Hey nerd-boy. Love the mod and thanks for doing it. This is by far one of the greatest mods known to man *cough*ImaLannister*cough* This is great.
I presume this mod wont be adding its own horses? Its unnessasary and i think the other mob mods have that covered. Once again, great job! This is just such an exciting mod and i have been waiting for something like this for ages! And the game of thrones at that. I'll play this for the rest of my life. I always keep my word.
Hello sad to see you that you moved on but this mod looks cool. The only thing that threw me off is that none of us have access to the weapons that the guards have.
That pitchfork really called out to me. XD
Will there be any way to get weapons that your guards have?
I will not be adding any player weapons. The "Items" held by soldiers are not true weapons, I use a custom rendering method so I don't have to take up itemIDs (And so you can't hack them into your game). I do know Balkon has is eye on my long spear type renderer (as well as some of the old battlegear weapons) and I am planning on making a tutorial for others to implement "long" weapons. I am thinking in the tutorial I will make a magic staff as many people make magic staff mods (plus I can do part 2 with some sort of dynamic colouring of the crystal)
Hey nerd-boy. Love the mod and thanks for doing it. This is by far one of the greatest mods known to man *cough*ImaLannister*cough* This is great.
I presume this mod wont be adding its own horses? Its unnessasary and i think the other mob mods have that covered. Once again, great job! This is just such an exciting mod and i have been waiting for something like this for ages! And the game of thrones at that. I'll play this for the rest of my life. I always keep my word.
Again, any horses that I will be adding will be for the soldiers only. In fact I will likely just make it 1 model.
I do know Balkon has is eye on my long spear type renderer (as well as some of the old battlegear weapons) and I am planning on making a tutorial for others to implement "long" weapons. I am thinking in the tutorial I will make a magic staff as many people make magic staff mods (plus I can do part 2 with some sort of dynamic colouring of the crystal)
Hey instead of making the enemies Goblins and Orcs you could do Vikings and Barbarians since that is what they actually had to deal with in mideval ages
So sad about battlegear being discontinued. But I'm very happy about commander though! Can't wait for alpha 3.
Also, I have an idea for the basic mounted unit; can you make it so you can customize between mounts? Like either pigs or horses since you can ride pigs now and control them. But anyway good job with this and I'm hoping that it becomes a success like battlegear did.
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:
"Commander! I have scouted an enemy [camp]! It is located at [x] [y] [z]!"
"Commander! An enemy king has built a [fortress] against us! It's location is at [x] [y] [z]!"
"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!"
"Alas, I have no bad news to report. No enemy has decided to play their hand against you."
[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.
So sad about battlegear being discontinued. But I'm very happy about commander though! Can't wait for alpha 3.
Also, I have an idea for the basic mounted unit; can you make it so you can customize between mounts? Like either pigs or horses since you can ride pigs now and control them. But anyway good job with this and I'm hoping that it becomes a success like battlegear did.
I was just going to have horses, however I was planning on adding a "cheat" command to turn them all into pigs.
Hmm, will specific units be better against other NPCs, e.g. archers > knights etc. Or will you customise them and we will figure out the strats?
P.S. You wrote before that the spearmen and the man at arms both take out the same amount of zombies. Are they more useful in different scenarios?
After redoing some of the AI it turns out the spearmen actually die after 4 zombies (man at arms was 5). The thing is if you make them work as a team they preformed much better which is what I was aiming for. I do suspect there will still have to be some balance tweaking to be done but right now I am quite happy.
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*
---snip---
Now this is how people should be suggesting units.
I do like the idea, and a similar process was previously suggested in my 1st iteration (and I do quite like it). If this ever does make it in it would obviously have to be after I have made enemies. I guess I could make them scout villages, strongholds or even high concentrations of other players soldiers also.
As for your suggestion about units 1st then pathfinding. All of was planning on doing was give them the ability to climb ladders. In a way I do agree with you, although I may switch to pathfinding if many people get annoyed at the lack of ladder support.
So if you are discontinuing Battlegear, is it alright if other people update it?
What part of it can't be updated because 1.3+ does not allow me to do duel wielding the way I did it don't you guys get. I am distributing code to select modders that I trust and have mods that would find certain features useful. I will not be distributing my duel wielding code because it would actually be counter productive. If someone else worked out another way of doing duel wielding I would give them my renderer as that would be the only salvageable part.
Hey nerd boy,
I am a great fan of your mods and i would like to suggest that you could add archers
who wear chanmail chest plates and have quivers
the can hve good attack but low health
and also they can kill creepers and cost around 6 or 7 coins.
i cant wait to play this mod and i wish you a very happy diwali (I' m Indian)
Yay, alpha 3 looks cool.
I want make translation (russian) and wait github:)
P.S. I don't know how translate "Press X to Select", don't see in .lang file:(. You can add this?
Hey nerd boy,
I am a great fan of your mods and i would like to suggest that you could add archers
who wear chanmail chest plates and have quivers
the can hve good attack but low health
and also they can kill creepers and cost around 6 or 7 coins.
i cant wait to play this mod and i wish you a very happy diwali (I' m Indian)
The archer tree will be the 2nd tree I will be working on after I have finished with the melee units. So probably in 2 or 3 more releases.
Yay, alpha 3 looks cool.
I want make translation (russian) and wait github:)
P.S. I don't know how translate "Press X to Select", don't see in .lang file:(. You can add this?
Thanks for that, that was one of the things that was static. I will add this part to the lang file for alpha 3 (which is when I will start sending a few test translations)
nerdyboy can you add horses which you can ride with your allies and lead them too victory
I will not be adding rideable horses, both Mo'Creatures and Simply Horses add horses that you can ride. In fact I hope to use the models from one of these two mods If I can get permission. I just want to focus on my NPCs and methods to control them
I presume this mod wont be adding its own horses? Its unnessasary and i think the other mob mods have that covered. Once again, great job! This is just such an exciting mod and i have been waiting for something like this for ages! And the game of thrones at that. I'll play this for the rest of my life. I always keep my word.
and
I will not be adding any player weapons. The "Items" held by soldiers are not true weapons, I use a custom rendering method so I don't have to take up itemIDs (And so you can't hack them into your game). I do know Balkon has is eye on my long spear type renderer (as well as some of the old battlegear weapons) and I am planning on making a tutorial for others to implement "long" weapons. I am thinking in the tutorial I will make a magic staff as many people make magic staff mods (plus I can do part 2 with some sort of dynamic colouring of the crystal)
Again, any horses that I will be adding will be for the soldiers only. In fact I will likely just make it 1 model.
EDIT: Jammie Lannister for the win!
You are a saint!
Your weapons + Balkon = Diamonds x Infinity!
This is actually nearly ready to be released, unfortunately I am about to go out.
I am tossing up weather to upgrade the pathfinding or add the final tier melee units on the next update (after alpha 3)
Also, I have an idea for the basic mounted unit; can you make it so you can customize between mounts? Like either pigs or horses since you can ride pigs now and control them. But anyway good job with this and I'm hoping that it becomes a success like battlegear did.
P.S. You wrote before that the spearmen and the man at arms both take out the same amount of zombies. Are they more useful in different scenarios?
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:
Class Progression Specifics:
After performing "reconnaissance" whether successful or unsuccessful, scout will gain XP. Scout can gain XP from just fighting originally.
I was just going to have horses, however I was planning on adding a "cheat" command to turn them all into pigs.
No they will essentially be better Militia.
They have 2 weapon options, spear or halberd.
After redoing some of the AI it turns out the spearmen actually die after 4 zombies (man at arms was 5). The thing is if you make them work as a team they preformed much better which is what I was aiming for. I do suspect there will still have to be some balance tweaking to be done but right now I am quite happy.
Now this is how people should be suggesting units.
I do like the idea, and a similar process was previously suggested in my 1st iteration (and I do quite like it). If this ever does make it in it would obviously have to be after I have made enemies. I guess I could make them scout villages, strongholds or even high concentrations of other players soldiers also.
As for your suggestion about units 1st then pathfinding. All of was planning on doing was give them the ability to climb ladders. In a way I do agree with you, although I may switch to pathfinding if many people get annoyed at the lack of ladder support.
What part of it can't be updated because 1.3+ does not allow me to do duel wielding the way I did it don't you guys get. I am distributing code to select modders that I trust and have mods that would find certain features useful. I will not be distributing my duel wielding code because it would actually be counter productive. If someone else worked out another way of doing duel wielding I would give them my renderer as that would be the only salvageable part.
I am a great fan of your mods and i would like to suggest that you could add archers
who wear chanmail chest plates and have quivers
the can hve good attack but low health
and also they can kill creepers and cost around 6 or 7 coins.
i cant wait to play this mod and i wish you a very happy diwali (I' m Indian)
I want make translation (russian) and wait github:)
P.S. I don't know how translate "Press X to Select", don't see in .lang file:(. You can add this?
Sorry for my English if it's bad.
The archer tree will be the 2nd tree I will be working on after I have finished with the melee units. So probably in 2 or 3 more releases.
Thanks for that, that was one of the things that was static. I will add this part to the lang file for alpha 3 (which is when I will start sending a few test translations)
I will not be adding rideable horses, both Mo'Creatures and Simply Horses add horses that you can ride. In fact I hope to use the models from one of these two mods If I can get permission. I just want to focus on my NPCs and methods to control them
You Deserve Porkchop.
Yo' Friend,