what fun!! RoboRally Arena II - Re-entry co-ordinates calculating for when Toby passes usefulness state. Landing sites under consideration: Tacoma (WA,USA), Hamilton (NZ), London (Eng) Rules Webpage: http://www.stories.com/main/view_item.php?item_id=144844 Unofficial Webpage: http://members.tripodnet.nl/Seedling/ArenaII/ Competition 1 Round 3 Turn 3 TURN FOUR PROGRAM CARDS ARE DUE: 0900 GMT, Monday, April 30 (mum's 60th birthday, happy birthday mum), 2001 Receipients: - All active or fragged 'bots, any other. Please indicate if you wish to be removed from the receipient list. Contents: - Turn three event report - Current 'bots. - Current board. - Randomised list of program cards. - Options available at the end of the turn. - Notes. * Turn three event report. PRE TURN THREE COMMENTS: mine at i12. Cliffhanger in first place with 1 frag and also 12 points of damage done .. Second are herbie and 20 minute loop. Had pory-gone been programmed differently 20ML might not be there any more ¡Ka backup first up from cliffhanger would have earned it 2 frags instead of one ... luck needed i suppose ... nice thinking from Da King but pivot got to the crusher at the other end first .. not a lot of action in turn two even though there were 2 frags ... Turn Three Movement: Phase One: (21) Pory-Gone 3-8221 (19) Mecha-Tama B-4519 (20) Da King U-4220 (12) Cliffhanger U-4112 (10) Herbie U-3710 (18) 20MinuteLoop R-3118 Phase Two: (18) 20MinuteLoop 3-7918 (21) Pory-Gone 2-7821 (20) Da King 1-6320 (10) Herbie 1-5510 (12) Cliffhanger 1-5012 (19) Mecha-Tama L-1719 Phase Three: (18) 20MinuteLoop 3-8218 (19) Mecha-Tama 2-6719 (21) Pory-Gone *1-5921 (12) Cliffhanger 1-5112 (20) Da King R-2720 (10) Herbie L-0910 Phase Four: (18) 20MinuteLoop HD3-8520 (10) Herbie 1-6610 (19) Mecha-Tama 1-6119 (12) Cliffhanger 1-5212 (20) Da King L-1020 Phase Five: (18) 20MinuteLoop HD1-8520 (20) Da King 3-8220 (12) Cliffhanger 2-7312 (10) Herbie 1-6010 (19) Mecha-Tama R-3419 ----- 'bot (10) Herbie Description: This beetle-bot is the smartest 'bot of the factory and it will be very hard to destroy. It is brave, fast and not afraid of any damage. Turn/phase: 3/1 Program: U-3710 Options: high power laser, mechanical arm, the big one (0), shield, ablative coat (3), self-destruct (rear laser not awarded as cliffhanger also requested it, mechanical arm not awarded as its already owned, self-destruct awarded as replcement popgun, sorry .. More new rules ...) Option use: Shield left Position: h1s Movement: 0 ---shoots at the mine ¡K shot sails over the top of it ¡K--- . Turn/phase: 3/2 Program: 1-5510 Option use: Shield Left Position: i2s Movement: 2 ---onto the conveyor ¡K--- . Turn/phase: 3/3 Program: L-0910 Option use: Shield Front Position: j2e Movement: 1 ---Shoots 20ML around the wrap with the HPL (more new rules) .. Ablative coat stops the shot though ..--- . Turn/phase: 3/4 Program: 1-6610 Option use: Shield Back Position: L2s Movement: 0 ---zips past cliffhanger who is still on its way north ..--- . Turn/phase: 3/5 Program: 1-6010 Options: ablative coat (1); request: double barrel laser Option use: Shield Back Position: L4s Movement: 2 ---BOOM!! .. Drove past a very recently released proximity mine of cliffhangers .. 2pod absorbed by the ablative coat .. Another very safish turn ¡K--- . **** ----- 'bot (12) Cliffhanger Description: Trundlebot painted entirely black. Turn/phase: 3/1 Program: U-4112 Options: ramming gear, mechanical arm, double barrel laser, shield, proximity mine (3), (rear laser not awarded as herbie also requested it, mechanical arm not awarded as its already owned, self-destruct awarded as replcement popgun .. Same situation as herbie) Option use: shield north Position: k6n Movement: 0 --- .. Has the lead and is now looking to survive it seems¡K--- . Turn/phase: 3/2 Program: 1-5012 Option use: shield north Position: k5n Movement: 1 ---moving in a generally northerly direction ¡K more updates as they happen--- . Turn/phase: 3/3 Program: 1-5112 Option use: shield north Position: k4n Movement: 1 ---¡K--- . Turn/phase: 3/4 Program: 1-5212 Option use: shield east Position: k3n Movement: 1 ---¡K.--- . Turn/phase: 3/5 Program: 2-7312 Options: proximity mine (2), request: reflector Option use: shield west; lay proximity mine Position: k1n Movement: 2 Damage done to: clif Damage received from: clif ---proximity mine left on k3 which is immediately driven past by herbie BOOM! .. 1 pod reaches cliffhanger ¡K just a 'go north' turn .. This 'bot is definitely resting on some laurels somewhere ¡K doing an OK job of it too ¡K register 5 locked: 2-7312--- . **** ----- 'bot (18) 20MinuteLoop Description: 20ML has no long term memory and always forgets to water his plants. He's good in an emergency, but has a problem with commitment. Turn Programming: Note on Homing Device: I'd like to acquire a target with the Homing Device and then home in on that robot until it is destroyed. If I have a target, I'll fire my main weapon (or double barrel laser if I get it) until I no longer have a target. Then I will acquire a new target. let me know if this is confusing or if I can't do any of this. Turn/phase: 3/1 Program: R-3118 Options: ablative coat (2), homing device Option use: fire Homing Device Position: b10n Movement: 1---homing target not obtained.--- . Turn/phase: 3/2 Program: 3-7918 Option use: fire HD or activate HD if target acquired Position: b6n Movement: 4 ---blasting up the left side of the board. .. No target aquired--- . Turn/phase: 3/3 Program: 3-8218 Options: ablative coat expired Option use: fire HD or activate HD if target acquired Position: b2e Movement: 4 ---shot at by herbie .. Shot absorbed by ablative coat ... Homing Device target aquired .. Da King ¡Kalso shot at by Pory-Gone .. Ablative coat used up ..--- . Turn/phase: 3/4 Program: HD3-8520 Option use: fire HD or activate HD if target acquired Position: f2e Movement: 4 Damage done to: king ---homing device activated shoves and shoots King CAP!--- . Turn/phase: 3/5 Program: HD1-8520 Options: request: double barrel laser Option use: fire HD or activate HD if target acquired Position: h2e Movement: 2 ---shove into king again .. Another turn without damage .. This has to be some kind of record for two 'bots to go this long without getting capped ..--- . **** ----- 'bot (19) Mecha-Tama Description: After fragging 100's of 'bots in dozens of Robot Wars, this veteran 'bot decided to take it easy. Turn Programming: Each phase, every buzz bomb emits an barely audible 'myu' to whatever 'bot is within 3 squares Turn/phase: 3/1 Program: B-4519 Options: ablative coat (3), buzz bomb (3) Position: c9w Movement: 1---off the conveyor belt ..--- . Turn/phase: 3/2 Program: L-1719 Position: c9s Movement: 0 ---this 'bot looks top be actively going south ¡K quite against the trend ..--- . Turn/phase: 3/3 Program: 2-6719 Position: c11s Movement: 2 ---yep .. Definitely south ..--- . Turn/phase: 3/4 Program: 1-6119 Position: b12w Movement: 2 ---mine behind ¡K nothing in front ¡K --- . Turn/phase: 3/5 Program: R-3419 Options: request: double barrel laser Option use: launch buzz bomb 'BBC' Position: b11n Movement: 1 ---quiet turn for MT .. Possibly a different story for turn 4 ¡K Each buzz-bomb has been given a name! 'BBC','BBS','BBQ'. Curiously, each buzz bomb resembles a tiny Mecha-Tama, and emits low- volume 'myu'-signals. They look hungry... whoops! One is loose!--- . **** ----- 'bot (20) Da King Description: This 'bot thinks it's a rock and roll star. It has an overweight humanoid form - think C-3P0 with a stylish beer belly and frazzled, fake sideburns. For tonight's concert (and every night's concert), Da King is sporting a white jumpsuit (adorned with sequined bell bottoms), oversized sunglasses and several dozen white scarves. Da King was recently fitted with a karaoke module mounted in place of its main laser and while strolling back and forth across the stage (factory floor) booms out such 'bot favorites as "Love Me Tenderizer", "You Ain't Nothin' but a Hound 'Bot" and "I Can't Help Falling in Pit with You." Turn/phase: 3/1 Program: U-4220 Options: ramming gear, missile launcher (3) Position: d3n Movement: 0 ---another U-Turn .. --- . Turn/phase: 3/2 Program: 1-6320 Position: e2n Movement: 2 Damage received from: PoGo ---CAPPED!! Pory-Gone taking toll while it can.--- . Turn/phase: 3/3 Program: R-2720 Options: missile (2) Option use: launch missile Position: e2e Movement: 0 Damage done to: Pogo(4),King(2) Damage received from: king(2),pogo ---shoved by pory-gone ... launches missile point blank into pory-gone .. BOOM!! FRAG! Pory-gone gone .. Got nailed pretty much by that missile ... at this range, how can i miss? really? Da King caught in the blast gets 2 pod self inflicted .. aquired as a HD target by 20ML ... CAPPED by a departing Pory-Gone .. --- . Turn/phase: 3/4 Program: L-1020 Options: missile (1) Option use: launch second missile Position: g2n Movement: 2 Damage received from: 20ML ---launches second missile north and it wraps to g13n ..CAPPED!! .. 20 Minute Loop on this famous identities tail .. Can we call 20ML a stalker?--- . Turn/phase: 3/5 Program: 3-8220 Options: request: double barrel laser Position: g12n Movement: 10 ---shoved by 20ML then wraps onto the conveyor below. Missile at g11n (blinded by its tail emmisions). Moves into second place with that frag. Registers locked!! 4: L-1020 5: 3-8220--- . **** ----- 'bot (21) Pory-Gone Description: Finally escaped from the vicious clutches of Pokémon, the underrated Virtual Robot is back...with a vengeance. There is no escape, you WILL be assimilated. Turn/phase: 3/1 Program: 3-8221 Options: high power laser Option use: request the big one(2) Position: g2w Movement: 2 ---going against the conveyor direction .. Request for the big one turned down due to timing conflict--- . Turn/phase: 3/2 Program: 2-7821 Option use: request the big one(2) if not obtained yet Position: f2w Movement: 1 Damage done to: King ---CAP! Shoots da king ¡K the big one again not awarded ¡K--- . Turn/phase: 3/3 Program: *1-5921 Options: high powered laser lost Position: f2 Movement: 0 Damage done to: king Damage received from: king(4) ---CAP again into Da King and it¡¦s a HPL so shot 20 Minute Loop as well, that shot was absorbed though and THEN ¡K. .FRAGGED!!!! Missiled by Da King 4 pod from the missile .. First point took PoGo to 9 pod .. Second fragged the HPL and 3rd took it over the edge ¡K--- . ---POST FRAG REPORT. Phases (survived): 12. Damage done: 3. Damage received: 10. Fragged by: Da King. Movement: 22 Comment: missiled twice in one day (ref. 'a perfect world')--- . **** ----- POST TURN THREE COMMENTS: goodness .. what a beautiful mess ... buzz bomb out there for turn 4 starting in b11n .. mine is at d12 and looking bored ... Da King has a missile at g11n ... cliffhanger it seems has made the double barrel laser popular with its demolition of pivot using said weapon.. As it turns out the 'self destruct' has become popular .. But not (im sure) by choice ¡K i have two things to say to all those DBL pundits out there: ONE: "Chain reaction" TWO: "Fire Control!!" for herbie and cliffhanger who might be miffed at getting the self destruct this turn and not being warned about the rule changes .. sorry .. herbie was getting it next turn anyway .. for the record the self destruct can be turn programmed to only block damage if there are no other options owned and the bot is on 9 pod. same with any option for that matter .. actually .. im making some default programming for the self destruct .. it will ALWAYS go off when it is the only option left unless otherwise programmed. cliffhanger still first, da king second (both with one frag, 12 and 4 pod respectively), 20 Minute Loop, Herbie and Mecha-Tama are 3rd 4th and 5th in that order. Statistical Report: Total Damage: All: 36 Others: 29 Self: 7 Total Movement: 214 Total Frags: 2 * Current 'bots Official Table: 'bot name and number status loc. #cards Herbie 10 active L4s 9 Cliffhanger 12 active k1n 4 20MinuteLoop 18 active h2e 9 Mecha-Tama 19 active b11n 7 Da King 20 active g12n 3 Pivot 03 fragged H-Rod-Gar 17 fragged Pory-Gone 21 fragged ---- Droideka 01 in waiting L7n JunkPile 22 in waiting clunker 04 paused h4w NightSwimmer 05 paused i12n Funfundfunfzig 06 paused i11e Twonky 07 paused L3e Blighted 11 paused L8n Petit Metal 13 paused a9s Shmoo 02 retired - Aluminman 08 retired - Tin Can 09 retired - gorilla 14 retired - SQUIDBOT 15 retired - Scourge 16 retired - * Current board. A B C D E F G H I J K L M |------|------|------|------|------|------|------|------|------|------|------|------|------| 1 | | | | | | | | | | |^^^^^^| | | 1 | | | | | | | | | | |clif 5| | | |------|------|------|XXXXXX|------|------|------|------|------|------|------|------|------| 2 | | /->|----->|----->|----->|----->|----->|20ML 0|----->|----->|----->|--\ | | 2 | | //->|----->|----->|----->|----->|----->|>>>>>>|----->|----->|----->|--vv | | |------|------|------|------|------|------|------|------|------|XXXXXX|------|------|------| 3 | | ^^ | | | | | | | | | | || | | 3 | | || | | | | | | | | | | vv | | |------|------X------|------|------|------|------|------|------|------|------|------X------| 4 | | ^^ X |/----\| | | | | |/----\| |herb 0X | 4 | | || X |\----/| | | | | |\----/| |vvvvvvX | |------|------X------|------|------|------|------|------|------|------|------|------X------| 5 | | ^^ | | | | |XXXXXX| | | | | || | | 5 | | || | | | | |XXXXXX| | | | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 6 | | ^^ | | | | | | | | | | || | | 6 | | || | | | | | | | | | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 7 | | ^^ | | |XXXXXX| | | |XXXXXX| | | || | | 7 | | || | | |XXXXXX| | | |XXXXXX| | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 8 | | ^^ | | | | | | | | | | || | | 8 | | || | | | | | | | | | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 9 | | ^^ | | | | |XXXXXX| | | | | || | | 9 | | || | | | | |XXXXXX| | | | | vv | | |------X------|------|------|------|------|------|------|------|------|------X------|------| 10 | X ^^ | |/----\| | | | | |/----\| X || | | 10 | X || | |\----/| | | | | |\----/| X vv | | |------X------|------|------|------|------|------|------|------|------|------X------|------| 11 | |BB^^^^| | | | |M^^^^^| | | | | || | | 11 | |M-T 2| | | | |ISSILE| | | | | vv | | |------|------|------|XXXXXX|------|------|------|------|------|------|------|------|------| 12 | | ^^--|<-----|MINE!!|<-----|<-----|^^^^^^|<-----|<-----|<-----|<-----|<--/ | | 12 | | \\-|<-----|!!MINE|<-----|<-----|King 6|<-----|<-----|<-----|<-----|<-/ | | |------|------|------|------|------|------|------|------|------|XXXXXX|------|------|------| 13 | | | | | | | | | | | | | | 13 | | | | | | | | | | | | | | |------|------|------|------|------|------|------|------|------|------|------|------|------| A B C D E F G H I J K L M * Randomised list of program cards for turn four (Note the rules changes for round 4 .. if you want to start using the new system now you can). cards 1 B-450 2 L-140 3 R-250 4 U-420 5 2-730 6 1-610 7 1-660 8 R-310 9 3-810 10 R-270 11 L-070 12 L-180 13 R-190 14 1-590 15 R-350 16 2-740 17 2-780 18 L-090 19 1-530 20 L-170 21 1-560 22 R-230 23 1-510 24 1-500 25 2-680 26 L-050 27 L-010 28 B-480 29 1-540 30 2-710 31 B-430 32 L-080 33 2-750 34 B-440 35 1-570 36 L-120 37 R-330 38 R-320 39 B-470 40 3-820 41 R-200 42 L-100 43 R-290 44 U-380 45 R-210 46 2-700 47 1-640 48 1-520 49 L-130 50 3-790 51 2-670 52 2-720 53 3-800 54 2-690 55 R-280 56 1-580 57 R-360 58 2-770 59 3-830 60 1-490 61 U-400 62 R-300 63 3-840 64 2-760 65 1-600 66 R-340 67 U-390 68 1-650 69 L-110 70 R-240 71 L-020 72 B-460 73 L-060 74 L-040 75 1-620 76 L-030 77 U-410 78 U-370 79 R-260 80 1-630 81 L-150 82 1-550 83 L-160 84 R-220 * Options available at the end of turn four: weapons backup popgun Big Gun Converter Gyroscopic Stabilizer Drone Launcher Dual Processor Fire Control Extra Memory Mine Layer Fourth Gear Mini Howitzer Goo Dropper Missile Launcher Homing Device Pressor Beam Reflector Retro-Rockets Reverse Gear Robo Copter Turret * Notes. ---- changes to the way cards are dealt starting round FOUR!! check out the new rules page!! http://www.stories.com/main/view_item.php?item_id=144844 also added: The same option(s) can be given to multiple 'bots, but one 'bot may not own two of the same option. If a 'bot is awarded a duplicate option from the popgun list then it receives the self-destruct option, if it already has that then it is given nothing. Buzz Bomb. -- One active buzz bomb per 'bot at a time. Five is added to the number of cards dealt while the buzz bomb is active. These are to be taken from the card code list after the standard 'bot programming cards. Buzz bombs may need to be programmed for subsequent rounds by their owners as they remain active for subsequent rounds. Unprogrammed buzz bombs perform the cards they were dealt in a random fashion. Buzz bombs are removed at the end of a competition. Buzz Bombs are programmed in phase programming as follows: X-88##(Buzz Bomb X-88##) X-88##(BB X-88##) X-88##(BB X-88##) X-88##(BB X-88##) X-88##(BB X-88##) () () () The decision to launch is made in turn programming of the turn it is launched: X-88##(Buzz Bomb X-88##) X-88##(BB X-88##) X-88##(BB X-88##) X-88##(BB X-88##) X-88##(BB X-88##) (launch buzz bomb) () () () High Power Laser. -- Can use first point of damage to wrap then does one POD to any target in LOS. Treat wrapping as a wall. In this case the option is treated as an additional weapon to avoid firing on the owner. Self Destruct. -- Default programmed to only be used to block damage if it is the last option owned. Shield. -- Blocks two points of explosive damage only if it is programmed directly between the owner and the blast origin. Can be phase programmed. Can be set relative to the 'bot (front, back, left or right - F,B,L or R) or absolute (north, east, south or west - N,E,S or W). ---- >hehe... can i keep em? The options I mean? Xxxxx-Xxxx mysteriously >got the same STARTING options as our puck Xxxxx..(he's as flat as >a puck, after he became one :) hmm .. toby seems to be handing out free options in the round report. unfortunatelty for those inclined to take advantage of toby's clunker-ness the mistakes WERENT made in the OFFICIAL TABLE. so any attempt to use them will just alert toby to the mistake and the programming will be ignored ... although it cant be guaranteed that toby WILL notice ..... >That might mean Xxxxxx in GF... unless someone makes it third in >round 3 or 4 with 1 frag or more then 19 pods scored :) hes talking about what happens when a 'bot that makes the GF and then gets fragged before the GF in another round. theres a rumour going around that these empty spaces might be filled with well performing non-GF 'bots. also another idea is to award points differently. for example 1 point for every bit of damage dealt out, 4 points for an option destroyed on another 'bot, 10 points for a frag on a puck, 20 for a frag on a non-puck. would make things a lot more clear on who is placed where at any time .. also its a bit of a lottery with only frags really important at the moment .. encourages a 'Go After the Weak' syndrome also .. not that its a silly idea .. just maybe bots should be rewarded for knocking of an established 'bot more than for knocking off a puck. this would mean that 'bots could be chosen based on how many points they got compared to all other 'bots in the competition rather than just in the round more easily. not an entirely good idea but the size of rounds might be enough to eliminate too many outliers. anyway .. as i say .. this is all theory at the moment .. nothing new like this will be implemented until COMPETITION TWO!! (yay) for a statistics oriented guy like me it just means more cool tables and more ways to rank 'bots and stuff ... yay ... ---- >Toby, what happened to my high power laser??? Should I replace the >batteries or buy a new one? Or doesn't my laser understand the >wrap-around effect of the arena II? >At the end of phase 1, Xxxx Xxxx, ## Xxxxxx xxxx and I were all standing >in column X and facing Xxxxx (XxXx: X#X, ##XX: X#X and Xxxxxx: X##X). >And now you're telling me that Xxxx-Xxxx shoots me (xxxxxx) in the >shield, but I didn't shoot anything? In my opinion, ##XX and XxXx are >shot by my High Power Laser.....I hope this can be corrected.... >And.....don't forget for next turn that I have a High Power Laser and a >Rear Leaser.... sorry .. rule changes for wrap effects on LOS and laser fire. http://www.stories.com/main/view_item.php?item_id=144844 ---- >Poor Toby... he's gonna be replaced by a toaster oven anytime soon :) >Well, everything's uploaded to the URRAIIH, including the new >rules-locatons :) >Which reminds me, I noticed a weird little tidbit in the Buzz Bomb >option description. I cannot use the Buzz Bomb until NEXT turn. >I really wonder why. I can't see the problem that would prevent >it from launching it this turn, just like any other launcher. >Right now, the only thing with a longer lag-time is a PUCK! Buzz Bomb (BB) rules altered: http://www.stories.com/main/view_item.php?item_id=144844 >The 1 active Buzz bomb per bot is understandable. It could mean >more then 20 cards are needed for that bot. That shouldn't be a >problem under the new program rules anymore though. oh yeah ... there are new card dealing procedures starting in round 4 .. and he's right .. they do solve a few problems. >Anyhow, just compare the Buzz Bomb to the Missile. Buzz bombs have >yet to do any damage, while the Missile already has a frag and 4 >damage scored :) Also, the buzz bomb launcher right now can take >up to 3 TOURNAMENTS to empty, while a Missile Launcher can be >empty in 3 phases. its true .. but its also true that no-one's launched a buzz bomb yet ... it might also be true that noones successfully obtained the option yet .. is that true? buzz bomb has a minimum of 3 rounds to empty and with the new rules that can all be in the round its obtained. >Hmmm... A Buzz Bomb has a program right? Would a scrambler(bomb) >be able to scramble registers? :) Would redefine the term Drunk >Missile, now would it :) >Xxxxx-Xxxx muahahaha ... bring on the mayhem! ---- >Ponder..ponder... That map on the rules page doesn't look too >good. >There's two things missing. >1. Add a
 before and 
after the map. It'll keep >the spaces from being spaced by browsers. >2. All backslashes have been replaced by spaces,which have >been spaced, see 1. >Try the changes I suggested and you should see a decent map :) >Xxxxx-Xxxx unfortunately we dont have html control over the rules page .. one day i might do a lot of work and make it look good in that font but untill then people have to rely on emailed version. ---- >Can you explain me what the next sentence means (I copied >it from the rules)? >"High Power Laser. >-- Can use first point of damage to wrap then does one POD to >any target in LOS. Treat wrapping as a wall. In this case the >option is treated as an additional weapon to avoid firing on >the owner." ok .. the high power laser has evolved from being quite a pointless weapon to being the only one that can shoot off one side of the board and onto the other. laser fire does not wrap unless you have the HPL in which case the wrap effect acts as if there was a wall between the shooter and the shot. HPL wont go off if its going to damage owner unless otherwise programmed.