HunterAssassin5, on 28 June 2012 - 07:28 AM, said:
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.
VulstaR, on 28 June 2012 - 10:17 AM, said:
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.
Rytho, on 28 June 2012 - 03:40 PM, said:
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?
BedrockKiller, on 28 June 2012 - 04:17 PM, said:
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.