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Messages - Clickbeetle

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181
Ironforge TC Showcases / Re: el chickenado's IRONFORGE forge
« on: July 08, 2014, 02:07:00 AM »
So it's like Swirlee with two sets of wheels and a disc in the middle?  Nice.

But almost 100 kgs of extra weight?  Not nice.  Throw on more hammers, and/or upgrade the weapon motor.  Or you could try flails.

182
Ironforge TC Showcases / Re: Shield's Ironforge Junk
« on: July 08, 2014, 01:56:02 AM »
(Image removed from quote.)

Not very happy with this. Will update the sides when I can figure out how.

I'm happy with that bot.  Reminds me of Sabotage.

183
Ironforge TC Showcases / Re: MassimoV's Pork Realm
« on: July 08, 2014, 01:47:36 AM »
I like that LW poker.  Seems like it would have some stability issues, though.  I've noticed that pokers are a lot more powerful in Ironforge.

Also, I didn't even realize there were new cheatbot2 parts.  :eek:

184
Ironforge TC Showcases / Click's Ironforge
« on: July 08, 2014, 01:39:02 AM »
Just got Ironforge and built a pile of bots.  Nothing super serious yet, just trying out different designs to see what works and what doesn't.

Here's Tumbleweed, the first bot I built.  It's inspired by Pro-AM / Kumite.



I like this design and want it to work... but it doesn't.  It can beat none of the MWs.  The weapon doesn't have enough reach and doesn't do enough damage anyway.

Next I tried making Slambot Iron Edition.



Looks pretty cool... but is really bad in combat.  It gets stuck on its side far too often.  I could make it better, except that it seems everything I do turns it into a Havok bomb.  Wider chassis?  Havok.  Remove those side skirts?  Havok.  I'm lucky I got one stable enough to not explode.

Finally I got something that works.  Here's Falling Star.



It can't beat either of the VS for obvious reasons, or the shell spinner or SnS because fast melty brain bots are stupidly annoying, but it destroys anything else.  I suspect it would be considerably less good if there were more bots with wedges, though.

Altas Undas was an attempt at upgrading Tumbleweed.



Still doesn't work.  The weapon packs a lot of momentum, but damage is low.  I'm beginning to suspect that these steel blades don't work well on VS.  Also, it's highly unstable.  It self-rights easily, but one gyro dance is often all it takes to give the opponent the advantage.  It can beat one HW... if you count Damage Tester.

I got tired of losing to every bot, so lastly I built Poot Slap, a generic HS that abuses the weapon array.



This thing is too powerful for its own good.  It can score over 12,000 damage in a single hit, but often throws itself to the ceiling in the process and then has trouble self righting.  But even with questionable stability, it's powerful enough to win some fights.

185
General Support / Re: robot wars bots
« on: July 05, 2014, 10:07:14 PM »
Switching bindings won't do anything; the AI bindings can actually be in any order and still work.

What you need to do is go in the AI folder, go in all the Teams folders, and rename Bot3.bot to Bot0.bot, Bot4.bot to Bot1.bot, and Bot5.bot to Bot2.bot.  And vice versa.

186
It would be possible to make interchangeable objects by putting them in separate gmfs and using the addXtra command in the py (this is how the practice arena works).

You would need to delete the fridge from the arena gmf first.  Then shift the mesh of the alternate drops up, since objects always get added at (0,0,0).  And finally make a randomizer in the py that selects one drop at the start of the match and puts it in the arena.

I don't have time to do it right now, just saying it's possible.

187
Modifications / Re: Robot Wars RA2 Massacre
« on: July 05, 2014, 09:40:42 PM »
If it's a new release it's polite to ask, I think, like I did with Wham's arena for RW2005.
RR arena looks great, very accurate :)
...Now all we need is a Minor Tom replica to throw into the ceiling. Cough Marty Cough.

Major Tom!?!? Do I have to? :P

FYI I was intending to put Minor Tom in DSL3.  If you want to help me out, that's one bot you could make that I would for sure need.  You could use it in your pack too, though it would be kind of odd if it was the only featherweight...

188
The wedges are about 27 cm long.
Why 27cm? Is it because the small wedges from DSL2/Stock were that length?
I personally think that they should be 40cm. This will allow the wedges to be slightly less steep, allowing for the bots to scale the wedges easier. Furthermore, the wedges being 40cm as opposed to 27cm allows for the wedges, when stacked as per the diagram, to align with all the edges flush. In fact, I drew that diagram with 40cm extenders and wedges in mind, though it could work with 20cm extenders.

They are 27cm because I wanted them to have the same slope as the small wedge, in the hope that they would keep the small wedge's magic wedginess.  I could make an alternate 40cm version though.


I feel like I should post something new here, so here's a sneak peek of the new replica I'm working on.


189
Discussion / Re: Stock "Sportsman Class"
« on: July 05, 2014, 08:59:50 PM »
OK I feel like this thread has kind of gotten derailed.

For the record, I agree with 123STW.  I don't want to ban a lot of parts here.  The goal is to be simple, and a long banlist isn't.

I'm tentatively going to say that the ONLY banned components will be cheatbot2, the Snapper II, and 140cm extenders.  Wedges and caster armor won't be banned either (however, you won't be able to stack casters).

I think banning stacking will encourage creativity on its own.  I'll try building some sportsman bots and see how it goes.

Editing first post with tentative final rules.

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191
Discussion / Re: Stock "Sportsman Class"
« on: June 22, 2014, 12:44:49 PM »
I removed the rule banning glitch use, because I realized that banning stacking effectively bans glitch use by definition (the only reason anyone uses glitches is to stack things).  No reason to have redundant rules.

Chaining motors will still be allowed.  Not as sure about the Rupt glitch, but I'm leaning toward allowing it because it's really not that good.

Certainly interesting. So you're saying you would run two tournaments simultaneously?

Yes.  Sportsman class is still an experiment, so I don't want to make it the only option.

As far as the rules for Sportsman mode goes, it sounds like you want to make it like the day stock came out... no glitches, no extra components, no DSA. Build a bot as if it was 11 years ago.

The methods used will be like the day RA2 came out, however I expect the actual bot designs will be more modern.  (See 090901's HS.)

I like it. But I agree with 0190910191... HS will dominate. But is that any different than normal? Probably not.

Exactly... standard stock is already a popup and HS fest; sportsman rules can hardly make it more of one.  I would say that of all bot types, HS rely on stacking the most, so if anything these rules would make HS slightly less dominant.

i'm not sure why we can stack things using bursts/servos but yet eFFeing and all the loading techniques are banned...

Burst/servo stacking is too hard to define and regulate.  For example, EMERGENCY's wedges.  Are they stacked in the ram plates?  If so, is "minor" stacking like that allowed?  And if not, then this comes close to making a "realistic rule" for stock, which is not the point.

Unlike eFFeing, burst/servo stacking has been used since RA2 first came out.  Also, stacking with bursts and servos comes at a much higher weight cost than using glitches.

I see this quickly becoming a popup and HS (possibly rammer if small and e-wedge are banned) fest as many other bot types use said banned/parts glitches to their advantage. Anyone can easily make a 12 HS within the rules, for example:
(Image removed from quote.)
397.9kg
12 irons (could be changed to maces since i know they can be put on without eFFe)
Z-tek drive (can be downgraded for heavier armour as it has DSA aka Alum atm)
1 black battery to go along with that all.

This bot is actually kind of the goal of sportsman class.  I'm not trying to nerf particular dominant bot types, only make stock easier to build in.

However, those irons look overlapping to me, so that setup wouldn't be allowed.  You would have to move the side irons to the inner attach point, or use a T/Y connector.

Maybe a rule about razors and irons too?
What would be cool is to have another tourney that bans the big 3/4 of weapons in stock (Razors, Irons, Maces, and Bearclaws).  However I bet everybody would just use axes and spikes stripes then so it really wouldn't change much.

I thought about adding this rule, but decided not to for this reason.


So the general consensus I'm getting so far...

- Allow AI parts

- Allow small wedges

- Limit casters in some way (have to decide how)

192
Discussion / Stock "Sportsman Class"
« on: June 22, 2014, 12:36:36 AM »
So I was thinking about BBEANS7


and I decided I want to go back to stock MW, since it's been 8 years or something since BBEANS1.  However, it won't be JUST stock MW.  There will be a "Standard" division, which will be your standard tourney with normal building rules.  And then there will be a special "Sportsman" division.

What is the sportsman class?  Think kind of like the stock equivalent of DSL IRL.

DSL is popular (just compare activity in the stock showcase with the DSL showcase) in part because it has two main building styles, standard and IRL.  (There are other reasons too, but I think IRL building is a big part.)  Stock has only one building style, which is extremely focused on mastering glitch abuse and stacking, and is largely inaccessible to new players.  Even experienced players can find it tedious Snapper-loading huge complicated weapon systems or trying to stack multiple baseplate anchors in a Nifty.  I think stock needs another option.  However, IRL doesn't work as well in stock.  It's been attempted and never took off.  Enter my idea for the sportsman class.

Proposed rules for stock sportsman class:  (I want to keep these short and simple, so there are only three.)

1.  Banned Components
Cheatbot2 parts, the Snapper II, and 140cm extenders are not allowed.

2.  Stacking Rule
Only baseplate anchors, small battery packs, and control boards may be stacked.  No stacking weapons (=overlapping collision mesh).  No exostacking.  It is still allowed to "stack" things using motors.

3.  Chassis Armor
Double-strength aluminum armor is not allowed.  (Yup, you'll have to actually open the Armor tab.)

Feedback is welcome on this idea.  The main goal of the sportsman class is not to make the game more accessible to new players, although that is a nice side effect.  The goal is to make an alternate, less glitch-focused, less tedious, less brutally competitive building style that encourages different designs, similar to what IRL does for DSL and the real life 30lb sportsman class does for real life robot combat, and perhaps boost interest in stock building.

193
How long are the wedges supposed to be? I was thinking that the wedges could have bottom attachment points to make a larger wedge, something like this:
(Image removed from quote.)
If the wedges are shorter than 60cm, then I don't see this being necessary.

The wedges are about 27 cm long.

There is definitely going to be a bottom attach point added.  I'll make sure to put it in the proper place so you can stack wedges like this.

Regarding side attach points, I realized this is not necessary because you can simply attach a bunch of wedges in a row on a sideways extender, if you want a wide spatula wedge.

194
Tournament Archives / Re: Battlebots 9 SBV
« on: June 20, 2014, 12:22:06 AM »
Ooh, new pushbot AI? Has there been a public release?

It's extremely specialized--basically what it does is tell the AI to drive forward if a bot is in its smart zone.  Only good for bots like Camemberta where the opponent rests directly on top and the AI doesn't normally know which direction to drive.  It also only works for bots with no active weapon.

If I can get it working with an active weapon though, then I will do a public release.

Edit:  Pretty good show by both bots in the grudge match there!  I think I would have judged it slightly in favor of Camemberta, though.

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196
Tournament Archives / Re: Battlebots 9 SBV
« on: June 19, 2014, 11:00:12 PM »

I see it wouldn't have affected the ultimate results, but what was the reason you didn't use the new AI I wrote for Camemberta?  Decided it was unfair to modify AI partway through the tournament?

How about a grudge match between the two LW pushbots -- Slambot versus Camemberta, with the new AI.

197
Modifications / Re: DSL 2.12/ DSL 2.1 AI/minor fixes
« on: June 14, 2014, 02:23:09 AM »
The issue is that the BBEANS2 arena has the same file name as the original bbeans arena, so i had to change it.

They share a folder, but the actual files don't conflict.  When installing the BBEANS V2 arena, just tell it to overwrite the bbeans folder.  Both should work then.

198
General Support / Re: start screen appears then crashes
« on: June 14, 2014, 02:18:15 AM »
Code: [Select]
    list.append(("M.O.E.","DirectionalSpinner",{'invertible':True,'nose':math.pi,'range':99,'radius':.5,'turn':30,'turnspeed':2.5,'weapons':(12,13,25,26,27,28,29,30)}))
should say 'radius':0.5 instead of 'radius':.5 I think

That's always been there.  This is an unmodified DSL 2.1 Bindings.py, as near as I can tell.  The problem must be elsewhere.  How did you try to AI your bot, if you didn't edit Bindings.py?

199
Tournament Archives / Re: Powers Of Three - Videos
« on: June 13, 2014, 11:13:44 PM »

200
Try this:

Code: [Select]
        if list(plus.getDirection(self.GetID(),0))[1] < -0.9:
            self.Input("Srimech", 0, 1)

Haven't tested it so you may need to fiddle with the exact number.  But that's the code you would use.

Decreasing the number (to a bigger negative number) will make it less sensitive.  It can go up to -1 (the bot is perfectly balanced on its front).  Increasing the number (closer to 0) will make it more sensitive.  For reference, 0 is when the bot is flat on its wheels.

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