Author Topic: The DSL 2.2 preview and news thread  (Read 322153 times)

Offline JoeBlo

Re: The DSL 3.0 preview thread
« Reply #540 on: January 23, 2010, 10:40:00 AM »
funny its something so helpful yet so simple it was overlooked  :mrgreen:

It's so good it's bad for my NAR AI mod popularity

it depends on the direction you go,

the way your are heading, your starting to place your own style on things and break away from DSL 2.1, which is good.

comparing DSL 3 to 2.1 the masses will flock to DSL 3 as they are the same only 1 is better, but making yours less of DSL and more of Naryar will make it different and create its own fanbase  :mrgreen:

Offline Madiaba

Re: The DSL 3.0 preview thread
« Reply #541 on: January 23, 2010, 11:33:53 AM »
Well, it would be nice and productive to co-work and combine at least some of our human resources into a single project...IMHO .

-----------------
Here's what I had in mind (just thrown together, not final).
>The Vert APs could be used as you described, CB.
>The Horizontal APs for a cool spike drum, hammer drum, 'Mace-rotortiller', etc...


.
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline Sparkey98

  • Giga Heavyweight
  • Posts: 5738
  • Rep: -20
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #542 on: January 23, 2010, 11:37:32 AM »
0_0
 
 
mad gets a cokei

Offline JoeBlo

Re: The DSL 3.0 preview thread
« Reply #543 on: January 23, 2010, 11:46:08 AM »
nice idea mad

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
Re: The DSL 3.0 preview thread
« Reply #544 on: January 23, 2010, 12:10:00 PM »
Well, it would be nice and productive to co-work and combine at least some of our human resources into a single project...IMHO .

Oh, but we already agreed to cooperate on a few things... i am most likely going to send Click some balanced component .txt's, and i can send a few robots if he wants help with this.

I still am getting away from DSL3 because of that backwards compatibility issue though.

And yes, moar APs = more fun !

Offline JoeBlo

Re: The DSL 3.0 preview thread
« Reply #545 on: January 23, 2010, 12:16:39 PM »
there is nothing wrong with co-operation sharing info, mods, etc is what advances the whole community  :mrgreen:

I offered some of my Backlash stuff to you for your mods too Nar  ;)

Offline Madiaba

Re: The DSL 3.0 preview thread
« Reply #546 on: January 23, 2010, 01:54:40 PM »
I agree, Nar/Joe.  You guys' work is very important... (just like those who organize and run tourneys).
I actually have tons of stuff I've never shown ('too lazy' and/or 'no time' I guess) that could be turned into a mod or two even... But what good does it do sitting on a hard drive?

So as I speak to you guys of co-working, I am reminding myself of the same...
 
I should be helping CB, but I told him that I don't think I would have time(which is fact); but still...  So he's working away pretty much by himself.... 
 
 
 
 
« Last Edit: January 23, 2010, 06:25:49 PM by Madiaba »
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline Jack Daniels

  • *
  • Posts: 2719
  • Rep: 9
  • Losing Tournaments with Style
    • matt.morrill.12
  • Awards BOTM Winner
    • View Profile
    • My abandoned online RPG project.
    • Awards
Re: The DSL 3.0 preview thread
« Reply #547 on: January 23, 2010, 05:02:21 PM »
Excellent work! extenders like this will change the complexity of the game. Amazing.

Offline russian roulette

  • *
  • Posts: 1770
  • Rep: 1
  • What year is it?!?!?
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #548 on: January 23, 2010, 09:48:04 PM »
So now we could make a Tofu SnS with npc fasts? Sweet!

Offline 123savethewhales

  • *
  • Posts: 2923
  • Rep: 30
  • Friendship is Magic
  • Awards BOTM Winner
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #549 on: January 26, 2010, 06:28:02 PM »
Someone's gotta say it, but how much HP does the drum extender have?

It would need 400 hp/kg to function, and best if it weights 2x the current kg so it can have a nice 3200 hp to withstand a few hits.

Quote from: Madiaba link=topic=1305.msg97695#msg97695date=1264276480
I should be helping CB, but I told him that I don'tthink I would have time(which is fact); but still...  So he's workingaway pretty much by himself....
Well if he needed someone to balance the numbers on the components, he can drop me a PM.

Offline Clickbeetle

  • *
  • Posts: 3375
  • Rep: 21
  • In Soviet Russia, bugs stomp YOU!
  • Awards BOTM Winner
    • View Profile
    • Beetle Bros site
    • Awards
Re: The DSL 3.0 preview thread
« Reply #550 on: January 27, 2010, 11:07:30 PM »
Someone's gotta say it, but how much HP does the drum extender have?


TBD.  I have some formulas worked out that I will use to rebalance all the components, incorporating fracture, normals, and relative size into the component's base stats.  Should probably try to include number of attach points too, since parts with more attach points tend to get used more.


@Mad:  Nice thinking, but it's not what I was going for with this.  In real life you don't attach spinning spikes right to a narrow axle, you use the axle to hold something bigger like a drum or a blade... the axle extender is not meant to be a drum, it's like an extension of the axle on a motor.


Though maybe a smaller size drum is warranted, if the tiny-diameter drum design is popular enough.

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 123savethewhales

  • *
  • Posts: 2923
  • Rep: 30
  • Friendship is Magic
  • Awards BOTM Winner
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #551 on: January 28, 2010, 12:06:37 AM »
TBD.  I have some formulas worked out that I will use to rebalance all the components, incorporating fracture, normals, and relative size into the component's base stats.  Should probably try to include number of attach points too, since parts with more attach points tend to get used more.
You never know if a formula will truly be balanced until you plug all the numbers in, especially if you make the formula too complex.  While I am satisfy with a wheel rebalanced formula I made, I think I tried about 6 formulas for motors already and I still couldn't get one to be balanced after seeing the kind of numbers it spits out.  I suggest plugging everything in an excel spreadsheet before the actual txt.

Don't know if this is good or bad, but if there are part imbalance, you will most likely find me exploiting them.

Offline Clickbeetle

  • *
  • Posts: 3375
  • Rep: 21
  • In Soviet Russia, bugs stomp YOU!
  • Awards BOTM Winner
    • View Profile
    • Beetle Bros site
    • Awards
Re: The DSL 3.0 preview thread
« Reply #552 on: January 28, 2010, 01:02:26 AM »
Yep, I don't expect the formulas I have now to be final; I will most likely tweak them as I go.  I've already tweaked the battery stat formula I have many times until I was reasonably satisfied with the new battery stats I got.


I'm hoping that component differences will cover up any imbalances that may arise.  Example: Suppose I give components that only do damage in one direction a 1.5x boost to their base efficiency (which happens to be the way I have things set up now).  That's an awesome boost, but there are still many cases where you need a weapon with no normals, regardless of how much more powerful a pole spike might be.  On the other hand, rarely-seen bot types such as hammers can take advantage of a powerful weapon which is far less effective on spinners.

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 Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
Re: The DSL 3.0 preview thread
« Reply #553 on: January 28, 2010, 03:35:07 AM »
x1.5 damage output for weapons with normals ? This is just rammer's and poker's paradise...

Offline 123savethewhales

  • *
  • Posts: 2923
  • Rep: 30
  • Friendship is Magic
  • Awards BOTM Winner
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #554 on: January 28, 2010, 04:40:43 PM »
x1.5 damage output for weapons with normals ? This is just rammer's and poker's paradise...
Rammers and Pokers?  What about Popups?  You know you can easily dictate the direction of impact with one of those.

Offline Madiaba

Re: The DSL 3.0 preview thread
« Reply #555 on: January 28, 2010, 10:54:52 PM »
@Mad:  Nice thinking, but it's not what I was going for with this.  In real life you don't attach spinning spikes right to a narrow axle, you use the axle to hold something bigger like a drum or a blade... the axle extender is not meant to be a drum, it's like an extension of the axle on a motor.


Though maybe a smaller size drum is warranted, if the tiny-diameter drum design is popular enough.
NP, I thought it would be like a 'rotortiller', large tines, small shaft.
I'll post (or IM) more ideas as they come....
Input is appreciated. :)
-Arrogance is a quantity devoid of quality...
-As a client once told me "This is my story, and it's sticking to me!"
-Relationships these days are like the 'Arrival' section of the airport: a lot of baggage is being revealed in one place, and not a lot of it is being correlated to its real owners...

Offline 123savethewhales

  • *
  • Posts: 2923
  • Rep: 30
  • Friendship is Magic
  • Awards BOTM Winner
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #556 on: January 31, 2010, 01:36:19 AM »
A suggestion for balancing batteries

Electotal = (x*(kg^2))/AMP

If we balancing according to the current ant batteries, let x = 4000.

You can also add a minor bonus to larger batteries by changing from ^2 to ^2.01 --> ^2.1.

Offline JoeBlo

Re: The DSL 3.0 preview thread
« Reply #557 on: January 31, 2010, 06:07:29 AM »
it memory serves the Ant Battery was so good becasue it was intended for use on ant robots? so they didnt have to waste weight on more batteries ?

just something to think about when working out balancing ?

Offline System32

  • *
  • Posts: 4663
  • Rep: 4
  • Reality
    • View Profile
    • Awards
Re: The DSL 3.0 preview thread
« Reply #558 on: January 31, 2010, 07:47:48 AM »
Ant batteries could just be 5 KG.
Not perfect, but since all motors need 10 AMPs to run, it'll do wonders to the current Component bias.
 
 
x1.5 damage output for weapons with normals ? This is just rammer's and poker's paradise...
Rammers and Pokers?  What about Popups?  You know you can easily dictate the direction of impact with one of those.

Inless you want to spend 5 hours making you wedge good, tha- O HAI THERE NARY!
Put this onto your signature if you were part of this crappy fad in '03.

Offline Naryar

  • Posts: 23278
  • Rep: 20
  • hybrids oui oui
    • http://www.youtube.com/us
  • Awards BOTM Winner
    • View Profile
    • Awards
  • Skype: TheMightyNaryar
Re: The DSL 3.0 preview thread
« Reply #559 on: January 31, 2010, 08:24:00 AM »
Unless you want to spend 5 hours making you wedge good, tha- O HAI THERE NARY!

I rarely spend more than one half-hour on my wedges.