I'm wondering if the NPCs are respawning after a while?
And: Is there a possiblity to make them stronger? I don't want that one player can kill 20 NPCs easily.
You can get your player owned NPCs to respawn by using a Priest. The faction NPCs have a Priest as well but he will just heal the NPCs of his team. You can also boost the NPCs with armour - but if you're looking for more control over their health, etc. check the ancientwarfare config folder. You can adjust their base health, their equipped armour, etc.
You can get your player owned NPCs to respawn by using a Priest. The faction NPCs have a Priest as well but he will just heal the NPCs of his team. You can also boost the NPCs with armour - but if you're looking for more control over their health, etc. check the ancientwarfare config folder. You can adjust their base health, their equipped armour, etc.
Well, the config stuff sounds good. I will take a look at it.
Any chance to naturally respawn them in their castles and buildings without the need to use a Priest manually?
We have an open MMO server and for now, we're using the naturally spawned NPC without factions just to find and conquer their buildings.
So it would be great if they respawn after a while in their buildings to keep the world living.
If you stack backpacks, you're able to duplicate items in your inventory.
Could you please remove the ability for stacking backpacks / put backpacks into backpacks. It doesn't make sense anyway.
The new version kinda sucks... The "instruction manual" doesn't tell you explicitly how to use certain things, and the "Siege weapons" part isn't in yet. There is also NO crafting recipe access outside of the use of "NEI" which is a lag monster compared to TMI.
The only benefit this mod poses is for anyone using creative so they can get gates, and drawbridges. I really liked this mod back when it wasn't separate modules, but... that went down the drain..
If you stack backpacks, you're able to duplicate items in your inventory.
Could you please remove the ability for stacking backpacks / put backpacks into backpacks. It doesn't make sense anyway.
gah when did that get in there? Thank you for the heads up
is there a way to disable mod integration through other mods? if its included with other RF producing mods the automation blocks work to quickly for the energy use vs the workers. the quarry mines faster than any high tech quarry i've seen and i thought it would be neat to slow progression of technology to force the usage of npc workers longer rather.
TL:DR - An option to disable other mods power compatibility to extend usage of technology of ancient warfare mod rather than working backwards to use high tech generators on your automation systems
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So has any of the new devs picked up the mod yet?
Rollback Post to RevisionRollBack
God bless ye soul.
"Hark! Dost thou hear with thine ears what I hear with mine? Interloper! No quarter shall be shown hither, fiend! Anon! Show thyself, churl! Have at thee! *fires, misses, gets shot at* Fie upon thee! What-ho, the laser on mine rocket launcher be not a mere target, but a guidance system! Where art thou? Come hither, that I may smite thee! *shoots the Apache down* Thou shalt not be missed."
The new town generation system is working just fine. This is a large village, all structures replaced, spawning on BOP Chaparral biome. No problems with BOP, Highlands or EBXL at all.
Only thing I would add is some scatter grass after the filling edges generate. It looks a little bare at the moment to blend properly into a biome.
I'm successfully generating towns and exterior farmlands. They look great.
How do you do the scans for the walls and towers? How do you determine whats a r gate / l gate etc?
The best example of the wall-gates setup I could give, would be to examine the ones that are included in the default pack.
Essentially you scan them from the outside at the bottom-right corner, with the wall extending outwards to your left. For corners, it extends to your left and forward.
Gate / Rgate / Lgate designations are a bit tricker.
Gate type is used whenever the walls are an odd-length number of chunks. So there is a single gate centered in the chunk.
Rgate/Lgate are used when the walls are an even-length number of chunks. You end up with a left half, and a right half (both one-chunk long), with the gate being half in the lgate template, and half in the rgate template. (basically, take your single gate, expand the sides by 8 blocks each, and scan it as two gates)
Images/examples:
Straight wall / gate:
Lgate scan:
(hold shift to offset to the air block)
Rgate scan:
corner scan:
You -can- include air on the exterior of your walls, but you would need to make all walls consistent + have it set properly in the town template. Can use the super-large walls as shown in the dev-thread (use large corners, put an improper wall-id number in the pattern to force it to skip a section, etc.. etc..).
GotoLink has offered to pick up development (or at least bugfixing and updates). Got the towns stuff about as finished off as I can given my time and willpower. I've let things kind of rest a bit over the holidays, but will probably be officially transferring the source repositories under his control later today / this week.
I may continue development at some point in the future, but it would likely be me submitting pull-requests for GotoLink to merge/publish.
Ok, thanks for that. It answers most of my questions. Wall lengths, gates sections, towers etc all still need to be 16 x 16 blocks I assume, but for "double size - is it 32 x 16 or 32 x 32?
When generating a town in a snowy biome - such as Viking settlements etc - do the towns have the snow addition code when spawing, like the "normal" structures do? Or do I need to snow cover my Norse structures first before scanning?
Snow cover first. The addition of snow would be great if possible.
Nice, cheers. I'm not too keen on replacing BDCraft quite yet simply because other packs have terrible mod support, but it'd go great as a base for a new, more realistic mish-mash pack.
[14:12:30] [Server thread/ERROR] [AncientWarfare/AncientWarfareStructure]: Could not locate biome: desert oil field while registering template: desert_tower for world generation.
You can get your player owned NPCs to respawn by using a Priest. The faction NPCs have a Priest as well but he will just heal the NPCs of his team. You can also boost the NPCs with armour - but if you're looking for more control over their health, etc. check the ancientwarfare config folder. You can adjust their base health, their equipped armour, etc.
Well, the config stuff sounds good. I will take a look at it.
Any chance to naturally respawn them in their castles and buildings without the need to use a Priest manually?
We have an open MMO server and for now, we're using the naturally spawned NPC without factions just to find and conquer their buildings.
So it would be great if they respawn after a while in their buildings to keep the world living.
If you stack backpacks, you're able to duplicate items in your inventory.
Could you please remove the ability for stacking backpacks / put backpacks into backpacks. It doesn't make sense anyway.
The only benefit this mod poses is for anyone using creative so they can get gates, and drawbridges. I really liked this mod back when it wasn't separate modules, but... that went down the drain..
gah when did that get in there? Thank you for the heads up
TL:DR - An option to disable other mods power compatibility to extend usage of technology of ancient warfare mod rather than working backwards to use high tech generators on your automation systems
minecraft is probably 85% cpu/ram dependant
Now *that* is amazing. Great work, Mohawky.
"Hark! Dost thou hear with thine ears what I hear with mine? Interloper! No quarter shall be shown hither, fiend! Anon! Show thyself, churl! Have at thee! *fires, misses, gets shot at* Fie upon thee! What-ho, the laser on mine rocket launcher be not a mere target, but a guidance system! Where art thou? Come hither, that I may smite thee! *shoots the Apache down* Thou shalt not be missed."
The best example of the wall-gates setup I could give, would be to examine the ones that are included in the default pack.
Essentially you scan them from the outside at the bottom-right corner, with the wall extending outwards to your left. For corners, it extends to your left and forward.
Gate / Rgate / Lgate designations are a bit tricker.
Gate type is used whenever the walls are an odd-length number of chunks. So there is a single gate centered in the chunk.
Rgate/Lgate are used when the walls are an even-length number of chunks. You end up with a left half, and a right half (both one-chunk long), with the gate being half in the lgate template, and half in the rgate template. (basically, take your single gate, expand the sides by 8 blocks each, and scan it as two gates)
Images/examples:
Straight wall / gate:
Lgate scan:
(hold shift to offset to the air block)
Rgate scan:
corner scan:
You -can- include air on the exterior of your walls, but you would need to make all walls consistent + have it set properly in the town template. Can use the super-large walls as shown in the dev-thread (use large corners, put an improper wall-id number in the pattern to force it to skip a section, etc.. etc..).
GotoLink has offered to pick up development (or at least bugfixing and updates). Got the towns stuff about as finished off as I can given my time and willpower. I've let things kind of rest a bit over the holidays, but will probably be officially transferring the source repositories under his control later today / this week.
I may continue development at some point in the future, but it would likely be me submitting pull-requests for GotoLink to merge/publish.
Snow cover first. The addition of snow would be great if possible.
Damn, very nice. Btw, what texture pack is that?
Nice, cheers. I'm not too keen on replacing BDCraft quite yet simply because other packs have terrible mod support, but it'd go great as a base for a new, more realistic mish-mash pack.
[14:12:30] [Server thread/ERROR] [AncientWarfare/AncientWarfareStructure]: Could not locate biome: desert oil field while registering template: desert_tower for world generation.