that sounds good and it allready cached my interest the merchant mod is very good and creating a kingdom just to make money to pay my army to do something sounds very interesting too
if you just could add a download link for the merchants mod again that would be great so ppl have the choice between kind of a stable base release and the beta but has more cool stuff version
and maybe you could add something to the OP saying its getting added later so not every person who gets here is confused especialy if they come from mod showcase vids about the merchants mod from youtube
Can you make one of the Shop Keepers sell the Anvil from Tool Repair Mod. If you do, make sure it's expensive, because it's infinite and also you need 4 blocks or iron to craft, so must be expensive, Thanks (:
i have to make a new game and go thourgh killing all those moster again
but this dose give me a chance to look over the guild again :biggrin.gif:
The process is long because I haven't implemented the enemy mobs yet, there will be around 4 to 5 side missions you could make to help fill up that bar which I am working on now.
This mod is really amazing, the only thing i dislike about it so far, is that it takes so long to get the 'path to kingship' to full bar. :tongue.gif: .
I know I fixed that in the recent version. Have you tried it?
You could start on your kingdom now, if you finished the path of kingship.
I found that path to kingship thingy. It was the ex-bounty hunter that grants you coins for kills. So does that mean I have to kill monsters to become a king? Why can't I just do something simpler like bathing?
I also think that the path to kingship bar should be on the player's screen, so the player would always know ow many monsters he had left to kill.
I found that path to kingship thingy. It was the ex-bounty hunter that grants you coins for kills. So does that mean I have to kill monsters to become a king? Why can't I just do something simpler like bathing?
I also think that the path to kingship bar should be on the player's screen, so the player would always know ow many monsters he had left to kill.
currently I am working on 4 side quests to hasten up the bar.
It will be released some time later.
I would suggest a peaceful non-mob-killing NPC sidequest that give you a beginner set of weapons; it was a bit hard trying to kill my first monster with my bare hands.
Or, how about a quest that gives you a motivation to come to the castle in the first place? The quest can begin with the destruction of your hometown.
Just a note for those which use the mod with other mods.
Its quite compact. I'm surprised it runs well with so many mods. Better than Wolves, Minecolony, GenuineNpc, HumansPlus+ Milleinaire and Mineforge seem to have no problem altogether running with this. (Then again thats a lot of mods and content). Seemingly I added Destructive Tornadoes, and a few other mods don't have problems running with this.
It doesn't seem to conflict at all with many mods...so pretty much Im enjoying the content it brings, along with the path to kingship, its a little neat side thing to follow. (Yeah its a bit tedious but....if you start out on the map killing stuff...and doing the usual minecraft routine...its kind of fun.)
I have to admit, the idea is nice, it adds an "objective" besides sandboxing and surviving. thanks for the mod!...! It puts a little spark in Medieval stuff and setting.
I will re-upload the merchant mod :smile.gif:
No , i have both installed.
and i only made that vid to explain some of the bugs i found
I know I fixed that in the recent version. Have you tried it?
I know I fixed that in the recent version. Have you tried it?
You could start on your kingdom now, if you finished the path of kingship.
but this dose give me a chance to look over the guild again :biggrin.gif:
The process is long because I haven't implemented the enemy mobs yet, there will be around 4 to 5 side missions you could make to help fill up that bar which I am working on now.
It coube due to the new level up mod patch. It is an amazing mod, but I had to delete it because it was ruining everything. Sigh~
And there it is. The archway to the kingdom looking over a millenaire fort. Tales of Kingdom and millenaire are working in near-perfect harmony.
Edit: Having both TOK and millenaire close-by can lag your computer, so I would suggest not doing that.
I found that path to kingship thingy. It was the ex-bounty hunter that grants you coins for kills. So does that mean I have to kill monsters to become a king? Why can't I just do something simpler like bathing?
I also think that the path to kingship bar should be on the player's screen, so the player would always know ow many monsters he had left to kill.
currently I am working on 4 side quests to hasten up the bar.
It will be released some time later.
Or, how about a quest that gives you a motivation to come to the castle in the first place? The quest can begin with the destruction of your hometown.
When snipe a monster with bows, if the monster does not notice you, it won't drop coins. Is that intentional?
Also, I think the blacksmith should sell arrows.
Its quite compact. I'm surprised it runs well with so many mods. Better than Wolves, Minecolony, GenuineNpc, HumansPlus+ Milleinaire and Mineforge seem to have no problem altogether running with this. (Then again thats a lot of mods and content). Seemingly I added Destructive Tornadoes, and a few other mods don't have problems running with this.
It doesn't seem to conflict at all with many mods...so pretty much Im enjoying the content it brings, along with the path to kingship, its a little neat side thing to follow. (Yeah its a bit tedious but....if you start out on the map killing stuff...and doing the usual minecraft routine...its kind of fun.)
I have to admit, the idea is nice, it adds an "objective" besides sandboxing and surviving. thanks for the mod!...! It puts a little spark in Medieval stuff and setting.
Congrats and keep up the good work.