[quote="Lysho"
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.
You plan to have NPC-Based colonies? While that Is a truly Grand idea, and I assure you I can at least guess at the possibilites here, I'm not sure it's possible without a Very large overhaul of things. I think there's some sort of obstacle regarding chunk updates, and AI operating far out of the player FOV. I blame my own ignorance here, but could you enlighten me as to if those obstacles might exist?[/quote]
There is no overhaul needed when you can find loopholes (I am currently looking)
I am pretty sure that chunk updates are Obstacles that we will need to look over to see if it is 100% obstacle
AI operating far out of the players view, I think is done in the coding
(X monster will attack player if player get's in Y block radius)
So maybe we could code it to work,
Once we are done, people better download the Mod
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These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Other colonies are not going to be for a while due to these points you mention.
Instead there would be a global-like timer that when you enter a region the chance of spawning an NPC colony would decrease over time and each area could only be tested once. The size of the colony will be completely generated at once dependent on the timer.
If the game started 2 MC days ago, you would encounter a newly-generated colony that would have the apprpriate size and technology. If aafter10 more MC days you find another colony, it would be generated much bigger and more advanced.
When you leave the area the colony will remain stagnant until it is in player range and regnerate more updated.
This would successfully create the illusion of colonial growth while taking it easy(or easier) on the computer.
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Fionnbhar1 you present yourself with knowledge and put good knowledge and logic into the scenario but it doesn't matter how well you can speak english if you can't understand it in all forms.
There are different ways of saying things, some are more complicated, some are overly complicated, some are more deceiving, and some seem like the other way around but they all still mean the same thing.
Whether I said the above straightforward or in a wall of text, it would still mean the same thing.
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Uh. . . did he insult you somewhere along the way in his ignorance of a game that is around 15 to 20 years old? (You come off as hostile in that last post) He was directing his comments towards a fellow who made an obscure refference to an ancient (but still very playworthy) game.
Now I quickly distract you with light green flags that mark 4x4 farming territory. Yay or nay?
Other colonies are not going to be for a while due to these points you mention.
Instead there would be a global-like timer that when you enter a region the chance of spawning an NPC colony would decrease over time and each area could only be tested once. The size of the colony will be completely generated at once dependent on the timer.
If the game started 2 MC days ago, you would encounter a newly-generated colony that would have the apprpriate size and technology. If aafter10 more MC days you find another colony, it would be generated much bigger and more advanced.
When you leave the area the colony will remain stagnant until it is in player range and regnerate more updated.
This would successfully create the illusion of colonial growth while taking it easy(or easier) on the computer.
Ah, Brilliant. So you would essentially freeze all the variables when the player moved out of range. Quite a clever bit of work, there. I withdraw my earlier objection, and Wish you the best of luck.
Quote from Lysho »
Fionnbhar1 you present yourself with knowledge and put good knowledge and logic into the scenario but it doesn't matter how well you can speak english if you can't understand it in all forms.
There are different ways of saying things, some are more complicated, some are overly complicated, some are more deceiving, and some seem like the other way around but they all still mean the same thing.
Whether I said the above straightforward or in a wall of text, it would still mean the same thing.
I'm sorry, what are you reffering to?
Quote from Glyph255 »
Uh. . . did he insult you somewhere along the way in his ignorance of a game that is around 15 to 20 years old? (You come off as hostile in that last post) He was directing his comments towards a fellow who made an obscure refference to an ancient (but still very playworthy) game.
Now I quickly distract you with light green flags that mark 4x4 farming territory. Yay or nay?
I wouldn't say Hostile, I think he was essentially pointing out that most information can be conveyed very briefly. This is true. I do however, object to the insinuation that I do not understand english. Unfortunatly, there are naunces to much of the tone of english which are hard to adequatly covey in text, especially internet text, and therefore I may miss a subtlety in something very brief.
I was only pointing out that "awesomez" is the same as "Its good but this could be changed+other fancy words". They both support the mod but the only difference is how the message is put across-the message will always remain the same.
Anyways, the lime colored flags can be useful but how would each farmer know who the player wants to farm it? If it was whoever saw it first, it could be very possible to have 1 farmer farming 8 plots and 1 farmer farming 2. I would lean more towards the farmers farming by themselves.
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I was only pointing out that "awesomez" is the same as "Its good but this could be changed+other fancy words". They both support the mod but the only difference is how the message is put across-the message will always remain the same.
I see. I thought you were Reffering to a post in particular.
Also, a one-word statement is usually so completely nonspecific as to not be able to convey any degree of information beyond that one word.
How about any lime green flags planted within 12 blocks of the center of the farmers house belong to that farmer? Or sharecropping?
May I suggest that flags could be placed that would designate the surrounding 5x5 plot for irrigation and possible planting. Then, the nearest farmer(if any) would recieve the designation of maintaining that plot.
How about any lime green flags planted within 12 blocks of the center of the farmers house belong to that farmer? Or sharecropping?
May I suggest that flags could be placed that would designate the surrounding 5x5 plot for irrigation and possible planting. Then, the nearest farmer(if any) would recieve the designation of maintaining that plot.
That could easily lead to unequal distribution of labor.
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[quote="Lysho"
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.
You plan to have NPC-Based colonies? While that Is a truly Grand idea, and I assure you I can at least guess at the possibilites here, I'm not sure it's possible without a Very large overhaul of things. I think there's some sort of obstacle regarding chunk updates, and AI operating far out of the player FOV. I blame my own ignorance here, but could you enlighten me as to if those obstacles might exist?
There is no overhaul needed when you can find loopholes (I am currently looking)
I am pretty sure that chunk updates are Obstacles that we will need to look over to see if it is 100% obstacle
AI operating far out of the players view, I think is done in the coding
(X monster will attack player if player get's in Y block radius)
So maybe we could code it to work,
Once we are done, people better download the Mod[/quote]
GGGRRRRRRRRRR. I hate mods. I'd perfer they were just part of the game, maybe Notch could add a comunity added mod list, posted through minecraft.net. The reason im bichin like this is that when i was trying to get rid of a texture pack i deleted all my minecraft files so it is literaly impossible for me to get mods.
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Chuck Norris recently went into the video game industry. His cover up name is Notch.
How about any lime green flags planted within 12 blocks of the center of the farmers house belong to that farmer? Or sharecropping?
May I suggest that flags could be placed that would designate the surrounding 5x5 plot for irrigation and possible planting. Then, the nearest farmer(if any) would recieve the designation of maintaining that plot.
That could easily lead to unequal distribution of labor.
I see. In AI communities, unequal distribution of labor would be very difficult to remedy indeed. Perhaps make a variable regarding how many blocks the farmer has to monitor, and the farmer that had the highest/lowest blocks-distance ratio would get the assignment.
Quote from BawkBawkBOOM8520 »
Quote from Nath99 »
Quote from Fionnbharr1 »
[quote="Lysho"
Also the idea is not so much "poorly thought out" as it is "realistic" for a good foundation to build off of. Obviously you missed the big picture if you think this could correlate successfully with Minecolony and we are aiming towards the SSP right now. Colonies do NOT have to be owned by a player, we project NPC controlled, self-functioning colonies to serve just as well.
You plan to have NPC-Based colonies? While that Is a truly Grand idea, and I assure you I can at least guess at the possibilites here, I'm not sure it's possible without a Very large overhaul of things. I think there's some sort of obstacle regarding chunk updates, and AI operating far out of the player FOV. I blame my own ignorance here, but could you enlighten me as to if those obstacles might exist?
There is no overhaul needed when you can find loopholes (I am currently looking)
I am pretty sure that chunk updates are Obstacles that we will need to look over to see if it is 100% obstacle
AI operating far out of the players view, I think is done in the coding
(X monster will attack player if player get's in Y block radius)
So maybe we could code it to work,
Once we are done, people better download the Mod
GGGRRRRRRRRRR. I hate mods. I'd perfer they were just part of the game, maybe Notch could add a comunity added mod list, posted through minecraft.net. The reason im bichin like this is that when i was trying to get rid of a texture pack i deleted all my minecraft files so it is literaly impossible for me to get mods.[/quote]
I think it was already declared that communitys would be frozen and re-generated as the player left the range of the colonies.
I suppose you could do that. It would be quite remarkable.
You deleted all your minecraft files...? And your only problem is that you can't download mods?
And I thought the texture pack folder was seperate from the bin and resources folders, where most mods work from...? And you can re-DL the bin by simply starting MC. from there you should be able to DL mods fine.
Lol!
"You deleted all your files and the only problems are with mods?"
"You can re-DL the bin by simply starting MC"
Ahahaha
Also regarding farmers, each farmer can stick with just 1 plot at the moment, just a set design for now that comes with their house.
However, in order to gather seeds it can be difficult to start off. They may have to just buy some, which, like all other professions, makes them have a jumpstart fee.
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Lol!
"You deleted all your files and the only problems are with mods?"
"You can re-DL the bin by simply starting MC"
Ahahaha
Also regarding farmers, each farmer can stick with just 1 plot at the moment, just a set design for now that comes with their house.
However, in order to gather seeds it can be difficult to start off. They may have to just buy some, which, like all other professions, makes them have a jumpstart fee.
What's funny about him dereting all his files? I think that's some sad ****.
The entire premise of RL Colonies is that you make a massive investment to begin with, but you eventually end up building an entire Mother****ing Civilization. Let me type that Again. An ENTIRE MOTHER****ING CIVILIZATION. God, that's some payoff for a few gold bars!
That made so little sense, I could actually feel my hatred for the internet growing as I read it.
You plan to have NPC-Based colonies? While that Is a truly Grand idea, and I assure you I can at least guess at the possibilites here, I'm not sure it's possible without a Very large overhaul of things. I think there's some sort of obstacle regarding chunk updates, and AI operating far out of the player FOV. I blame my own ignorance here, but could you enlighten me as to if those obstacles might exist?[/quote]
There is no overhaul needed when you can find loopholes (I am currently looking)
I am pretty sure that chunk updates are Obstacles that we will need to look over to see if it is 100% obstacle
AI operating far out of the players view, I think is done in the coding
(X monster will attack player if player get's in Y block radius)
So maybe we could code it to work,
Once we are done, people better download the Mod
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
He made a reference to Age of Empires. The very first one. The monks/priests would heal people while saying "Wololo".
Instead there would be a global-like timer that when you enter a region the chance of spawning an NPC colony would decrease over time and each area could only be tested once. The size of the colony will be completely generated at once dependent on the timer.
If the game started 2 MC days ago, you would encounter a newly-generated colony that would have the apprpriate size and technology. If aafter10 more MC days you find another colony, it would be generated much bigger and more advanced.
When you leave the area the colony will remain stagnant until it is in player range and regnerate more updated.
This would successfully create the illusion of colonial growth while taking it easy(or easier) on the computer.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
I see. I suppose I cannot complete fault him.
However, It is still displaying two things:
A. A oversight of the rest of the thread.
B. A lack of concern for the qaulity of the rest of the mod.
There are different ways of saying things, some are more complicated, some are overly complicated, some are more deceiving, and some seem like the other way around but they all still mean the same thing.
Whether I said the above straightforward or in a wall of text, it would still mean the same thing.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
Now I quickly distract you with light green flags that mark 4x4 farming territory. Yay or nay?
Ah, Brilliant. So you would essentially freeze all the variables when the player moved out of range. Quite a clever bit of work, there. I withdraw my earlier objection, and Wish you the best of luck.
I'm sorry, what are you reffering to?
I wouldn't say Hostile, I think he was essentially pointing out that most information can be conveyed very briefly. This is true. I do however, object to the insinuation that I do not understand english. Unfortunatly, there are naunces to much of the tone of english which are hard to adequatly covey in text, especially internet text, and therefore I may miss a subtlety in something very brief.
Anyways, the lime colored flags can be useful but how would each farmer know who the player wants to farm it? If it was whoever saw it first, it could be very possible to have 1 farmer farming 8 plots and 1 farmer farming 2. I would lean more towards the farmers farming by themselves.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
I see. I thought you were Reffering to a post in particular.
Also, a one-word statement is usually so completely nonspecific as to not be able to convey any degree of information beyond that one word.
When placed on the tops of those 2 block high walls builders construct, they are practically taking it down.
When placed around farmland it could irrigate crops.
It could also dig trenches or moats or serve as a minor function to clear certain areas like hills.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
May I suggest that flags could be placed that would designate the surrounding 5x5 plot for irrigation and possible planting. Then, the nearest farmer(if any) would recieve the designation of maintaining that plot.
That could easily lead to unequal distribution of labor.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
There is no overhaul needed when you can find loopholes (I am currently looking)
I am pretty sure that chunk updates are Obstacles that we will need to look over to see if it is 100% obstacle
AI operating far out of the players view, I think is done in the coding
(X monster will attack player if player get's in Y block radius)
So maybe we could code it to work,
Once we are done, people better download the Mod[/quote]
GGGRRRRRRRRRR. I hate mods. I'd perfer they were just part of the game, maybe Notch could add a comunity added mod list, posted through minecraft.net. The reason im bichin like this is that when i was trying to get rid of a texture pack i deleted all my minecraft files so it is literaly impossible for me to get mods.
I see. In AI communities, unequal distribution of labor would be very difficult to remedy indeed. Perhaps make a variable regarding how many blocks the farmer has to monitor, and the farmer that had the highest/lowest blocks-distance ratio would get the assignment.
GGGRRRRRRRRRR. I hate mods. I'd perfer they were just part of the game, maybe Notch could add a comunity added mod list, posted through minecraft.net. The reason im bichin like this is that when i was trying to get rid of a texture pack i deleted all my minecraft files so it is literaly impossible for me to get mods.[/quote]
I think it was already declared that communitys would be frozen and re-generated as the player left the range of the colonies.
I suppose you could do that. It would be quite remarkable.
You deleted all your minecraft files...? And your only problem is that you can't download mods?
And I thought the texture pack folder was seperate from the bin and resources folders, where most mods work from...? And you can re-DL the bin by simply starting MC. from there you should be able to DL mods fine.
"You deleted all your files and the only problems are with mods?"
"You can re-DL the bin by simply starting MC"
Ahahaha
Also regarding farmers, each farmer can stick with just 1 plot at the moment, just a set design for now that comes with their house.
However, in order to gather seeds it can be difficult to start off. They may have to just buy some, which, like all other professions, makes them have a jumpstart fee.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
What's funny about him dereting all his files? I think that's some sad ****.
The entire premise of RL Colonies is that you make a massive investment to begin with, but you eventually end up building an entire Mother****ing Civilization. Let me type that Again. An ENTIRE MOTHER****ING CIVILIZATION. God, that's some payoff for a few gold bars!
Message me if i can beta test! :biggrin.gif:
k thx bai!