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Messages - Paranoia
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361
« on: July 03, 2013, 11:06:01 PM »
Also, through some math and calculations I've found it is possibly to make a weaponless 14WD if you can have a chassis which is lighter than 36kg, if you can snapper-load both snappers in order to fit extenders on which would hold the other three motors.
Presenting...
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797.0, DSA, 2 Blacks, and 16WD HPZ. You can get the most hilarious screenshots of it.
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And the wiring?
(Image removed from quote.) Spiderbot, spiderbot...
It's on the Bot Exchange because it's such a silly bot. Just keep in mind it almost can't turn...don't feel like finding a way to fix that for obvious reasons. Edit: Nevermind, for some reason it turns much better using 2 wheels instead of 8.
Anyway, I think rammers are all about finding a balance between drive and weapons, and 10WD is really pushing it. Not that you shouldn't rebuild that bot because 10WD is pretty cool for the sake of being 10WD, but most HW rammers have 4WD or 6WD.
I made my calculations based on three blacks since I don't think two is enough for that many motors.
362
« on: July 03, 2013, 11:24:22 AM »
You don't need a black for this, a nifty would be just fine.
I don't really know how to stack Control Boards into Nifties, though. This is alongside the fact I don't want to lose the skin it has of a fat-pigeon.
363
« on: July 03, 2013, 11:16:40 AM »
365
« on: July 03, 2013, 08:56:46 AM »
side hammer looks alright. you should think about putting the drive on a snapper to save weight and so it doesnt look like vise as much.
I normally do that for my drive setup, I wanted to avoid it on this bot for whatever reason though.
366
« on: July 03, 2013, 04:15:21 AM »
  An experimental bot, mainly to see the power of the 10WD, which is ridiculously fast. Also, through some math and calculations I've found it is possibly to make a weaponless 14WD if you can have a chassis which is lighter than 36kg, if you can snapper-load both snappers in order to fit extenders on which would hold the other three motors.
367
« on: July 03, 2013, 03:54:23 AM »
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this bot looks strangely RA2ish
This is the only bot I've ever seen which uses a razor.
368
« on: July 02, 2013, 04:30:48 AM »
Might want to enter the Stock Heavyweight with Snake Eyes, to see how it goes.
Also, is Skirt-Hinge Armor (Narmor) allowed?
369
« on: July 02, 2013, 12:21:37 AM »
Sidehammer rammer combo?
  This is the result. Not too happy about some of the empty space, however it still does surprisingly well against most bot-types in SCv4 as it can pin them down and slowly destroy them with the hammers. This is excluding HSes, Crawlers and the Cheap-Norris bot on Team Jabberwocky.
370
« on: July 01, 2013, 09:24:11 AM »
Anyone got ideas for what I should do next? The Randomizer isn't doing much good for me.
371
« on: July 01, 2013, 05:08:10 AM »
Change the Irons to maces.
Done, anything else?
372
« on: July 01, 2013, 02:12:11 AM »
 Snake Eyes in its current form, essentially it's like every other generic 36HS. DSA, HP-ZTek Drive, four HP-ZTeks for the weapon, ect.
373
« on: June 30, 2013, 10:48:15 PM »
And i think you're job will be easier if you stick to this difficulty standard : Class 1 - Stock AI/RFS AI Class 2 - Starcore 1 plus Starcore 2 Class 3 - Starcore 3 + PYS AI Class 4 - BBEANS AI (except for the middle weights which fall into class 3) Class 5 - INF AI + Restocked
I may be wrong so can a vet help me ?
The latest SC4 is lacking in here ^, and the : Class 6 - Venko's secret bots created specifically to oppose all of the above packs, and they do their job pretty well actually.[/boasting ]
Back on topic. Add the SC4 and the clasification will look OK. As for his bots, more opinions will be needed to classify them more objectively, but *some* people will not be happy with that crawler I supose.
I think there may be about 4 Classes instead to make the differences more clear between each class. Class IV will be about ScV3 to ScV4 in terms of difficulty, the crawler has also been replaced by a four-faced FS called the "T112". For reference, here are the difficulties defined: Class I - Slightly harder than RFS AI, the bots are weak and should be easy to beat. (No Antweights or Beetleweights at the class)Class II - Bots are harder, though inefficient and some of the heavyweights are underweight. Use of wedges on bots increases dramatically in this class. (Bots may have good weapons though lack battery, first instances of stacking and hybrids can be found, ie. Balloonicorn, a Hybrid Side/Vertical Hammer on Team Pyro.)Class III - ScV1 to ScV3 level, bots are now harder and designs found here will be more complex. First instances of the eFFe glitch and popups will be found here. Class IV - ScV4, Competitive and above, these bots will be the toughest designs in the pack, and some of the most complex. Snapper Loading, and other complex glitches will be found in this class. (An example of a Class IV Bot would be Occupational Hazard/Panther King III, and the soon-to-be constructed Snake-Eyes, which will either be a 36HS or a 24HS with Snowplows.)
374
« on: June 30, 2013, 05:45:50 AM »
Why did I make this.
375
« on: June 29, 2013, 12:09:30 PM »
- 45 minutes to 2 hours depending on complexity & depending on the skin.
- Occupational Hazard (Panther King III) - This went through about seven renditions since the original lightweight. Will be included as part of Paranoia AI.
- Though it was hardest to build in my opinion, Occupational Hazard is probably my best bot in stock. I have none in DSL simply because I haven't touched it in years.
376
« on: June 29, 2013, 03:59:06 AM »
Entry made, though I don't know if it's nooby-enough or not here it is:  Weight is 394kg, or something like that.
377
« on: June 29, 2013, 02:05:39 AM »
That 36HS and BW look good, and the "strip-rack True Popup" looks vaguely like Matrix Array with the setup and all. Though what I might suggest for the SHW is possibly changing the setup a bit so it "juggles" enemies more by possibly angling the motors ala Rabid Pitbull.
378
« on: June 29, 2013, 12:06:45 AM »
I don't know if you can resize things, or if you can you need to do more than I know how to. I think you're unable to change the file size of it, though, so if it's something like 48.0KB, then the file needs to stay 48.0KB, otherwise the game won't be able to read it correctly, and it comes up looking like that. I've encountered this with decals and the Octagon Arena reskin I was doing recently, as well as the UI I've been messing around with, so that'll probably be what's wrong with it.
I guess that is the problem, since I reset the image and it's now fine.
379
« on: June 28, 2013, 12:19:22 PM »
I'm having several problems with my UI for the AI pack which I am making, and I don't seem to know what the problem is with this:  I have resized the logo to 512px by 128px and have changed the .gib file accordingly, I also saved the logo in both GIMP and Paint.Net and it still doesn't work. Here's a sample form the .gib: [Group] ReportedPos 0.5 1 0.1 1 Alignment 10 AspectSetting 0 AspectRatio 0 PassMouse true Notes Name logo grp ID -1 Position 0.5 1 0.1 1 Size 512 0 128 0 Visible true ChildOrder 3 ClipMode 1 NumChildren 1 [Image] _Tiling false _Filename \mainmenu\ra2_logo.tga _BufferWidth 0 0 0 0 _Size 512 0 128 0 _Alpha true _Filtering 0 _ForeColor 1 1 1 1 _Name _Position 0 0 0 0 0.15625 0.625 0.65625 0.699219 Name New [Image] ID -1 Position 0 0 0 0 Size 512 0 128 0 Visible true ChildOrder 7 ClipMode 0
380
« on: June 28, 2013, 12:20:39 AM »
Looks pretty good, I can't even build that sort of stuff since I don't know how to stack into batteries.
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