Well DarkWarrior454, I seriously want people to stop making demands of me.
What right do you have to tell me what mod I should work on? Did I ever charge to for a mod? No. Does me not continuing Battlegear mean that you can no longer play minecraft? No. Doe my working on this mod, which you may have no intrest in somehow diminish your gameplay? No. So you have zero right to make any demands of me.
I have CLEARLY stated why I am no longer continuing Battlegear. In case you missed it, go back to the thread and read the long post under the giant bold red underlined "Attention". That still does not give you the right to come here and start making demands.
The fact is, I con't need to take this crap. The rules on the forum also clearly state that you are not allowed to ask mods to update (which you are essentially doing). Any further behavior like this from you or anyone will result in a report.
Battlegear is discontinued, either downgrade to play it or get over it.
Yeah. Actually even with just the 20,160 they can't all be in view at the same time. The formation is big enough that the ones on the edge are farther away than MC displays mobs. They're still there, but they're invisible until you get closer. With the tier 2 units it'd be the same thing, but more so.
I love the Spearman's third weapon, the curved polearm thing. I have no idea what it is, but it looks awesome.
Would you still mind posting the pic anyway, even in multiple parts? Would be great for a "look at all the customization in the 1st unit alone" picture(s). Hell I can probably even whip up a quick mod that gets around the render limit.
As for the 3rd weapon it was supposed to be a glaive. I wasn't so sure about the image (didn't look right) but liked how it looked in game so left it in. Happy someone else liked it also.
Wow, the AI is pretty good I have to say. They actually follow me up a tree and don't act retarded while they're doing it.
The unit I'm probably most excited for is the Priest. I wanna see militia and priests work together while they fight. It'd be pretty awesome. I also want to see how the apprentice/mage would work.
I am actually surprised with the AI. I have caught mine going in circles sometimes (they may be like zoolander and can't turn left :P). I still want to add them using ladders and such.
I think those 2 types of units will be the most difficult to get the abilities working nicely. I guess we will have to wait and see.
If you are going to implement spies/scouts, would it be possible for them to write you a map and send him to different places to write out the map. This is already possible on a minecraft server with multiple people working together.
Hi Nerd-Boy. Let me start by saying my smp crew and I have been thoroughly enjoying alpha 1 of mine and blade commander. We noticed that an alpha 3 had been released and I decided to add it to our server. I ran into a bit of a problem (bare with me as I attempt to do a correct spoiler tag)
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mab.client.commander.CommonProxy
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:68)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:417)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:342)
at hg.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459)
at fp.run(SourceFile:818)
Caused by: java.lang.ClassNotFoundException: mab.client.commander.CommonProxy
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:51)
... 27 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 33 more
No clue what could be wrong other than FML being unable to find a file that was there during alpha 1. This is for a server.
I will not be adding any player weapons. The "Items" held by soldiers are not true weapons, I use a custom rendering method so I don't have to take up itemIDs (And so you can't hack them into your game). I do know Balkon has is eye on my long spear type renderer (as well as some of the old battlegear weapons) and I am planning on making a tutorial for others to implement "long" weapons. I am thinking in the tutorial I will make a magic staff as many people make magic staff mods (plus I can do part 2 with some sort of dynamic colouring of the crystal)
I'm happy to hear about that "Long" weapon tutorial, I've been wanting to know how to do that for a while and I forgot to follow up on it after I asked you a while ago.
You should add in the ability to place enemies, and randomly generated group of enemies. That way my men could fight against other people instead of zombies. You should also add archers.
Would you still mind posting the pic anyway, even in multiple parts? Would be great for a "look at all the customization in the 1st unit alone" picture(s). Hell I can probably even whip up a quick mod that gets around the render limit.
I'm a long way away from finishing with it, and with the sheer number of units now I probably never will. If you want me to work on the Militia I'll try, but I had pretty much given up. The amount of time it would take with 124K, or even 20K really, far exceeds the enjoyment that would come from it. I was willing to give it a shot when it was just the militia, but the new units kinda killed that. Maybe I'll make all the possible faces or something.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
Hello, Nerdboy! Could you create mod which adds banners and armor like in Mine and Blade Battlegear? I know, banners exists in MaB Commander, but i'm talking about the ability to hang them on walls. Maybe you even can insert this to Commander? Maybe it'll be better if it will be in diffrent mod. Sorry for my bad english
Hes not adding armor but banners on walls actually was one of the older features.
this mod looks amazing. i was a big fan of the battle gear mod and was really sad it had to end. but i think if you could just include the weapons from battle gear and you could use them and give them to the soldiers to add a bit more customization that would make this mod perfect
Hi Nerd-Boy. Let me start by saying my smp crew and I have been thoroughly enjoying alpha 1 of mine and blade commander. We noticed that an alpha 3 had been released and I decided to add it to our server. I ran into a bit of a problem (bare with me as I attempt to do a correct spoiler tag)
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mab.client.commander.CommonProxy
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:68)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:417)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:342)
at hg.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459)
at fp.run(SourceFile:818)
Caused by: java.lang.ClassNotFoundException: mab.client.commander.CommonProxy
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:51)
... 27 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 33 more
No clue what could be wrong other than FML being unable to find a file that was there during alpha 1. This is for a server.
Ahh yeah I screwed up there. I will release a hotfix for this later (I can't really issue a new version right now cos I kinda broke the militia)
You should add in the ability to place enemies, and randomly generated group of enemies. That way my men could fight against other people instead of zombies. You should also add archers.
This is planed although not for quite a while yet. The enemies will likely take the form of Orcs & Goblins.
You say Battlegear is discontinued. There is a mod orphanage available where people adopt discontinued mods, it would be great if the modder would allow it to go there where someone else can take control.
As I have said many times before, oit is not possible to implement the main featutes of Battlegear (Weapon system and duel wielding) in 1.3+ the way I have done it. Therefore there is no point in me giving this section of code out. It would in fact be more detrimental for someone who wanted to make duel wielding to look at the code because they would then get into my mindset which is not possible. Most of the useable features have been split up and given to other modders to merge with their mods.
Hey, i would first of all just like to say thanks for this awesome mod and your previous mods. As much as i loved battlegear i wouldn't want someone working on something they no longer had interest in.
I have a couple question if you don't mind;
I installed this along with rei's mini-map and it seems the soldier command overview under lap's the mini-map it's still usable it just flashes when the menu is active. Could the options you let us vote on for the right or left menu be added as an option?
And will you be adding a option to choose what units your soldiers attack, i lost 3 to an enderman which spawned behind me
Thanks and i love the mod will be recommending it to friends on a server.
The 1st one shouldn't be too hard to do. Probably not the highest thing on the priority list but also quite doable.
The enemy thing might be more difficult. To be hounest I kinda have been trying to think of a way to do this (mainly so I can take a bunch of soldiers and raid those stupid looking squidward like villages) but I am still yet to think of a user friendly way of doing it.
I'm a long way away from finishing with it, and with the sheer number of units now I probably never will. If you want me to work on the Militia I'll try, but I had pretty much given up. The amount of time it would take with 124K, or even 20K really, far exceeds the enjoyment that would come from it. I was willing to give it a shot when it was just the militia, but the new units kinda killed that. Maybe I'll make all the possible faces or something.
Ahh that's fine. I don't really blame you, it is a very large amount of units.
Hello, Nerdboy! Could you create mod which adds banners and armor like in Mine and Blade Battlegear? I know, banners exists in MaB Commander, but i'm talking about the ability to hang them on walls. Maybe you even can insert this to Commander? Maybe it'll be better if it will be in diffrent mod. Sorry for my bad english
Banners will be able to be hung on walls, I just had some funny bugs when I originally coded the banners for this mod (they are implemented a slightly different way now). I will not be adding armour.
this mod looks amazing. i was a big fan of the battle gear mod and was really sad it had to end. but i think if you could just include the weapons from battle gear and you could use them and give them to the soldiers to add a bit more customization that would make this mod perfect
Again, as stated before I will not be adding weapons, if you want more player weapons download Balkon's weapon mod. He will actually be implementing some of the old battlegear weapons in the near future. You already have the ability to spawn soldiers carrying some of the old battlegear weapons, they are however not items therefor not able to be used by the player (this will not change)
The only mobs that attack man-at-arms on sight are the skeletons and zombies.
Te rest seem to ignore them unless attacked.
Also interesting, when skeletons attempt to fight militias, the skeleton seems to run up to militias and attack them with melee and only switch to arrows when there is about one block of space between them. This is an interesting behavior because usually skeletons operate differently, staying at a distance, when fighting us.
Of course the problem is, we would want mobs that normally target us, blazes, slimes, spiders, cavespiders, angry wolves, to also target the militias too.
The only mobs that attack man-at-arms on sight are the skeletons and zombies.
Te rest seem to ignore them unless attacked.
Also interesting, when skeletons attempt to fight militias, the skeleton seems to run up to militias and attack them with melee and only switch to arrows when there is about one block of space between them. This is an interesting behavior because usually skeletons operate differently, staying at a distance, when fighting us.
Of course the problem is, we would want mobs that normally target us, blazes, slimes, spiders, cavespiders, angry wolves, to also target the militias too.
This is all a bit worrying but to tell you the truth not all that suprising. The whole functionality of making existing mobs attack units is very much a hack job. I have also only really tested it with zombies, skeliies and spiders. I noticed spiders only attacked when attacked but i put this down to the fact that spiders normally only target you at night. I didn't notice the behaviour of the skellies, although again not so supprised. I have mainly been testing with the zombies (see my militia v zombie set up). I think this should really be the focus of the next version. I will push this to the front of my todo list.
EDIT:
I just found the cause of the problem. In most cases the mobs don't actually use the new AI functions. That is why they are not attacking the soldiers until they themselves have been attacked. I don't know if there is a way to get around this without editing base classes (which I will not do)
Do you think you can make it so the militia have the same hp as the player (hp for other units expands on that) or just make the man-at-arms have 30 hp and the militia have 20. Also maybe the man-at-arms should have less hp but faster attack and walk faster, the spearman is good but maybe he should have more hp but walk slower
Do you think you can make it so the militia have the same hp as the player (hp for other units expands on that) or just make the man-at-arms have 30 hp and the militia have 20. Also maybe the man-at-arms should have less hp but faster attack and walk faster, the spearman is good but maybe he should have more hp but walk slower
They end up being overpowered if you increase the hp of the militia. Keep in mind that having an armour value (even of 2) increases their effective health. The problem is that I think there is a bug in the default AI that causes mobs to attack kinda stupidly, which is why I had to reduce the health of the milita so they wouldn't be overpowered.
Hey nerdboy i absolutly love the Alpha 3 with the new tiers and bug fixes
~IDEA~
Legionarries
3rd or 4th Tier Soldier
(Historicly accurate here) Build basic structures such as tents,moats,watch towers, or basic houses if you provide the resources. its historically accurate because Roman Legionarries were the world power and needed to build forts or camps quickly to attack or defend an area
Decent fighting ability with sword and a shield and works better in a larger group
Unit Formation System
Have the ability to create ranks among troops
Phalanx, Line, Square
Mercanaries
Tier 1 Mercanaries cost 2-3 times more than tier 1 normal
Have increased health and damage
Tier 2 have duel wielding weapons
Surgeons/Doctors
Heal your troops
Sell you health potions
Cannot fight
Ok well those are my ideas please tell me how you like em
If invading a castle with a gigantic wall, wont it be nice if your troops will be able to place some ladders ;)... When you give a soldier, mostly men at arms or a laddering unit, it will place ladders on a wall so your troops will be able to climb up and invade... Or why not add a cool looking siege tower. Well just a handy idea.... Or if there were vines then the units will be able to climb up them too.
First I would like to start with a warning. The next alpha will likely cause you to loose your troops. This is kinda necessary for later changes. I might be able to save either the Man at Arms/Spearman or the Militia, but not both
Hey nerdboy i absolutly love the Alpha 3 with the new tiers and bug fixes
~IDEA~
Legionarries
3rd or 4th Tier Soldier
(Historicly accurate here) Build basic structures such as tents,moats,watch towers, or basic houses if you provide the resources. its historically accurate because Roman Legionarries were the world power and needed to build forts or camps quickly to attack or defend an area
Decent fighting ability with sword and a shield and works better in a larger group
The 3rd tier soldiers will be
Knight: focusing on defence
Sellsword: focusing on attack, mainly vs high armoured units
Pikeman: Upgraded Spearman (I may change the name, maybe Infantry?)
I don't really want to go down the road of building structures, rearly is this ever done well in minecraft (just look at the default villages, when I find one I usually go around fixing it up). As for the other points of the legionaries, that is basically what the Knight is. I would also rather keep in medieval/fantasy themed rather than anceint Roman (you are welcome to change skins/entries in the lang file though)
This is actually much harder then you would think. I have looked into group formation based pathfinding and it actually would be too much of a burden on minecraft because it is really not coded for something like this. I was going to make grouped units go into some sort of formation when you tell them to go to a position, but I won't make them keep that formation while moving.
If invading a castle with a gigantic wall, wont it be nice if your troops will be able to place some ladders ;)... When you give a soldier, mostly men at arms or a laddering unit, it will place ladders on a wall so your troops will be able to climb up and invade... Or why not add a cool looking siege tower. Well just a handy idea.... Or if there were vines then the units will be able to climb up them too.
Right now the units can't even use ladders, although I really don't mind this idea I will have to ponder.
Well sorry.
Back on MCF baby.
Would you still mind posting the pic anyway, even in multiple parts? Would be great for a "look at all the customization in the 1st unit alone" picture(s). Hell I can probably even whip up a quick mod that gets around the render limit.
As for the 3rd weapon it was supposed to be a glaive. I wasn't so sure about the image (didn't look right) but liked how it looked in game so left it in. Happy someone else liked it also.
I forgot that they used to do that
I am actually surprised with the AI. I have caught mine going in circles sometimes (they may be like zoolander and can't turn left :P). I still want to add them using ladders and such.
I think those 2 types of units will be the most difficult to get the abilities working nicely. I guess we will have to wait and see.
If you are going to implement spies/scouts, would it be possible for them to write you a map and send him to different places to write out the map. This is already possible on a minecraft server with multiple people working together.
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: mab.client.commander.CommonProxy
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:68)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:417)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:342)
at hg.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459)
at fp.run(SourceFile:818)
Caused by: java.lang.ClassNotFoundException: mab.client.commander.CommonProxy
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:51)
... 27 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 33 more
No clue what could be wrong other than FML being unable to find a file that was there during alpha 1. This is for a server.
I'm happy to hear about that "Long" weapon tutorial, I've been wanting to know how to do that for a while and I forgot to follow up on it after I asked you a while ago.
I'm a long way away from finishing with it, and with the sheer number of units now I probably never will. If you want me to work on the Militia I'll try, but I had pretty much given up. The amount of time it would take with 124K, or even 20K really, far exceeds the enjoyment that would come from it. I was willing to give it a shot when it was just the militia, but the new units kinda killed that. Maybe I'll make all the possible faces or something.
Hes not adding armor but banners on walls actually was one of the older features.
Ahh yeah I screwed up there. I will release a hotfix for this later (I can't really issue a new version right now cos I kinda broke the militia)
This is planed although not for quite a while yet. The enemies will likely take the form of Orcs & Goblins.
As I have said many times before, oit is not possible to implement the main featutes of Battlegear (Weapon system and duel wielding) in 1.3+ the way I have done it. Therefore there is no point in me giving this section of code out. It would in fact be more detrimental for someone who wanted to make duel wielding to look at the code because they would then get into my mindset which is not possible. Most of the useable features have been split up and given to other modders to merge with their mods.
The 1st one shouldn't be too hard to do. Probably not the highest thing on the priority list but also quite doable.
The enemy thing might be more difficult. To be hounest I kinda have been trying to think of a way to do this (mainly so I can take a bunch of soldiers and raid those stupid looking squidward like villages) but I am still yet to think of a user friendly way of doing it.
Ahh that's fine. I don't really blame you, it is a very large amount of units.
Banners will be able to be hung on walls, I just had some funny bugs when I originally coded the banners for this mod (they are implemented a slightly different way now). I will not be adding armour.
Again, as stated before I will not be adding weapons, if you want more player weapons download Balkon's weapon mod. He will actually be implementing some of the old battlegear weapons in the near future. You already have the ability to spawn soldiers carrying some of the old battlegear weapons, they are however not items therefor not able to be used by the player (this will not change)
The only mobs that attack man-at-arms on sight are the skeletons and zombies.
Te rest seem to ignore them unless attacked.
Also interesting, when skeletons attempt to fight militias, the skeleton seems to run up to militias and attack them with melee and only switch to arrows when there is about one block of space between them. This is an interesting behavior because usually skeletons operate differently, staying at a distance, when fighting us.
Of course the problem is, we would want mobs that normally target us, blazes, slimes, spiders, cavespiders, angry wolves, to also target the militias too.
This is all a bit worrying but to tell you the truth not all that suprising. The whole functionality of making existing mobs attack units is very much a hack job. I have also only really tested it with zombies, skeliies and spiders. I noticed spiders only attacked when attacked but i put this down to the fact that spiders normally only target you at night. I didn't notice the behaviour of the skellies, although again not so supprised. I have mainly been testing with the zombies (see my militia v zombie set up). I think this should really be the focus of the next version. I will push this to the front of my todo list.
EDIT:
I just found the cause of the problem. In most cases the mobs don't actually use the new AI functions. That is why they are not attacking the soldiers until they themselves have been attacked. I don't know if there is a way to get around this without editing base classes (which I will not do)
They end up being overpowered if you increase the hp of the militia. Keep in mind that having an armour value (even of 2) increases their effective health. The problem is that I think there is a bug in the default AI that causes mobs to attack kinda stupidly, which is why I had to reduce the health of the milita so they wouldn't be overpowered.
The 3rd tier soldiers will be
I don't really want to go down the road of building structures, rearly is this ever done well in minecraft (just look at the default villages, when I find one I usually go around fixing it up). As for the other points of the legionaries, that is basically what the Knight is. I would also rather keep in medieval/fantasy themed rather than anceint Roman (you are welcome to change skins/entries in the lang file though)
This is actually much harder then you would think. I have looked into group formation based pathfinding and it actually would be too much of a burden on minecraft because it is really not coded for something like this. I was going to make grouped units go into some sort of formation when you tell them to go to a position, but I won't make them keep that formation while moving.
The sellswords will have duel wielded weapons.
This will be the function of the priest line of units.
Mounted units are still a bit off. I was going to ask both him and the creater of Mo'creatures. If both say no I will just make my own.
Right now the units can't even use ladders, although I really don't mind this idea I will have to ponder.