1.6.2 SMP SSP LAN

[ALPHA] Clay Soldiers Mod v. 2.0.0

  • #5666
    Quote from SilverChiren

    Did you make sure that all of those are compatible without clay soldiers being involved? And if so, did you make sure you installed everything right?



    Actually I believe it's made up of parts of his name, rather than being taken from the game. Do notice that there's a Simpson's character named barney that probably doesn't even know the purple dinosaur exists.
    In order:
    They have plenty of weapons.
    We already have a flying mount.
    Check the rest of my responses in this post.
    We already have ways to guide the soldiers.
    Most of the mounts already have special abilities, along with some of them having secret abilities.
    Again, check the rest of my responses in this post.



    So, when you have the life bars and there's a few hundred soldiers around... how much of the action would you be able to see?



    Go check the texture files. You might find something fun.



    Nope. That would be impossible.



    well you kinda got me there
    Please check out my mod http://www.minecraft...ildiamonds-mod/ along with my friends mod (scroll to second post)
  • #5667
    First of all this mod is awesome and thanks for the Nexus. I have a suggestion however, that would theoretically allow armies to march long ways automatically. Have clay soldiers be more attracted to their special objects the farther away it is inside their vision. So that the player could build a path lined with chests filled with blue die (for example if you wanted to move Cyan soldiers) and the soldiers would move along them going from chest to chest, as which chest they were attracted to changed. This would be really helpful, thank you.
    It's not true that my ideas can cause injury, people just implement them wrong.
  • #5668
    I love this mod but have never succeeded in getting it me sad :(
  • #5669
    Quote from Rytho

    First of all this mod is awesome and thanks for the Nexus. I have a suggestion however, that would theoretically allow armies to march long ways automatically. Have clay soldiers be more attracted to their special objects the farther away it is inside their vision. So that the player could build a path lined with chests filled with blue die (for example if you wanted to move Cyan soldiers) and the soldiers would move along them going from chest to chest, as which chest they were attracted to changed. This would be really helpful, thank you.



    now i like this more lol
    Please check out my mod http://www.minecraft...ildiamonds-mod/ along with my friends mod (scroll to second post)
  • #5670
    I love this mod because I can have wars with them and see what they will do when they start to build. It's easy to install and can be compatible with other mods too, so i find it fun with the toomanyitems mod so i can spawn in a random world and begin a war just by pulling to colors out. Thank for the mod!
  • #5671
    Quote from Disco_Dancer_

    Is this mod compatible with SPC? I have SPC and this installed (that's all) and SPC is not working. I deleted the META-INF file, put all of the regular files in, etc.


    It should be very compatible, I've heard nothing but good from using CSM and SPC together.

    Quote from sampeng2

    Is everything that is suggested impossible to you? im just wondering? (i was actually hoping for a way for soldiers to dive underwater for underwater battles)


    It's only impossible because soldiers already are immune to drowning without any upgrades or equipment. Go try it out.

    Quote from minecraftandmore

    well you kinda got me there


    ^.^

    Quote from Rytho

    First of all this mod is awesome and thanks for the Nexus. I have a suggestion however, that would theoretically allow armies to march long ways automatically. Have clay soldiers be more attracted to their special objects the farther away it is inside their vision. So that the player could build a path lined with chests filled with blue die (for example if you wanted to move Cyan soldiers) and the soldiers would move along them going from chest to chest, as which chest they were attracted to changed. This would be really helpful, thank you.


    Soldier: Oh look that box has my color in it! *runs backwards to the previous chest*
    Needs moar clay.
  • #5672
    Quote from Zologotthecash

    Could you make it so if you gave the clay soldiers a glass bottle it would act as a diving helmet/Suit so they would not die underwater?
    wait, they DIED underwater? but i thought i read something like ''they are fully immune to drowning. However, they seem to have trouble fighting under water.'' dosen't that mean like ''they wont drown, but they seem to have problems with underwater skirmishes'' or something? explanations, somebody?
  • #5673
    Quote from HunterAssassin5

    wait, they DIED underwater? but i thought i read something like ''they are fully immune to drowning. However, they seem to have trouble fighting under water.'' dosen't that mean like ''they wont drown, but they seem to have problems with underwater skirmishes'' or something? explanations, somebody?


    You are correct. The other guy is not.
    Needs moar clay.
  • #5674
    btw, just made a quick suggestion on sanadreasp's profile feed(i think im typing to much there. anyone?) saying to make armor out of cobble and plain stone. the idea : clay soldiers will pull out the small peices out of the cobble(because cobble seems to be cracked) and ''cobbles'' them together to make a stone chestplate. giving them stone later will make them chip out peices to fit the cracks and make them stronger. it is stronger and sturdier than leather(considering leather is naturally used for bowmen armor in other games and metal plated armor for the warrior/knight's armor[but iron has been used for heavy core, remember?].) yet weaker than the heavy core and the diamond cape.(for obvious reasons)
    Last edited by HunterAssassin5: 6/28/2012 2:42:26 AM
  • #5675
    Quote from HunterAssassin5

    btw, just made a quick suggestion on sanadreasp's profile feed(i think im typing to much there. anyone?) saying to make armor out of cobble and plain stone. the idea : clay soldiers will pull out the small peices out of the cobble(because cobble seems to be cracked) and ''cobbles'' them together to make a stone chestplate. giving them stone later will make them chip out peices to fit the cracks and make them stronger. it is stronger and sturdier than leather(considering leather is naturally used for bowmen armor in other games and metal plated armor for the warrior/knight's armor[but iron has been used for heavy core, remember?].) yet weaker than the heavy core and the diamond cape.(for obvious reasons)


    Yes you are, it probly doesn't bother him that mutch but if you post idea's there, they probly won't be answerd, if you post them here, they will (not saying approved), cobblestone armour got neglected multiple times :D . check some pages in the forums...
    -Eavion
  • #5676
    Its a great mod to play on, but im still missing some improvements for bigger managed battles.

    1.- Redstone triggerable waypoints: you have a inventory on a waypoint-box where you can add the claymen that you want to collect at the waypoint-box. Then when you power on the box it will lure the nearby claymen to the waypoint. (with the redstone addon you can make advanced restone setups to move troops through multiple waypoints.) (also an option in the box to set the max radius in blocks to collect the claymen from to the waypoint would be a nice extra control feature).

    2.- Capture able nexuses, right now you can destroy the enemys nexus, but with a toggle on the nexus settings menu that will make the attacking clayman capture the nexsus instead so they can produce there own claymen here, and the attacking army can move up easier to a next nexus or battle from this captured spawn point.

    3.- Neutral nexuses, like a normal nexus configureable with ammount of claymen, gear, and delay on how long to spawn, but instead will only spawn one wave each time when it is attacked by a claymen team and will spawn for the attacking team, also the spawn time would be a cooldown before they can hit it again to spawn a new wave. Only problem could be setting a spawn limit to the spawner maby?

    4.- Clay pressure plates, i know they can trigger the normal pressure plates, but maby a a pressure plate with a team filter could be usefull. So that for example only a green team can use a stick dispencer or trigger a door/trap.
    Last edited by VulstaR: 6/28/2012 6:01:05 AM
  • #5677
    You should be able to pick up a clay soldier and move it
  • #5678
    Quote from VulstaR

    Its a great mod to play on, but im still missing some improvements for bigger managed battles.

    1.- Redstone triggerable waypoints: you have a inventory on a waypoint-box where you can add the claymen that you want to collect at the waypoint-box. Then when you power on the box it will lure the nearby claymen to the waypoint. (with the redstone addon you can make advanced restone setups to move troops through multiple waypoints.) (also an option in the box to set the max radius in blocks to collect the claymen from to the waypoint would be a nice extra control feature).

    2.- Capture able nexuses, right now you can destroy the enemys nexus, but with a toggle on the nexus settings menu that will make the attacking clayman capture the nexsus instead so they can produce there own claymen here, and the attacking army can move up easier to a next nexus or battle from this captured spawn point.

    3.- Neutral nexuses, like a normal nexus configureable with ammount of claymen, gear, and delay on how long to spawn, but instead will only spawn one wave each time when it is attacked by a claymen team and will spawn for the attacking team, also the spawn time would be a cooldown before they can hit it again to spawn a new wave. Only problem could be setting a spawn limit to the spawner maby?

    4.- Clay pressure plates, i know they can trigger the normal pressure plates, but maby a a pressure plate with a team filter could be usefull. So that for example only a green team can use a stick dispencer or trigger a door/trap.
    involving new blocks has been rejected some many times...Read the first post before suggesting :/
  • #5679
    Quote from SilverChiren

    Soldier: Oh look that box has my color in it! *runs backwards to the previous chest*

    Simple fix, once a clay soldier gets to a dye, it automatically decreases how much he wants to get to that particular dye for a short period of time.
    Constructive criticism, Thanks.
    It's not true that my ideas can cause injury, people just implement them wrong.
  • #5680
    Could you add something like waypoints ? it should be an entity like the nexus with one function,it leads soldiers the way.Also hey should have numbers,they go to one,then 2 and so on and if they are at te highest numbered waypoint placed,they just walk "free" like they normaly do.
    Red soldiers would follow red waypoints and so on.Also waypoints should be indestructible and soldiers should ignore enemie waypoints.

    Also I have some suggestions again ;D

    Vines:Soldiers place the vine on the ground and when an enemie walks over it,he´ll get the effect of slime ball (I know you don´t want double effects,but it would be a very good trap)
    All throwing weapons: Soldiers with throwing weapons should stay back and don´t enter the fight (it happens often to me)
    Healers (glittering melon):stay near other soldiers all the time and run away when they have low life
    Weapon effects: Some weapons should have a small chance for a special effect (shear blade 5% chance for critical hit,100% when using egg ,bones 25% of knocking back and slowing down enemies,sharp stick 10% for low knockback)
    Shield: Maybe you can add a shield bash (if possible a chance of 5% to break enemies stick or shear blade,not bones, a 50% chance to slow down enemie and a 100% chance for a low knockback and maybe a 1 second stagger effect)
    Watchtower: a soldier with ranged weapon can go in ,to attack enemies from there (soldiers in tower cant be attacked,but the tower itself has low life)
    Ladders:soldiers build a barricade (1 block wide) where no soldier can go throug, its easy to break with fire and melee attacks
    Last edited by BedrockKiller: 6/28/2012 11:19:25 AM
  • #5681
    I am incredibly excited for SMP support! Can't wait to create an arena and battle it out with my friends factions. Have a points system for what you can equip your army with, and then duel it out. Going to have make-shift waypoint system using the dispenser to shoot out dyes and then an obsidian pipe (buildcraft) to pick it back up.

    Will allow for some fun scenario battles.

    Keep up the great work, a huge mod with a ton of fun.
  • #5682
    Quote from HunterAssassin5

    btw, just made a quick suggestion on sanadreasp's profile feed(i think im typing to much there. anyone?) saying to make armor out of cobble and plain stone. the idea : clay soldiers will pull out the small peices out of the cobble(because cobble seems to be cracked) and ''cobbles'' them together to make a stone chestplate. giving them stone later will make them chip out peices to fit the cracks and make them stronger. it is stronger and sturdier than leather(considering leather is naturally used for bowmen armor in other games and metal plated armor for the warrior/knight's armor[but iron has been used for heavy core, remember?].) yet weaker than the heavy core and the diamond cape.(for obvious reasons)


    You seem to have misunderstood some things. The diamond capes and iron cores do not provide any defense at all. Also, the armor system now is as good as it will get. The leather armor and bowl shields as they stand each cut incoming damage by half, so when used together they only receive 25% of the damage they're hit with. When upgraded they each take one further point of damage away. Seeing how there's almost no attacks that can deal more than 6 damage, there's no need for any more armor. Also, the king's gold block upgrade takes another point of damage off for each armor and shield attached, making it 75% damage resistance along with an added 4 points of defense. You can't get any better than taking no damage already.

    Quote from VulstaR

    Its a great mod to play on, but im still missing some improvements for bigger managed battles.

    1.- Redstone triggerable waypoints: you have a inventory on a waypoint-box where you can add the claymen that you want to collect at the waypoint-box. Then when you power on the box it will lure the nearby claymen to the waypoint. (with the redstone addon you can make advanced restone setups to move troops through multiple waypoints.) (also an option in the box to set the max radius in blocks to collect the claymen from to the waypoint would be a nice extra control feature).

    2.- Capture able nexuses, right now you can destroy the enemys nexus, but with a toggle on the nexus settings menu that will make the attacking clayman capture the nexsus instead so they can produce there own claymen here, and the attacking army can move up easier to a next nexus or battle from this captured spawn point.

    3.- Neutral nexuses, like a normal nexus configureable with ammount of claymen, gear, and delay on how long to spawn, but instead will only spawn one wave each time when it is attacked by a claymen team and will spawn for the attacking team, also the spawn time would be a cooldown before they can hit it again to spawn a new wave. Only problem could be setting a spawn limit to the spawner maby?

    4.- Clay pressure plates, i know they can trigger the normal pressure plates, but maby a a pressure plate with a team filter could be usefull. So that for example only a green team can use a stick dispencer or trigger a door/trap.


    1: I've got a much better idea of how to do things.

    2: When the nexus is destroyed, change the soldier color in it yourself and reactivate it.

    3: Put the nexus on the same space as a redstone wire, put pressure plates around it, set wave length to 1 second, and the number of soldiers spawned to the same as the max soldiers present. Enjoy.

    4: We're not adding new blocks. Stop asking us about it.

    Quote from Rytho

    Simple fix, once a clay soldier gets to a dye, it automatically decreases how much he wants to get to that particular dye for a short period of time.
    Constructive criticism, Thanks.


    But just HOW would they know they've already been to each one?

    Quote from BedrockKiller

    Could you add something like waypoints ? it should be an entity like the nexus with one function,it leads soldiers the way.Also hey should have numbers,they go to one,then 2 and so on and if they are at te highest numbered waypoint placed,they just walk "free" like they normaly do.
    Red soldiers would follow red waypoints and so on.Also waypoints should be indestructible and soldiers should ignore enemie waypoints.

    Also I have some suggestions again ;D

    Vines:Soldiers place the vine on the ground and when an enemie walks over it,he´ll get the effect of slime ball (I know you don´t want double effects,but it would be a very good trap)
    All throwing weapons: Soldiers with throwing weapons should stay back and don´t enter the fight (it happens often to me)
    Healers (glittering melon):stay near other soldiers all the time and run away when they have low life
    Weapon effects: Some weapons should have a small chance for a special effect (shear blade 5% chance for critical hit,100% when using egg ,bones 25% of knocking back and slowing down enemies,sharp stick 10% for low knockback)
    Shield: Maybe you can add a shield bash (if possible a chance of 5% to break enemies stick or shear blade,not bones, a 50% chance to slow down enemie and a 100% chance for a low knockback and maybe a 1 second stagger effect)
    Watchtower: a soldier with ranged weapon can go in ,to attack enemies from there (soldiers in tower cant be attacked,but the tower itself has low life)
    Ladders:soldiers build a barricade (1 block wide) where no soldier can go throug, its easy to break with fire and melee attacks


    See above what I said about waypoint type things.
    Not too interested in the traps, the soldiers wouldn't exactly be too good at placing them where they should.
    They already should try to stay back and out of the way unless someone charges at them and is close enough that ranged attacks are ineffective.
    Again, they should already try to do this, apart from fleeing when low on life.
    All weapons do have their own individual effects. Those are the point of having different ones.
    Again, on the watchtowers and barricades, the soldiers wouldn't really know what to do with them, and they would just get in the way and slow everything down. Plus, you should try to be creative with arena building.
    Needs moar clay.
  • #5683
    Quote from meecube

    involving new blocks has been rejected some many times...Read the first post before suggesting :/


    I did read the first post, but it would be such a shame if hey dont make an exception to add some control with a waypoints system into this mod, since its realy lacking a way of pathfinding over long distances, for example if we could have minions follow waypoints, you could make a multiplayer map that looks like Leage of Legends or something like that but where you boost your minions with upgrades allong the creep lanes to defeat the other army.

    Right now im mostly only able to make a lil sandbox of war.

    Although i have the idea of using the current nexuses with a 1 max spawn to lure the armies of claymen over a route by smart spawning, but the problem is that my men die more then that they reach the end of the waypoints with this way of traveling because the have to fight 1 claysoldier at each waypoint.
    Last edited by VulstaR: 6/28/2012 12:40:34 PM
  • #5684
    i love everything about this mod
  • #5685
    Quote from SilverChiren


    But just HOW would they know they've already been to each one?


    I'm no programer, but it seems possible to have a If then statement for [if they get within 3 blocks of the dye then decrease interest in that dye] Sure it would require programing, but everything does, and it seems AI is the best area of expansion for the mod right now.
    It's not true that my ideas can cause injury, people just implement them wrong.
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