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  • 1

    posted a message on Mine & Blade Battlegear 2 - Bullseye (1.0.9.0)

    We have just pushed the next update out. Feel free to re-download then have one massive shield bash party




    From the look of it, it looks like the ASM failed (no idea why). Can you please list ALL mods/api/anything you have installed


    Thanks for the help.

    The only mods/API I have are

    1. Forge 9.10.0.837
    2. Optifine HD
    B4

    That's honestly, all I downloaded.
    Posted in: Minecraft Mods
  • 0

    posted a message on Battle Music v1.5 [12-JULY] - Make your battles epic! 102% less broken! ;o
    Quote from TSAMP1924

    You should get the MAtmos mod for that. ;)


    Wtheck,

    Don't I feel stupid. -_-

    Thank you.
    Posted in: Minecraft Mods
  • 4

    posted a message on Battle Music v1.5 [12-JULY] - Make your battles epic! 102% less broken! ;o
    Please add ambient music

    - Town music being near NPC villages
    - Being in a cave

    Please :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Mine & Blade Battlegear 2 - Bullseye (1.0.9.0)
    Received an error.

    What I did:
    1. Forge installer .837
    2. Manually installed optifine
    3. This mod in mods folder
    4. Error log

    ---- Minecraft Crash Report ----
    // Hi. I'm Minecraft, and I'm a crashaholic.

    Time: 8/19/13 9:50 AM
    Description: Unexpected error

    java.lang.ClassCastException: net.minecraft.entity.player.InventoryPlayer cannot be cast to mods.battlegear2.inventory.InventoryPlayerBattle
    at mods.battlegear2.utils.BattlegearUtils.setPlayerCurrentItem(BattlegearUtils.java:64)
    at mods.battlegear2.utils.BattlegearUtils.setPlayerCurrentItem(BattlegearUtils.java:68)
    at mods.battlegear2.packet.BattlegearSyncItemPacket.process(BattlegearSyncItemPacket.java:55)
    at mods.battlegear2.packet.BattlegearPacketHandeler.onPacketData(BattlegearPacketHandeler.java:33)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:84)
    at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1647)
    at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
    at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1953)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:898)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at mods.battlegear2.utils.BattlegearUtils.setPlayerCurrentItem(BattlegearUtils.java:64)
    at mods.battlegear2.utils.BattlegearUtils.setPlayerCurrentItem(BattlegearUtils.java:68)
    at mods.battlegear2.packet.BattlegearSyncItemPacket.process(BattlegearSyncItemPacket.java:55)
    at mods.battlegear2.packet.BattlegearPacketHandeler.onPacketData(BattlegearPacketHandeler.java:33)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:84)
    at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1647)
    at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
    at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)

    -- Affected level --
    Details:
    Level name: MpServer
    All players: 1 total; [EntityClientPlayerMP['Sunnigen'/366, l='MpServer', x=8.50, y=66.62, z=8.50]]
    Chunk stats: MultiplayerChunkCache: 0
    Level seed: 0
    Level generator: ID 00 - default, ver 1. Features enabled: false
    Level generator options:
    Level spawn location: World: (-163,64,276), Chunk: (at 13,4,4 in -11,17; contains blocks -176,0,272 to -161,255,287), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Level time: 10856 game time, 10856 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
    Forced entities: 1 total; [EntityClientPlayerMP['Sunnigen'/366, l='MpServer', x=8.50, y=66.62, z=8.50]]
    Retry entities: 0 total; []
    Server brand: fml,forge
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2298)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:851)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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 net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

    -- System Details --
    Details:
    Minecraft Version: 1.6.2
    Operating System: Windows XP (x86) version 5.1
    Java Version: 1.7.0_15, Oracle Corporation
    Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Oracle Corporation
    Memory: 141161048 bytes (134 MB) / 253661184 bytes (241 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 1 (56 bytes; 0 MB) allocated, 1 (56 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
    FML: MCP v8.04 FML v6.2.52.837 Minecraft Forge 9.10.0.837 Optifine OptiFine_1.6.2_HD_U_B4 4 mods loaded, 4 mods active
    mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{6.2.52.837} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{9.10.0.837} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    battlegear2{Warcry 1.0 - pre} [Mine & Blade: Battlegear 2] (1.6.2-MB_Battlegear2-Warcry-preview1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Launched Version: 1.6.2-Forge9.10.0.837
    LWJGL: 2.9.0
    OpenGL: ATI Radeon HD 5700 Series GL version 2.1.9017, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Pack: Default
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    While we're on the topic of AI behavior while targeting....

    Is it possible for the soldier AI to detect other soldiers detecting entities so it won't result in your whole army chasing after one enemy at a time?

    I have a feeling that this function might be a bit out of reach, given the current AI functions that Mojang has programmed.

    EDIT: Also, are you going you address the leaping ability for Sellswords not functioning? I would love the jumping critical strikes!
    Posted in: WIP Mods
  • 0

    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    So, i it just me or only my sellswords that aren't leap-striking enemies?
    Posted in: WIP Mods
  • 0

    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Could you perhaps consider adding this ability for Pikemen/Spearmen?

    Special: Pierce, every attack spearmen/pikemen can strike all foes within 3 blocks in front of the soldier. Each foe hit after the first one only receivces -25% of the original damage.

    The reason for this is because I feel the spearmen aren't specialized enough to really set them apart from the man-at-arms. I see the man-at-arms as a more general/defensive role rather than offense. Especially with the shield. Also Spearmen and pikemen do not have a shield.

    Lastly, this way introduces a new type of fighter, one that can deal with multiple mobs at once.

    As a balance, the armor of spearmen can be reduced, lower health, the slow attack already ensures spearmen won't be overpowered.

    Great job Nerdboy! This is becoming ny favorite mod wants again! :)
    Posted in: WIP Mods
  • 0

    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Some interesting behavior with mobs and militias.

    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. :)
    Posted in: WIP Mods
  • 4

    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Quote from nerd-boy

    I am tossing up weather to upgrade the pathfinding or add the final tier melee units on the next update (after alpha 3)


    Pump out the units first. The AI you'd have to deal with for magic and ranged users might greatly affect the way you ultimately want to plan out the pathfinding AI. It will be much more efficient this way.

    Of course, i'm not modder nor coder. But i'd think it would be more organized.

    *IDEA*
    I know this is totally out of the scoop of this mod so far, but maybe some later, later, later, later, on idea.
    I like it because it presents enemy generation in a unique way, providing a purpose for needing an army as a commander.

    Class: Scout

    Purpose: To scout out(organized enemy building/mob generation) enemy camps, fortresses and oncoming armies. Fast recon unit.

    Class Progression: Scout --> Spy --> Assassin or Scout --> Spy --> Master Tactician

    How scouting works: On the menu of right clicking this unit allows a separate button on the GUI, "Reconnaissance", pressing this button would prompt the scout to want to be sent out(runs off and despawns) with somehow it's data being saved) for x amount days(20 minute intervals).

    After x amount of days. The scout would come back to where he was asked, send a message to the player(s) one of the following messages:
    1. "Commander! I have scouted an enemy [camp]! It is located at [x] [y] [z]!"
    2. "Commander! An enemy king has built a [fortress] against us! It's location is at [x] [y] [z]!"
    3. "COMMANDER! An enemy army is coming to besiege us! (An army is coming to spawn to attack the area the scout was sent from) They will be here in [time] day(s)!!! We must prepare to defend!"
    4. "Alas, I have no bad news to report. No enemy has decided to play their hand against you."
    5. [Scout reporting about minerals, resources, nearby town, etc.]
    After the message is sent, terrain enemy generation comes into play here, at the coordinates, prebuilt camps or fortresses will spawn, with enemy spawners or enemies that spawn, complete with tons of rare loot and etc.

    Class Progression Specifics:
    After performing "reconnaissance" whether successful or unsuccessful, scout will gain XP. Scout can gain XP from just fighting originally.
    • Spy
      • Performs just like the scout, but upgrade stats, faster movement and attack, etc.
      • Can perform "reconnaissance more faster and successfully
        • After successfully performing reconnaissance, a "map" can appear in your inventory that show a close up lay out of the enemy fortress or a layout of how many enemies are there
    • Assassin
      • Upgraded stats.
      • Can scale walls [group move command]
      • Remains invisible before combat, and removes invisibility after first strike.
      • Attacks have poison [cavespiders ;D]
      • Cannot perform reconnaissance.
    • Master Tactician
      • Mastery Reconnaissance ability
        • Scout enemy bases fastest time
        • Can scout Super fortresses, and nether fortresses from the overworld
          • Can provide map of lay out and enemy soldier count
          • Can teleport user and current soldiers following commander to outside the enemy base
      • Very fast, low attack, can call "temporary basic units" depending on the situations.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.3] Hack Slash Mine (I'm Alive and Stuff! Come Play-Test Neb Rax!)
    Wow, thank you very much for being a minecraftforum friendly modder. You keep us updated with your progress :)

    Rangers, Mages and Warriors. Wow, this is an amazing of an update.

    Have you decided at what levels to grant the player their class-respective abilities?
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.3] Hack Slash Mine (I'm Alive and Stuff! Come Play-Test Neb Rax!)
    You already have a library for dungeons?

    Are we talking about distinct structures that could potentially have some small story to it?

    You know, like an abandoned underground castle that belonged to the enemy(according to the lore) or a demon-possessed wizard tower, zombie crypts, booby trapped pyramids, forest temples, cave-of-spiders, etc?

    EDIT: Concerning the level progression. Could you perhaps force the player to spawn in a town at the origin?
    Then perhaps increase the amount of danger everywhere else?

    The benefit to this, is allowing the player to be introduced to your mod in a controlled environment, before having to split ASAP due to monsters? And also giving the player a place to sell/buy and begin with the small level quests before truly venturing away?

    Would give more structure to the mod?
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.3] Hack Slash Mine (I'm Alive and Stuff! Come Play-Test Neb Rax!)
    Quote from Frizzil

    THE BOW PROBLEM IS SOLVED!!! YEEESSSS!!!!

    The Ranger is now a playable class :)

    Did I mention the update will allow you to select a class?

    Also, I'm adding dynamic atmospheres-- many areas now have specially tinted sky, fog, and lighting for day and night. Hellish themed areas have a black sky with a deep red fog, for example. Undead themed areas have a sickly green fog and remain somewhat dark throughout the day and night. Savage themed areas have a slightly green tinted sky. Also, night overall has been brightened a tad to help with visibility.

    Let's see what else I can throw in...


    Can you please give us a little feedback on the following? :)

    Music? Did you see C418's update about ambient music that adapts to your current situation?

    Try to make towns a "safe haven"?

    Find a way to make dungeons have more variety? http://www.minecraftforum.net/topic/230446-12-mcdungeon-v081/ This MC "tool" comes to mind
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.3] Hack Slash Mine (I'm Alive and Stuff! Come Play-Test Neb Rax!)
    A couple of suggestions!

    1. Different charges of bow = varying levels of dmg
    2. Allow villages to have their own biome, "Hamilton Village" "The Lost Village" etc
    3. Allow a tooltip when hovering mouse over attritributes.
    4. Allow creative mode to level up, and have corresponding eggs/spawners for mobs so it's easier for public testing
    5. The damage reduced by blocking is visible Example --> 4(3 blocked)
    6. Tell player what level are he is in "Something Grassland lv 6" or "Something rainforest lv 2"
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.3] Hack Slash Mine (I'm Alive and Stuff! Come Play-Test Neb Rax!)
    Ahh!! This mod is going to be great!

    I've been looking for a solid mod that would give minecraft more RPG experience. Not just some RPG experience. A pretty good amount.

    Most mods that boast some RPG attributes are either missing tiers of different weapons, a permanent stats leveling system, scaling mobs of difficulty, upgradable/new abilities, as well as NPC interaction.

    According to what I see in this mod, I see a fairly good amount of them.

    I am excited!
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.3] Hack Slash Mine (I'm Alive and Stuff! Come Play-Test Neb Rax!)
    Quote from Frizzil

    Oh, I want to and am working on releasing an alpha...



    YESSSSSSSSSSSSSSSSS!

    Quick question.

    Do you plan to implement towns as a hub for dungeons and/or buying/selling equipment?
    Posted in: WIP Mods
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