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Messages - Clickbeetle
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201
« on: June 11, 2014, 09:58:13 PM »
Ugh, I couldn't ask for worse matchups. I could very well lose all four fights. My best chance is Cold Snap outwedging Funeral Gust or Red Sky hitting Uppercut's weapon motor before he hits mine, both of which are pretty much pure luck. Preying Mantis and Chain Reaction are all but automatic losses. Holy cow, Chain Reaction? Click really went old school here.
I remembered that it spins magically faster in the BBEANS arena, so figured it's time for a tournament debut. It still does well against anything not an HS or a rammer. All my bots are old designs, but I made some recent updates for Tusslers. Better drive on Red Sky and Preying Mantis, and longer arms on Chain Reaction.
202
« on: June 11, 2014, 09:30:30 PM »
3 MWs shouldn't generate that much lag, even when damaged and smoking. Seems like something else must be going on. You're sure you don't have any memory-hogging programs running in the background?
Havok explosions I can see, though.
If you think it's going to be a long time until Triads 2 and 3 are done, then post Triad 1 now. If you think you've almost got them, then wait.
203
« on: June 11, 2014, 09:13:33 PM »
Aw maaaaan. I'm not disappointed by losing so much as Slambot putting on a BORING FIGHT. (I would've lost against Camemberta in the next round anyway.) It's supposed to be exciting, win or lose. I need to do something about getting stuck on its side, apparently.
Speaking of Camemberta, it needs to be AI'd with a smart zone that makes it drive forward. It would be soooooo much more exciting to watch.
Thunderclap is more of a disappointment but less of a surprise. As I feared, Billet is too fast to hit. If I could've just got past Billet, I'd have a chance against Chipper, Dr. Demolition, and Stone Baked, but nope.
204
« on: June 11, 2014, 08:32:32 PM »
Is the game in your program files folder(s)? They've been known to cause problems.
Oh right, if you have a 64 bit operating system, make sure RA2 is installed in "Program Files x86" and not regular "Program Files". Or anywhere really, just not "Program Files".
205
« on: June 10, 2014, 10:11:26 PM »
So much impossible stacking... I can't even tell how the bear claw HS/rammer is built. Is there another Snapper stacked inside the battery to mount the weapon motors?
207
« on: June 10, 2014, 07:54:14 PM »
I don't know what would cause that. Sorry, but the only thing I can think to suggest is reinstalling DSL.
208
« on: June 10, 2014, 12:36:58 AM »
Yeah he put goose armor pack in the post title. Kind of nonintuitive way to do it.
That pack should go in your main RA2 folder.
209
« on: June 10, 2014, 12:34:02 AM »
Have you installed any AI packs, and does it happen for every bot or just some of them?
Also, does it happen when you select the bot, or when you load the battle?
210
« on: June 10, 2014, 12:25:45 AM »
Do the maces not make it bounce?
First thing I thought of as well. For some reason maces and vertical spinners typically don't mix. Even if that bot seems stable, I bet the wedges would be better with irons. I also question if 4WD is necessary. But other than that, great build.
211
« on: June 10, 2014, 12:08:31 AM »
Also the reason you're not able to get shinies on it is because of inefficient chassis management.
Looks to me that it's more of an issue of Z-tek rotation. You have the pointed end of the Z-teks facing down, which doesn't allow shiny hubs to touch the floor. If you put the flat side down, it should work. If you don't want to clone Scrap's bot completely, take a look at NFX's Revolutions Per Minute. (Only picture I could find is in the Ironbot splash.) He used a disc on a servo to attach all his weapons. I think he used a second disc on a servo to attach the drive as well. The advantage of this, of course, is that stacking with the eFFe glitch is a whole lot easier.
212
« on: June 09, 2014, 06:04:59 PM »
Wow.
Funny thing is, that RAD stack isn't even necessary, as you have a whole 1.2 kg left over for possible chassis expansion. In fact, it would almost certainly be better with a bigger chassis and a wider wheel base, to improve turning speed.
...Huh. Not every day you give advice and say "make the chassis bigger". Great job with that build.
213
« on: June 09, 2014, 05:47:20 PM »
If you want to put an actual skin on a dome, rather than a solid color, the best way is to use Heavy Metal Noise's decal component. It will require a bit of .gmf editing to resize it to fit the dome, but there are only four mesh points so it's super easy.
214
« on: June 09, 2014, 05:13:39 PM »
MEGABUMP I noticed some people grumbling about the new Flipper AI in the Battlebots 9 thread, and they had very valid complaints, so I did something about it. In a nutshell, I greatly reduced the occurrence of "flipper staredowns" when you have more than one flipper in the arena. The AI now keeps track of whether or not the opponent has entered its smart zone. If it hasn't, then the AI decides the opponent can't possibly be flipped, and therefore doesn't stop moving. Furthermore, if the opponent HAS entered the smart zone, and then stopped moving (so the AI stops too), and then started moving again, the AI decides that the opponent is not flipped, and will wait until smart zone contact is made again before stopping again. I also reduced the default sensitivity of the immobility detector (from 1 meter to 0.5 meters) so the AI won't stop as often. You can always change this in Bindings if needed. Obvious improvements: Flippers will immediately start driving at the start of the match in flipper vs. flipper battles. Four-flipper rumbles never result in a four-way freeze. I've updated the first page with the new download link, but here it is again for the lazy. (Don't mind all those other .py's, they're just there for convenience.)
215
« on: June 09, 2014, 04:48:35 PM »
Making the wedge wider would sort of defeat the purpose, though. Might as well just reintroduce the small wedge as-is then. I made it narrow because narrow forks are a lot more realistic than the spatula-shaped things you see currently. Also, being able to stack them end to end might make them too good as a weapon. I'm close to finishing with all the component and balancing stuff needed for the next beta release, which leaves only some replica teams... expect to see a new replica next time I post in here.
216
« on: June 09, 2014, 04:41:10 PM »
This is way better than I could have done with my old-school GMF Compiler methods. Bravo. FYI, HereticBlue's offered his skills to DSL, so don't be surprised if you see some of these replicas in the next beta release.
217
« on: June 07, 2014, 12:06:56 AM »
Well so much for my perfect winning streak. GG Mystic. At least I got to knock Expeller around a bit first before you got me.
I have a feeling Thunderhead isn't going to last long against Jermima Puddleduck, either. Slambot and Thunderclap, though, have a shot at a few more wins. All the MWs left have exposed tops, so all Thunderclap has to do is survive long enough to land a few good hits. And if Slambot can beat Break the Targets, it should be able to beat Clockwork. The fight after that is going to be tough though. Especially if Camemberta wins. It's weird, but I'm more worried about Camemberta than about any spinner.
218
« on: June 06, 2014, 10:57:02 PM »
Nice job with the wedges Click. Could we possibly have an attachment on the side of it or would that be a bad idea?
We could, but I don't really see why it would be needed. A bottom attach point, on the other hand... that could have some use. Which reminds me, there's no screenshot but I added attach points to the sides of the heavy spikes as Kossokei suggested.
219
« on: June 05, 2014, 11:18:54 PM »
I know that the AI thing was my fault since I didn't send bindings for it, but what the bindings you used for my SHW?
Ah whatever, good game Naryar. The nesest Flipper.py. All the flippers have it so when 2 flippers fight eachother, the "staredown" happens.
Scrapyard vs. VB is up.
I'm thinking the default settings for Flipper2 should be a bit less sensitive... I used it for Dynastes adamanteus as well, and had to tone it down so it wouldn't sit and let itself get beat up. Ended up using 'EnemyMoveRadius':0.25 (the default is 1). Kind of hard to make that change now though, with the .py already in wide distribution. Edit: Also for the record, I disagree with the judges' decision for Oy Vey! vs. Venum. Oy Vey did more damage, yes, but all it did for 90% of the match was spikeball around the arena. Venum should have won on control and aggression. Heck, it was STILL controlling the match after losing both hammers.
Thank you click
and I thought I was wrong, I never speak against judges, but this is an exception I also thought this. Oy Vey just bounced around the whole time, and only really had a few good hits. Venum on the other hand showed control the whole time and almost all of the hits it landed were good, solid hits. I was actually quite surprised the judges didn't go for Venum.
The judges hate my guts
That's a little extreme, it was a close match either way; it's not like Venum completely dominated. I just think it had a slight edge. Arguments can be made for Oy Vey as well--for instance, had the match gone on longer, Oy Vey would certainly win because Venum had no weapons left. I still disagree with the judges' decision, but I can understand why they made it. Edit 2: Edit Harder: I guess since me vs. Badnik isn't posted yet, it must have gone to a judges' decision. I'm cautiously optimistic.
220
« on: June 05, 2014, 10:01:10 PM »
yeah it looks like an axe head does it do a lot of damage or not very much?
It comes in two flavors (titanium and steel) with 300 and 320 DP, respectively. So, not a lot of damage considering that it has normals. But it's only 4 or 6 kgs, so you can't expect much. Its main purpose is to be a realistic wedge option. Could see some use on LW hammers though.
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