2015, 10:53:39 AM
Are there going to be any extra AI teams added at all? I would like to submit one in the future if possible.
Also, it seems there is no SHW's in Ironforge,and i would like to submit some.
Title: Re: RA2: Ironforge
Post by: cephalopod on July 25, 2015, 11:28:02 AM
That isn't the plan. 123 had strict quality control over the 16 teams that went in. You can, of course, feel free to make an AI pack but unless I (or someone else) get in touch with him and officially take over further development with his permission, Ironforge itself is complete.
Title: Re: RA2: Ironforge
Post by: 123savethewhales on July 25, 2015, 12:33:08 PM
Go ahead and make new AI packs.  Just don't rebalance stuff like NAR AI.
Title: Re: RA2: Ironforge
Post by: 123savethewhales on July 26, 2015, 09:10:15 AM
Stability fix

All spin motor slowed by 10%, burst piston max speed reduced.  A necessary evil to keep the game from crashing so much.

https://gametechmods.com/uploads/files/1976ironforge1-1.zip (https://gametechmods.com/uploads/files/1976ironforge1-1.zip)
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: cephalopod on July 26, 2015, 09:45:08 AM
Really good to see further development from you, 123 :)
Added the V1.1 patch link to the first post
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: Jazz 42 on July 31, 2015, 02:55:42 AM
do i just copy the patch into ironforge?
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: G.K. on July 31, 2015, 03:19:54 AM
Yeah, paste it into your RA2 folder and allow everything to overwrite.

Make a backup of the Components folder before you do it, and check everything still works.
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: cephalopod on August 01, 2015, 05:58:42 AM
The full download link in the Downloads section of GTM has been updated to v1.1.
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: Jazz 42 on August 02, 2015, 07:32:23 PM
Thank you
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: 123savethewhales on August 12, 2015, 02:44:04 AM
Minor stability fix
Reduces Snapper 3 and DDT2's max speed to 60.
Beta was left unchanged because reducing it's power makes it really suck, so unfortunately you just have to connect more weight to it to prevent the havok.

https://gametechmods.com/uploads/files/7109ironforge1_1b.zip (https://gametechmods.com/uploads/files/7109ironforge1_1b.zip)
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: 123savethewhales on January 29, 2016, 01:17:27 PM
Fix Ninja Star's HP display error

https://gametechmods.com/uploads/files/0932ironforge1_1c.zip (https://gametechmods.com/uploads/files/0932ironforge1_1c.zip)
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: Scorpio on March 09, 2016, 12:14:52 AM
May I just drop in to comment on how utterly broken the Banhammer is. Because putting a flamethrower on the best weapon in the game, not making it secret, and THEN tacking it onto bots that can pin you to the wall and 'roast' you while you can't do jack about it was TOTALLY a good idea. :facepalm: At least with pistons you have Newton's Third Law to overcome.

Also, pistons are kinda crazy right now. A "The Boxer" facsimile should not be able to launch opponents out of the arena.

(Love this TC otherwise though.)
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: Reier on March 09, 2016, 02:10:18 AM
you shoulda seen the pistons before the nerf
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: cephalopod on March 09, 2016, 06:58:05 AM
So build something to counter them.
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: Scorpio on March 09, 2016, 05:50:37 PM
*los sigh* Suppose I'll have to for now.

Also, another, less-fueled-by-anger suggestion: Could you make a wheel that's in between the Mini Wheel and the N-12 in diameter, like a version of Stock/DSL's Shiny Hubs or Slipperbottoms?
Title: Re: RA2: Ironforge - V1.1 PATCH RELEASED
Post by: Badger on March 09, 2016, 06:08:09 PM
*los sigh* Suppose I'll have to for now.

Also, another, less-fueled-by-anger suggestion: Could you make a wheel that's in between the Mini Wheel and the N-12 in diameter, like a version of Stock/DSL's Shiny Hubs or Slipperbottoms?
I like the wheel suggestion, would be handy.

Pokers aren't really that OP. Sure they're annoying, but if your bot has a wedge they just launch over the top without much harm (or they out wedge you, in which case you're screwed anyway, unless the poker pushes you away, which they do a lot) and if your bot doesn't have a wedge the poker just launches its weapon rack into your weapon array, causing a generic weapon war of attrition.

Basically, poker's problems are that they push the 2 bots apart. This is annoying for bother bots, esp. if your bot can't get a good hit in.