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Messages - Mr. AS
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541
« on: July 14, 2016, 05:31:08 PM »
Yep. I've decided that this is more of an alpha than a beta, but the content is still the same. https://gametechmods.com/uploads/files/8146Retooled Alpha.rar^download link and here's the readme listing how to install and the features of this mod thus far: --INFO-- -Retooled is a TC (total conversion) mod that intends on giving the stock components each thier own individual purpose. -Plows are useful for pushing or flipping, pole spikes are useful on rammers, ice picks have been turned into massively damaging (and fragile) hammers, and so on. -Retooled also features much more in-depth balancing than stock, as well as listing the DP (damage potential compared to other weapons), HP, motor speed, and such of each component. -Some of the robots in this pack are marked as "AW-", "BW-", and "SHW-" meaning "Antweight", "Beetleweight", and Superheavyweight respectively. -AW is 125kg maximum, BW is 175kg maximum, and SHW is 1200kg maximum. -There are also antiballasts included in the "Power" section of the components that adjust the weight limit. Just make sure you remove them before you enter the test lab or battle.
--CONTENTS-- -Over 50 components -Components imported directly from Robot Arena 1 -55 armors ranging from 0.05mm of plastic to 2 centimeters of steel. -Every weapon/extender/decoration does damage -This allows for more creative designs, such as effective pushers and flippers -Expanded usage of cheatbot2 -Cheatbot2 components are less realistic, but now opens up several new bot types -All weapon spin motors can pass through the chassis, but cannot be attached directly to the chassis. -3 AI teams -New botlab UI -Additional textures/surface layers/decals -A few easter eggs, if you can find them.
--INSTALLATION-- -Copy the contents of the "RetooledAlpha" folder and paste them over a clean download of Robot Arena 2. "Clean" means that you have no currently installed mods on this copy of RA2. -When asked if you want to replace any existing files, click "yes".
--THE GAME CRASHES HALP-- Delete your corrupted copy of the game and attempt to repeat the installation process on a new copy. If problems persist, gametechmods has a technical support section on the forum. TL;DR, paste this over a clean copy of stock. You'll be left with the rookies team and a few stock AI bots that will crash if you try to load them, but I've also included 3* AI teams for you to play around with and test bots against. *the SHW of the 3rd team doesn't exist yet, since it requires a special component that I haven't made. To do:-more components -currently ~50% complete with default components, 30% complete with cheatbot2 components -these numbers don't take into account any components that get left on the cutting room floor -complete building the other 15 AI teams -further edit the UI -decide weather or not 55 armors is unnecessary or not. You guys should voice your opinions on this after trying it out. General opinion is pretty mixed right now. I'm not inclined to remove features but if it's still excessive, then I'll cut it down to something like 20 or 30. done Known issues, mostly minor stuff that will be fixed in later releases:-weapon z tek Large and Largest have slightly off APs (as in, very slightly. You probably won't notice it until you read this). -skirt hinge can attach outside the chassis done -steering unit axle weight could be better -car steering lacks a stylized preview image. It's skin has not yet been finalized. -medium drum has a weird AP on the bottom, even though the APs appear fine in component preview. might be an ID issue. done Feel free to report any bugs and/or massively imbalanced components you find. I'm still at the point where I can easily go through and make balance changes to most variables. Right now I'm thinking about toning down normals weapons and the slamhammers.
542
« on: July 13, 2016, 04:21:34 PM »
Boy, you must be fun at parties.
not an argument
543
« on: July 12, 2016, 11:36:44 PM »
Why no show?
Presidential town hall. This one's about "race and policing", so expect 2 hours of blatant race baiting.
544
« on: July 11, 2016, 01:49:24 AM »
it's finished?
What a convenient time to ask that question! The answer is yes and no. I've reached a point where the mod is in a releasable state, but it's definitely not finished and I still have a good 50+% of the components that I want to get made. Mostly weapons, motors, and a few decorations+extenders here and there. But first, here's some new stuff:  Car steering comes in two variants: single and dual. Dual car steering is similar to the stock car steering, but is able to fit into smaller chassis, and has been massively buffed. Dual car steering is twice as efficient as any other drive motor, with the main drawbacks being it's massive weight (60, 75 and 90kg depending on which of the 3 versions you choose), and the fact that it's car steering and automatically gives your robot the turning circle of an 18 wheeler. Should be useful on rammers. Skin is just the default stock one, but that will change so that you can tell each of the versions apart from a glance. Single car steering was a real pain in the ass to make is a hybrid of a regular drive motor, and the car steering mechanic. It's lighter than dual car steering as well. Truth be told, you can theoretically just use these as regular drive motors, which is why it didn't receive the same buff that dual car steering did. Skin is the axle mount's skin, but what I said earlier about skins goes for this as well. Yes, you can attach them externally. Yes, you can get them knocked off if they get hit too much. Also, armors.  55 armor selections in total, obviously not all of them are shown here, but you've got Plastic 0.05, plastic 0.1-1, Plast/Alu/Ti/St 1 through 10, and steel 12-20. Weights increase in increments of 1 from 1 to 50, and then the heavier steels which increase in increments 10, which is really only usable on UHWs and above... or just plain old chassis wedges if that's your thing.  TL;DR between the excessive amount of chassis armors and ultralight decorations, you really don't have any excuse to not build to the weight limit. So yeah, expect a release soon. I've been planning to release a beta for a while, and I think I'll be ready to put out a very early public beta-type this upcoming week. Maybe right after the new Battlebots episode, since everyone will be buzzing about the forum then.
545
« on: July 07, 2016, 09:16:04 PM »
Props to everyone for putting it all in spoilers. I can't watch this until tomorrow, and I'm proud of you guys for not ruining it for me.
tombstone is revealed to be icewave's father
546
« on: July 05, 2016, 11:01:31 PM »
Introducing the new (and improved) axle mount:  It has a attachment point for components on the top, in the middle and on the bottom. Think DSL's flail and ironforge's double axle mount combined into one convenient package. The only exception to this rule is the 360 degree mount, which only has a top and bottom AP.  Has 6 different styles, which change the angle limits of the axle. Compare to DSL's 4 styles.  They also do a slight bit of damage, which should be useful for flail SnS and the such. People building flail SnS should also keep in mind that popups/etc can also do retaliation damage to spinners with thier extenders and armor as well. Putting armor on your robot's rear may not sound as bad of an idea now as it does in stock, DSL or ironforge. In addition, I've started building some of the AI opponents:  (top row, L to R: Anti-C (AW), Shrew (BW), Shatter Point (LW)) (bottom row, L to R: Spee-D (MW), Roboticide (HW), Search and Destroy XL (SHW, it's also a flamethrower)) These are currently the robots I have AI'd. I have a few more built, but not AI'd. As you can see, I plan on having the AI be IRL-ish. I say "-ish" because there will be a few bots that are just there to show off some of the fancy cheatbot2 components. But they will still have a degree of realism to them, as well as present a fair challenge. Just don't expect anything Thyrus-tier. I know some of you guys will inevitably ask "hey AS can I build a team", and the answer to that is yes and no. Not right now, but I'll likely start taking a few teams when I close in on the final release.
547
« on: July 02, 2016, 07:00:48 PM »
548
« on: July 01, 2016, 01:32:49 AM »
Plows and spikestrips.  (plow skins are temporary and I'll give them legit skins soon-ish) They each come in 3 sizes, with the larger sizes being wider rather than outright larger. You know the spike strips that nobody used seriously apart from that one bot Clickbeetle made? I went ahead and made them actually interesting to use, so now they're perfect for flippers and popups. Normally you have to throw on a bunch of small weapons in order to get good damage out of a popup, but a spike strip or two at the very most should provide decent damage. BTW, It's not shown, but there's 3 APs on the bottom of the spike strips. This means you can make those fake pistons that flippers use real easily without hassling with extenders too much. The snowplow was already widely used in pretty much every mod out there, but the only problem is that they're gigantic and pretty much non-spammable, so I made the plows really heavy so you don't have to spam them. There are 3 sizes of the plow, and each size has 3 variants. Lightest plow weighs 30 (compare to stock's gigantic 16kg plow) and the heaviest plow weighs 270kg. For reference, the heaviest weapon in DSL weighs 75kg. (edit: the snowplows are also more scoop-shaped and is more usable on flippers now) Wide plows also mean you can do obnoxious stuff like this:  Wall of spikes vs wall of plows, who wins?
549
« on: June 30, 2016, 03:27:43 PM »
 here's my entry m9, i hope "Mojo Jojo's Bizarre chainsaw massacre (ft. Hitler & Knuckles)" does well
550
« on: June 30, 2016, 08:51:08 AM »
FYI, new batter boots is on at 8:00 pm EDT tonight in case anyone's not aware already.
551
« on: June 29, 2016, 11:40:34 PM »
I'm starting to lose hope now. Looks like Mr Zoss is working multiple projects. He a dev or just PR?
Marketing Manager for Octopus Tree Pretty sure he's just a PR guy and not working on the game's content.
552
« on: June 29, 2016, 12:25:24 PM »
Can someone reply to me already for some feedback?
E-teks are overkill for just two saws. I'd probably upgrade the saws to full-fledged vertical spinners. Try a 100cm disc with some weapons on it. Bot itself looks pretty cool though.
553
« on: June 27, 2016, 02:38:46 AM »
We've reached a meme singularity. If this continues, the whole of RA2 as we know it will collapse on itself, create a black hole and we'll all be sucked into MS paint hell where the only thing you'll ever hear is undertale remixes and pokemon sound effects.
554
« on: June 27, 2016, 02:27:41 AM »
^sh**sux yo up next: the rest of the RA1 stuff. Mainly wheels, decorations and some weapons. It's gonna be yuge. Expect a long post with a lot of pictures and words.
Got some of said RA1 stuff done.    A few notes about the components shown: Wheels: These are referred to in the mod as "Rai Wheels" (Rai as in "Ra I"). The rubber tires are high grip and low HP, while the metallic ones are high HP and low grip. Tank treads are even higher HP and even lower grip, and are heavier. The metal Rai wheels and tank treads also do very slight damage. Not as much damage as the sawblade wheels I showed earlier, but it should still be enough to do some recoil damage to spinners. It's worth noting that wheels with damage have lowered grip to compensate. Spiked ram and Battering ram: Comes in 3 sizes. Spiked ram varies from 22-66kg, while the battering ram varies from 44-132kg. Good for rammers and SnS. Random crap: These are going into a new component category called "decorations", which replaces extras. Anything that you'd expect to be in extras (skirts, plows, armor plates, etc) will be moved to weapons or extenders, since almost every non-motor does damage now anyway. The large majority of decorations will be very light, as in "less than 10kg" light. Baseplate anchors weigh nothing, so you can almost always throw an extra decoration or two on just about any robot, even popups can throw a 1kg badgeplate on the back as filler armor, and horizontal spinners can put a transmitter on top of thier spinner. btw, the camera is not a flamethrower. It's literally just a camera. Did I mention that decorations have some of the best HP:weight ratios in the mod? Because they do. I fully expect to see at least one camera spam AW.
555
« on: June 22, 2016, 11:40:41 PM »
The best game with a licens (sic) like that was for the GBA and that says something
If by "best" you mean "only", then yes. Beyond the battlebox was the only battlebots licensed game that ended up getting released.
556
« on: June 22, 2016, 03:53:11 PM »
Even if RA3 didn't flop, I don't really see the need for an RA4 when you can just continuously update RA3. They couldn't do that as easily with RA2. Pushing out RA4, RA5, RA69 etc would reek of Assassin't Creed-tier cashgrabbery.
557
« on: June 22, 2016, 01:19:31 AM »
  Plastic 7 (not a typo, it has 7 mm of plastic). Almost have enough components made where I can start building teams. Disclaimer: the wheels I'm using are really crappy for SHWs. They're something like 5 kg apiece and only have 0.81 grip.  Really need to whip up some speed-based wheels soon.
558
« on: June 19, 2016, 04:47:58 PM »
My robot has supershine.
559
« on: June 17, 2016, 07:51:29 AM »
the first match is up
(video)
a close match but sob wins
next match is the debut of DESTROYER MY ROBOT THE BEST ROBOT EVER WHAT DO YOU THINK
560
« on: June 16, 2016, 11:20:44 AM »
Does it have any attachment points?
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