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[1.5.2]/[1.6.4] Ancient Warfare [Forge][SMP][WIP][D/L]


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  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 29 July 2012 - 10:17 PM


Ancient Warfare

Most current public releases:

NEI Plugin:

Change Log 042 -> 043
  • Fix an issue where the mailbox selection list would not scroll when it was long enough where it should have scrolled.
  • Fix an issue with civic structure builders where they would drop incorrectly configured items. They will now drop a proper item if they have not started construction, but will drop nothing once construction has started.
  • Fix an issue with tooltip double-rendering when NEI was installed.
  • Fix an severe duplication issue involving backpacks. You should no longer be able to move backpacks (specifically the open backpack) in your inventory when the backpack gui is open.
News on 1.7 update:
Work has started on the 1.7 update, however I need to rewrite nearly the entire mod, and it may still be a few weeks until any public releases are available.
For real-time progress updates, you may keep an eye on the source repository:

If anyone is interested in contributing localizations for other languages, please feel free to contact me via PM to go over the details or submit a pull request on github.

Posted Image

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More basic information coming soon.

All information regarding this mod will be available at the Ancient Warfare wiki:
This post will only be updated with the most recent developments and download links for ease of access.  Much more in-depth informatin has been added for nearly everything to the wiki.  (If you would like to become a wiki contributor, sign up for an account at wikispaces, and contact me with your wikispaces
name / email address).

Basic install instructions and link(Client/Server):

Version History and older versions (old releases and Catapult Mod downloads)
See the wiki

Public Server (Owned and Operated by TechStack and Project Red Dog crew)
--only mod installed is AW, most recent public release version
--please feel free to jump on and join in the fun, or just check out the cool spawn area Posted Image
--I do play on here occasionally, so you might just run into me once in awhile

Disclaimer:  This mod is currently in beta/WIP status.  It may or may not contain unknown bugs.

Additional Credits (and special thanks) go to:
Pelirow -- Several great ideas, testing
MohawkyMagoo -- Lots of great feedback and ideas, testing
Me2005 -- Help in testing the new structure stuff, testing
jodi850 -- Structures, ideas, testing
TechStack -- public server hosting, testing
Many others I will add over time Posted Image

Ancient Warfare is an open source development.  You may view the source code or make contributions at:


Old versions are also available at the above link.

Mod-Pack requests

Register or log in to remove.


  • Minecraft: soul117eater

Posted 30 July 2012 - 02:23 AM

I could totally see this as being used for war servers with fortresses. 20 attacking players, 20 defending players. defending side is given 5 minutes to build a wall around their fortress with as 6 stacks of cobblestone each person. and the attacking side has those 5 minutes to strategically place 6 different catapults. "And so it begins...."
Creator of the Metroid Prime HD texture pack for minecraft that is still in progress! Also an HD minecraft skin maker!Posted Image


  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 05 August 2012 - 11:17 PM

Sorry for the slow response-- Been busy coding.

Thanks for the supoort !

I would love to see some games of that type, or similar.

I think there might be something good coming with adventure mode and prebuilt maps for combat rounds as well.

Also:  bump for release -- Links available in OP + tons of updated information.

I would love to hear from others of how they like it, or any bugs/issues they may find.  It is a beta though, use at your own discretion -- preferably on a new world/test world.



Posted 05 August 2012 - 11:18 PM

Looks sweet!!! But cant you get kicked out because of the speeds?

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  • Minecraft: ShadowS56

Posted 05 August 2012 - 11:42 PM

Very nice mod, gonna download it soon! Some suggestions though, make the catapult more expensive meaning have crafting recipes for each different part then craft all of them together to make the catapult. And maybe add a Scatter Shot perfect for taking out infantry, or an army of creepers...


  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 05 August 2012 - 11:57 PM

Thanks for the interest;

I was wondering a bit about the catapult crafting recipe.  I pretty much just threw that one in there to have 'something'.  It is very cheap right now, and could be made in survival mode too quickly.

Along your lines of thought, I was thinking of adding recipes for the base, turret section, and arm/bucket, and then a final recipe to put them together.  Probably include some iron or leather as well in the recipes to increase the expense.

On the to-do list is a scatter shot/flak type ammo.  It will probably end up being a bundle of arrows that scatters a bit in flight..with slightly increased damage over the vanilla arrow.  I also might do a more traditional stone scatter shot, perhaps both.  I'm still thinking on the code end of it.  I definitely want a less destructive ammo type, something one might use in a survival game.

Also..the driving speed on it is a bit high (okay, far too high) for a catapult--it will probably end up being about 1/3 of what it is for forward speed--turns will remain unchanged.  The increased speed really helps debug network code for now though.

P.S. if you downloaded recently and got an error while running, please try redownloading.  I had inadvertantly left an additional file in the package from another mod I was working on that might've requested an image that wasn't present--this has since been corrected.


  • Minecraft: ShadowS56

Posted 06 August 2012 - 12:20 AM

I downloaded it and took me a about 5-10 minutes to figure out the controls. And I found a bug where you can ride up any wall, and you can fire extremely fast. Other than that, I love it! The controls could use a little adjusting and I can't figure out how to use the flags. So it would be nice to put up a tutorial on how everything works.


  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 06 August 2012 - 01:34 AM

Well, the riding up walls thing was partly-intentional. I wanted it to be able to climb up mountains/hills and such (albiet slowly), but I should probably look into it having a maximum climb height.  Good point there, I guess I forgot to limit it after I made it climb.

The firing speed currently is limited to the inverse of your firing angle (arm swing length).  I was waiting to get some feedback on a decent delay to have as a minimum, as I feel that a catapult should have a fairly long-ish reload time (maybe 5-15 seconds for a game like this...perhaps 30 at the most)

As to the flags...I suppose I didn't mention their function much.

For each flag, attack the catapult once to 'bind' the flag to that catapult (it won't work on any other catapults after bound).  It won't do any damage to attack it with a flag.

After bound, right click to activate the function of that flag--either firing with current parameters for the Fire Flag, or opening the remote GUI for the Signal Flag.

Currently the only way to un-bind a Flag is to have the catapult it is bound to die and then try using it once.  It should reset and be able to be re-bound.

Each flag is set to a single catapult.  You can have multiple flags bound to each catapult (from different players, or same player)--and a single player can own flags for multiple catapults.  There is currently no way to tell which is bound to which--I'm still working on a good way to convey that to the player aside from a gui (another overlay while you have it equipped perhaps, just showing the cat# and loc of its bind, if any?)

While mounted, the firing controls are always accessible via:

//firing controls while riding -- in overlay --
//  I = ANG UP
//  K = AND DN
//  J = YAW LEFT
//  Y = PWR UP
//  H = PWR DN

I'm working on making a keybind config for it eventually.  Hence the beta status Posted Image

I'll get a short text tutorial made up though, as its needed (I've got a video I need to upload, but text is always good too).

Thanks for checking it out, I'll post at least one more update before I start working on 1.3-- will probably include the flak arrows as I'm writing them right now Posted Image


  • Minecraft: ShadowS56

Posted 06 August 2012 - 01:44 AM

Cool. And for the reload time, about 5 seconds should do.

EDIT:  The flags don't seem to be working for me.


  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 06 August 2012 - 02:29 AM

Thanks for letting me know.

I'll look into the flags shortly, perhaps when I was porting to SMP i foobard something for SSP/creative

P.S.  The anti-personell bolt cluster is going to be fun

Edit instead of re-post:

Looks like the remotes code is fine.

Do you have the receiver installed in the catapult (Flag Signal Chart)? -- it allows the catapult to receive signals from the flags


  • Minecraft: ShadowS56

Posted 06 August 2012 - 02:56 AM

View PostShadowmage4513, on 06 August 2012 - 02:29 AM, said:

Do you have the receiver installed in the catapult (Flag Signal Chart)? -- it allows the catapult to receive signals from the flags

Oh, so that's why it didn't work. Thanks!



    Nether Resident

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Posted 06 August 2012 - 03:02 AM

This is a neat-looking mod. I'll be keeping my eyes on it, and may grab it to test it out, but I'm more likely to hold off on grabbing it until the crafting recipes are much more complicated. :)

Someone above had some good suggestions, and I'm sure you have your own ideas about how the various parts could be made. My suggestion is to have fun with it- I personally think the process of building a complicated catapult can be as much, if not more fun, than actually using the thing. The more expensive the recipes and the more variety of parts we have that we can put together, the more fun it'd be.

Good luck working on this mod! :)


  • Minecraft: ShadowS56

Posted 06 August 2012 - 03:06 AM

New idea.  What about add a Fire at coordinates thing? You enter the coordinates then fire, and if it is in range, it will fire. But if it's not in range, it won't fire and say "Target out of range!". And maybe add a Catapult crafting table?



    Out of the Water

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Posted 06 August 2012 - 09:22 AM

View PostShadowmage4513, on 29 July 2012 - 10:17 PM, said:

Minecraft is a wonderful game to build things in.  I love building things.

But... I also love destroying them.  Not content with TNT and luring creepers around, I decided to create a catapult.

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Overview and Features
  • Uses Forge / ForgeModLoader for Mod Compatibility -- or later
  • SMP support -- blow up your friends (and enemies)
  • Fires rounds in a balistic trajectory
  • Adjustable firing solution (yaw/pitch/power)
  • Base and turret move independently when not coupled
  • Three Normal ammunition types
  • ---Stone Shot -- breaks a single block that it hits, does minimal damage
  • ---Fire Shot -- creates a fire if it hits a horizontal surface
  • ---Explosive Shot --  Basically a ghast fireball (destroys soft blocks, not stone)
  • One upgradeable ammunition type
  • ---High Explosive Shot -- Lob some TNT at your enemies -- very destructive
  • Ammo Bay - 6 Slots to stores your ammunition.  Ammo is used per-shot, keep this bay full
  • Upgrade Slots - optional upgrades for your catapult
  • ---HE Round Storage--Enables the use of HE rounds
  • ---Turret Coupling Device -- locks turret to driving direction -- easier aiming while driving
  • ---Motion Enabler -- A set of wooden wheels to enable driving
  • ---Flag Signal Chart -- Deciphers your crazy flag waving into commands
  • Control Panel Gui for manual firing solution adjustment
  • Catapult is mountable, with firing controls while mounted
  • GUI Overlay when mounted to display firing solution, ammo count and type
  • Catapult is drivable with the 'Motion Enabler' upgrade (wheels)
  • Use a Fire Flag to fire the catapult remotely (while not mounted or interacting)
  • Remote GUI activation with the Signal Flag; opens the Firing Control Panel remotely
  • Repairable using sticks.  1 stick = 1 HP (100HP Max Base).  Attack the catapult to repair it.
  • Tears up grass and snow when driving over them! (changes grass blocks to dirt blocks, does not touch tall grass or flowers; destroys snow-layers on top of blocks)
Inspired by so many classic turn based aim/power shooters (especially Scorched Earth), I wanted to take that concept to three dimensions.  I realize there are at least a few other catapult/cannon-like mods, but none were quite what I was looking for.

I envision this being used mostly for friendly/competitive matches, and probably not so-much in survival games.  Currently it is very destructive and makes the landscape ugly pretty quick.  But a one-use world for a match could be fun.  Especially in the upcoming adventure mode, I think this could be well suited.

Of course, I would love to hear more ideas on uses, and features.  Not much is currently 'finalized'. Most numbers for gravity, shot power, movement speed, etc.. were kind of guessed, and will need adjustment.

This mod will remain as a WIP mod until fully updated to 1.3+

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Signal Flag
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Fire Flag
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Stone Shot
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Fire Shot
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Explosive Shot
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HE shot
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HE Round Storage
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Motion Enabler(Wheels)
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Flag Signal Chart
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In Development:
  • Napalm Ammo (Lob some lava?)
  • Fire shot spreading fire further
  • Flak round or arrow bundle round for anti-personell use (no dmg to environment)
  • Upgrade that will show a trajectory arc of your current solution (semi/real-time plotting)
  • Redstone signal on block underneath to fire? (alternate remote control method)
  • Randomizing aim slightly - especially with remote trigger or while moving -- current accuracy is 100% and consecuitive shots follow the exact same path
  • Tested with several other mods I have developed, but I have not packaged it to try with more common place mods.  Would like to test with NEI / RP2 / RailCraft / IC2 / BC, etc.  It loads on a server fine with NEI/RP2/Railcraft and a few others, but no extensive testing done.  May have item index issues with selected mods if they use the same numbers (3000-3100)
  • basic balancing and number tweaking
  • More Vehicles  (Battering ram, ballistae)
  • Castle Generating Items
  • Handheld wands to shoot fireballs (SP done, needs SMP and bug testing) (footsoldiers need destructive power too)
Dev Preview Videos - (no audio or annotations, better/updated vids coming soon)


Ammo Types:


<more coming soon>

Basic install instructions (Client):

Download and install Minecraft Forge in the Minecraft.jar as-per their instructions.  The 1.2.5 builds and instructions can be found at:

Download the mod .zip file and install this in the mods folder in your minecraft directory:

Basic install instructions (Server):
Pretty much the same as above.  Mod server jar with Forge.  Place Server .zip into /mods folder

P.S. I realize this is my first (released) mod.. and first post -- but I aim  to make them constructive.  Thanks for your feedback Posted Image

--edited 07-29-12 : 5:23pm mst to add new video
--edited 08-05-12   4:40pm mst updated information
--edited 08-05-12   5:10pm mst added DL links

when can u update it to 1.3.1 plz do



    Out of the Water

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Posted 06 August 2012 - 09:34 AM

View Postcroc13, on 06 August 2012 - 09:22 AM, said:

when can u update it to 1.3.1 plz do

ho do u install the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title  what do i do plz help



    Out of the Water

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Posted 06 August 2012 - 09:43 AM

View Postcroc13, on 06 August 2012 - 09:34 AM, said:

ho do u install the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title  what do i do plz help

plz help mei realy want this mod and i need help

plz help me i realy want this mod but dont know how to set it up the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title  what do i do plz help



Posted 06 August 2012 - 11:31 AM

Could you make a more expensive catapult recipe by using Catapult Parts?

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  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 06 August 2012 - 03:07 PM

View Postcroc13, on 06 August 2012 - 09:22 AM, said:

when can u update it to 1.3.1 plz do

I have to wait until Forge releases a 1.3.1 version..which is (preliminarily) supposed to be sometime early this week (Monday/Tuesday) for a first-release.

And then I still have to port it all !  (going to be fun)

But...it is in the works, or at least in the plans.

View PostBrickDaddy, on 06 August 2012 - 11:31 AM, said:

Could you make a more expensive catapult recipe by using Catapult Parts?

More expensive (and complicated) recipes are in the works -- The ones in there for the catapult itself (and perhaps the ammo) are kind of place holders just to have _something_.

I am definitely looking into a multi-stage crafting for the catapult itself, and perhaps even requiring a special crafting table (probably a siege-engine crafting table, with either 4x4 or 5x5 crafting grid).

Some of this may wait until 1.3 though.

View Postcroc13, on 06 August 2012 - 09:34 AM, said:

ho do u install the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title  what do i do plz help

Forge Download page -- release area has latest links for d/l
First, install Minecraft forge from the provided link (make sure it is for minecraft 1.2.5).   (YOU MUST DO THIS)
This is an involved process, follow their instructions.

Then.  Run minecraft once.

Locate your %appdata% folder, inside of this there should be a folder called .minecraft

in there, should be a folder called /mods  (only AFTER you have installed forge and ran it once)

place the .zip into that folder.  Run the game.

instructions from README-fml.txt:

If this is your first time installing a mod, please consult some basic tutorials on how to do so--I am a terrible teacher, and it is far beyond my ability to clearly convey how to do so unto someone with unknown knowledge.  I had to watch a youtube video in order to figure it out my first time--there are some good and up-to-date ones out there.

On a brighter note,

I got the Anti-Personell bolt clusters in last night.  Going to be fun launching a cloud of arrows at your enemies.  Also--fixed the issue of climbing high walls, it will now only climb a single block at a time and will not climb at all if the wall is 2+ blocks tall.
I am to release these updates after work today (and a bit more testing).

edit to add more information for install + recommend tutorial video for mod intallation


  • Minecraft: ShadowS56

Posted 06 August 2012 - 11:53 PM

I have a new name idea.
Medieval War Machines


  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 07 August 2012 - 03:31 AM

View PostShadowS56, on 06 August 2012 - 11:53 PM, said:

I have a new name idea.
Medieval War Machines

Yes. :)

I was already thinking along those lines--I've got some prelimenary work for a ballista, and further ideas for a battering ram, siege-tower, and an entity-based drawbridge(raise/lower it, damage it, repair it).  In the far-far distant future, I would like to create NPC soldiers that you can recruit to help fight for you and man your siege engines, perhaps even NPC kingdoms to wage ware against..... I'll see where it takes me :)

Lots of fun in the future I think -- I'll definitely have to look into setting up a full-time server to play around on with this mod -- or at least set it up for matches.

But I'm definitely getting ahead of myself--I would really like to work on porting to 1.3 soon and get to a real 1.0 release so will likely work more on cleaning up code and adding videos for the next few days.


Bump for new release: is available on the OP, both client and server.

In short, it adds a few bug fixes:
-no more wall climbing
-cannot waste sticks repairing a full health vehicle
-cleaned up some gui inconsistencies between different gui scale settings

And two fun new features:
Cluster / flak ammo -- shoots 10 bolts in a slightly randomized arc
New crafting recipes for catapult, much more involved -- check out the crafting recipes in the OP for details

Thanks again for your interest, ideas, and any feedback / bug reports :)