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.
Rollback Post to RevisionRollBack
It's not true that my ideas can cause injury, people just implement them wrong.
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.
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.
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.
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?
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.
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.
Rollback Post to RevisionRollBack
It's not true that my ideas can cause injury, people just implement them wrong.
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.
We're not making any exceptions to the no blocks thing, also you can always use dyes, clay cookies, or fishing rods to lure the soldiers into places.
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.
That would end up with them losing interest in ALL dyes.
Sorry bout that not drowning underwater thing. Its just that I was a derp and did not read that much although I used the mod when it first came out and they could die underwater. I have not had any underwater battles since then. Sorry
But in my opinion a good idea would be that if you gave a clay soldier a wooden plank, he would make a tiny chest and put it on his back and from then until he died he would act as a moving chest that would pick up items. So you could throw him a bunch of clay soldier equipment and he would store it and then other clay soldiers of his same alligment would then seek him out as if he was a chest and equip themselves with items from him. that way you could have rangers that would not have to go back to the main base to reaquip themselves with more ammo.
But in my opinion a good idea would be that if you gave a clay soldier a wooden plank, he would make a tiny chest and put it on his back and from then until he died he would act as a moving chest that would pick up items. So you could throw him a bunch of clay soldier equipment and he would store it and then other clay soldiers of his same alligment would then seek him out as if he was a chest and equip themselves with items from him. that way you could have rangers that would not have to go back to the main base to reaquip themselves with more ammo.
But in my opinion a good idea would be that if you gave a clay soldier a wooden plank, he would make a tiny chest and put it on his back and from then until he died he would act as a moving chest that would pick up items. So you could throw him a bunch of clay soldier equipment and he would store it and then other clay soldiers of his same alligment would then seek him out as if he was a chest and equip themselves with items from him. that way you could have rangers that would not have to go back to the main base to reaquip themselves with more ammo.
Not too fond of the idea myself. Mostly because I don't think soldiers should be allowed to carry that much equipment on their person into battle.
Awesome mod! Some more things that would make it better:
1. Names, so you can tell each clayman apart
2. Levels, the better levels they have the stronger weapons and armor they have
3. Mini castles, Craft this and make a mini castle for them to live in
These 3 things would make this mod the best mod ever!!!!!
1: Same problem as the HP bar. Too many soldiers around as well.
2: We've said no to this before. Mostly because it's near impossible to keep one soldier alive and move him around to different arenas and places, as well as it being generally pointless as they tend to die very quick after one or two fights.
3: Get some cobblestone, make slabs and stairs, keep some as full blocks, actually build a castle for them, and stop asking me to do things you're already fully capable of doing yourself.
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.
Will allow for some fun scenario battles.
Keep up the great work, a huge mod with a ton of fun.
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.
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.
But just HOW would they know they've already been to each one?
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.
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.
We're not making any exceptions to the no blocks thing, also you can always use dyes, clay cookies, or fishing rods to lure the soldiers into places.
That would end up with them losing interest in ALL dyes.
Please check out my mod http://www.minecraft...ildiamonds-mod/ along with my friends mod (scroll to second post)
Would it be possible to make it so once they've started in a direction to make them more keen to continue in that direction?
I'm down but not out.
Great mod man keep it up
It's not really supposed to be a RTS.
one of the best things ive heard
Please check out my mod http://www.minecraft...ildiamonds-mod/ along with my friends mod (scroll to second post)
1. Names, so you can tell each clayman apart
2. Levels, the better levels they have the stronger weapons and armor they have
3. Mini castles, Craft this and make a mini castle for them to live in
These 3 things would make this mod the best mod ever!!!!!
1. pointless
2. how long do you expect to have the same soldiers
3. useless
Not too fond of the idea myself. Mostly because I don't think soldiers should be allowed to carry that much equipment on their person into battle.
1: Same problem as the HP bar. Too many soldiers around as well.
2: We've said no to this before. Mostly because it's near impossible to keep one soldier alive and move him around to different arenas and places, as well as it being generally pointless as they tend to die very quick after one or two fights.
3: Get some cobblestone, make slabs and stairs, keep some as full blocks, actually build a castle for them, and stop asking me to do things you're already fully capable of doing yourself.