You should add a horse system similar to the old mo'creatures horses, like black pegasi and stuff, because the old system was so much better.I'm trying to learn modding, but if there is any other way I could help, like texturing stuff, let me know.
As long as it has a quest system (unlike hack/mine) I'm on board!
yup yup, its one of the first things were going to finish adding, our one atm is buggy as all hell, so were working on it, but the truth is, to add quests, we need to add NPC's, to add NPC's, we need to add Cities, and to add cities, i need coders :\ so everythings kinda on hold till i get coders, but ima keep working on ideas and stuff untill then...
EDIT: This is the 666 Post in the thread!!!!!! O.o....
Below are a list of the Abilities your player can strengthen through doing certain tasks. Abilities will level up as they gain Experience (EXP), and in turn, level your character up as well. As your character gains Levels in his abilities, your character will begin to level up, every 5 levels you gain in total throughout your abilities, you gain 1 character level, so if a character has a Total of 20 Ability levels (example, 6 Woodcutting, 4 Mining, 3 Swordsmanship, 4 Crafting, and 3 Smelting, totaling 20 Ability levels) then that players Character level will be 5, (20 divided by 5 equals 5, (20 / 5 = 5)) each character level will give you points to spend in your characters Main Stats, such as Strength(STR), Dexterity(DEX), and Wisdom(WIS) Not only will you gain character levels, every level you gain in an Ability will give you Perk Points (PP). Perk Points can then be used to buy certain upgrades for you, most are Ability specific, such as "Eagle Eye - You zoom in 20% farther while drawing your bow back - costs 100 PP" This is how most will look, but, you cannot level up your Mining Ability, just to gain levels and PP to spend on that Perk, most perks have Prerequisites, such as Eagle Eye's, "Pre-Req.: Archery: 10" Meaning you cannot buy this Perk until your Archery is at least level 10. some perks could have up to 5 prerequisites. Now, Perks normally cost a lot of PP, and you only gain a small amount every time an Ability levels up, some Perks could do a small thing like Eagle Eye's, and cost little points, or you could save the PP, and spend it on something that gives a lot of powerful bonuses, but costs substantially more. Since you do have a level cap (to be determined at a later date) on your Abilities, you must decide if you want to get many mediocre Perks, or a few powerful Perks. And since there will be hundreds of perks (hopefully, if you guys have any ideas on Perks that should be added, please post, giving ruff estimates of the costs, pre-req's, name, and what it does ) you must decide which ones your character will take, as it will define them as a party member, and with hundreds to choose from, almost no two players will have the same character in the end! MythiCraft is striving for diversity in the player base, most everything will be randomized, or have hundreds of choices, so that each player can create just what they want for there character, and be unique, so the character you play represents who you are, and when people play with your character, they wont meet another one like you ever, so that no two parties are the same. because of this, clans can also start, if your faithful, you can accept the clan leaders guidance on what perks, skills, and abilities you should choose, so that your clan can work together smoothly, and you can overcome others easier. there are just SO many possibilities with this mod, i just cant wait to see it finished (which will never happen....we will never stop adding on ) i hope you guys enjoy what we are going to make, and if you have ANY ideas, complaints, whatever, just post it.
* Name - What it gains EXP from / Description of Ability
_______________________________________________________________________________
* Mining - Anything a pickaxe is effective on * Woodcutting - anything an axe is effective on * Digging - anything a shovel is effective on * Crafting - building certain things in the crafting table * Forging - Creating weapons and armor on the Anvil * Cooking - Creating food products * Smelting - Smelting ores into valuable ingots, and blocks into other things * Fishing - Catching fish with a Fishing Pole or Net * Farming - Growing Crops, like Wheat, Potatoes, Carrots, Rice, Cabbage, Leeks, Tomatoes, Onions, and more * Herbalism - Picking plants and herbs not specified in Farming (a lot more plants are going to be added) * Construction - Building things in the world *(maybe) Fletching - The ability to create Arrows, and Crossbow Bolts * Domestication - Your Skill in taming animals (once you have fed an animal its breeding food, you tame it, and it wont de-spawn or try and leave its pen) * Hunting - Your skill in hunting animals for food (including killing domesticated animals)
* Magic - your skill in Casting powerful spells (Mage only) * Prayers - Your skill in Praying for Divine Miracles (Cleric Only) * Combat Techniques - your skill in using powerful specialized Combat Maneuvers (fighter/ranger only)
* Archery - your skill with Ranged-Piercing weaponry * Swordsmanship -Your skill with Slashing Weaponry * Macemanship - your skill with blunt weaponry *(maybe) Arcane - your skill in Learning magic's (is there a difference between this and the "Magic" Ability?)
* Blocking - Your skill blocking Enemy attacks * Throwing - Your Skill with throwing Ranged-Slashing weaponry (throwing axes/knives) * Heavy Weaponry - Your skill with Heavy weapons ((mostly)2 Handed Weapons) * Medium Weaponry - Your skill with Medium Weapons ((mostly) 1 handed Weapons) * Small Weaponry - Your skill with Small weaponry ((all) 1 handed light weapons) * Unique Weaponry - Your Skill with Unique Weaponry (all oddly used weapons, like, whips, Dwarven Urgosh, chains, elven curved blade, etc.)
* Haggling - Your skill in bartering for prices or goods * Speech - Your Skill in speech, and the ability to use your words to manipulate others (only effects NPC's, its just up to your own silver tongue to effect players ) * Alchemy - Creating potions * Enchanting - Adding Enchantments onto items * Athletics - Skills in Jumping from a tall height and living, and Sprinting (would this be in Specialized, or Fighting Abilities?)
Maybe for abilities, add Firemaking, which is setting things alight with fire. And that would also be used in a Cooking skill! Also for Cooking, to make food, you need different types of new furnaces, made specifically for cooking certain type of food, but they need to be placed on-top of a block that is on fire! (I.e. A cooking spit for Chicken, a cauldron-esque thing for making soups, etc.)
Also, wouldn't people be able to abuse the system by getting 1 wood Plank, placing it down for Construction benefits, and then breaking it for wood cutting, and then repeating. Or is there going to be some sort of safety for that (maybe broken wooden planks become Used wooden planks, and they have a metadata tag that says that you don't get Construction and Woodcutting exp. for placing/breaking them)
One last thing- PLEASE make this a Forge mod. That would make it compatible with so many more mods than if it wasn't! Especially considering the size of this mod!
Maybe for abilities, add Firemaking, which is setting things alight with fire. And that would also be used in a Cooking skill! Also for Cooking, to make food, you need different types of new furnaces, made specifically for cooking certain type of food, but they need to be placed on-top of a block that is on fire! (I.e. A cooking spit for Chicken, a cauldron-esque thing for making soups, etc.)
Also, wouldn't people be able to abuse the system by getting 1 wood Plank, placing it down for Construction benefits, and then breaking it for wood cutting, and then repeating. Or is there going to be some sort of safety for that (maybe broken wooden planks become Used wooden planks, and they have a metadata tag that says that you don't get Construction and Woodcutting exp. for placing/breaking them)
One last thing- PLEASE make this a Forge mod. That would make it compatible with so many more mods than if it wasn't! Especially considering the size of this mod!
great idea, i had planned to make it all one thing, like you build this giant cooking spit, it holds a cauldron below it (for soups) and has a portion beside that, where you scewer your meat for cooking. i was thinking, depending on what is burning below the food, is how fast it cooks. so a wooden plank burning, will cook slow, a log, a bit faster, netherack on fire, pretty fast, lava, the fastest now, abotu the construction skill, there is away to track blocks youve placed, so no worries, once a block is placed, it only gives you exp that one time. now, even if they do find away to spam construction....it wont help them, sure it will give them extra PP to spend, but they cant spend it on anything unless they have met the other pre-req's for the perks, so its pretty much useless, unless they want to JUST upgrade there construction ability with construction perks
now, about the forge, i have recently just started useing it for Millenaire, i like it alot, but the truth is, this mod will be adding soooo much, it might mess up some of the other mods playability. imagine haveing mo'creatures mod, along side this one....your world would be filled to the brim with mobs, most of which want to kill you...it would make it almost impossible to play...but just one or the other....the game would be balanced....so you can see my worry....i will still talk to the team, i dont know if they are useing forge, or modloader....i dont code personaly, so i just depend on there knowledge
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Below are a list of the Abilities your player can strengthen through doing certain tasks. Abilities will level up as they gain Experience (EXP), and in turn, level your character up as well. As your character gains Levels in his abilities, your character will begin to level up, every 5 levels you gain in total throughout your abilities, you gain 1 character level, so if a character has a Total of 20 Ability levels (example, 6 Woodcutting, 4 Mining, 3 Swordsmanship, 4 Crafting, and 3 Smelting, totaling 20 Ability levels) then that players Character level will be 5, (20 divided by 5 equals 5, (20 / 5 = 5)) each character level will give you points to spend in your characters Main Stats, such as Strength(STR), Dexterity(DEX), and Wisdom(WIS) Not only will you gain character levels, every level you gain in an Ability will give you Perk Points (PP). Perk Points can then be used to buy certain upgrades for you, most are Ability specific, such as "Eagle Eye - You zoom in 20% farther while drawing your bow back - costs 100 PP" This is how most will look, but, you cannot level up your Mining Ability, just to gain levels and PP to spend on that Perk, most perks have Prerequisites, such as Eagle Eye's, "Pre-Req.: Archery: 10" Meaning you cannot buy this Perk until your Archery is at least level 10. some perks could have up to 5 prerequisites. Now, Perks normally cost a lot of PP, and you only gain a small amount every time an Ability levels up, some Perks could do a small thing like Eagle Eye's, and cost little points, or you could save the PP, and spend it on something that gives a lot of powerful bonuses, but costs substantially more. Since you do have a level cap (to be determined at a later date) on your Abilities, you must decide if you want to get many mediocre Perks, or a few powerful Perks. And since there will be hundreds of perks (hopefully, if you guys have any ideas on Perks that should be added, please post, giving ruff estimates of the costs, pre-req's, name, and what it does ) you must decide which ones your character will take, as it will define them as a party member, and with hundreds to choose from, almost no two players will have the same character in the end! MythiCraft is striving for diversity in the player base, most everything will be randomized, or have hundreds of choices, so that each player can create just what they want for there character, and be unique, so the character you play represents who you are, and when people play with your character, they wont meet another one like you ever, so that no two parties are the same. because of this, clans can also start, if your faithful, you can accept the clan leaders guidance on what perks, skills, and abilities you should choose, so that your clan can work together smoothly, and you can overcome others easier. there are just SO many possibilities with this mod, i just cant wait to see it finished (which will never happen....we will never stop adding on ) i hope you guys enjoy what we are going to make, and if you have ANY ideas, complaints, whatever, just post it.
Just gonna throw this out there, twenty divided by 5 equals four. However I see where you're coming from, cause it's four character level-ups, right? so: level 1+(20/5)=5
Just gonna throw this out there, twenty divided by 5 equals four. However I see where you're coming from, cause it's four character level-ups, right? so: level 1+(20/5)=5
OMG >< no, that was my mess up ><;; ive been derpy as hell lately... and you start level 0, which sounds weird....but on your first level up, you pick your class, it gives you some time to gain exp, and figure out what your going to specialize in...speaking of classes, alot of you guys were complaining about the fighter into ranger set up, so im going to try my best to make a whole new tree for just the archer, and make it a basic class...that is how i had it, but my friend told me in real life, you train as a fighter, then find out your good with a bow, and specialize in it, which in a way makes sence, since a ranger useing both bow and sword, they are very versitile fighters basicly...so he said i should do it that way....so i did....but if u guy want, its pretty easy, so ill make the scout class tree its own basic tree
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this just came to me when watching a video on youtube. i was thinking, when you lose blood in real life, you get foggy, and dizzy, then pass out....what if in minecraft, we did the same thing. as you lose health you will begin to limp, and cringe, your vision will slowly go blurry, and it will be hard to keep our camera straight, then when you die, you fall to the ground, roll over to look at the sky, and your view fades out, then the "you died" screen appears.....i just thought it would bring some added realism to the game. what do you guys think???
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i wouldnt like it its too in your face you died (i die allot)
well, i mean if you fell to your death, it would just show your screen roll over to look up at the sky, then appear "you died" like normal, it would just be an extra 5 seconds to your death screen, that adds some realism....but lets say your fighting a mob, as you start to lose massie health, your screen will begin to blur a bit, then it will be hard to look straigth, and so on till you die....basicly, if you die fas, the "dieing" motion is fast, if you die slowly, then it takes time, and the effects of blood loss sink in...get it? now, if you say, lose blood till your screen just barely goes in and out of blurryness, then you will stay that way until you heal some more, it wont make it so you progressivly get worse if your not loseing health....you would basicly have to have like 5 HP left for you to have super blurry vision, hard to control camera, stumbling, and pain sounds... (5 HP is very little, when a character can have 250 or more easily) so basicly it would take along time to fade into that death state. now, lets say your at 50 HP, and arent feeling any blood loss, but then a dragon breathes fire on you, and does 50 damage, then you will just roll over and die, no slow blood loss or anything, so it dosent drag it out....
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Heres a idea, might be hard tho, add more light levels, so like when theres no moon out instead of it being slightly light up, its pitch black, and you can only see the area of a torch, but when the moon is full its normal, this would make it so player would have to watch the moon cycles (also had realism) cause with more light levels you can make it so like a vampire only spawns at the darkest light level and on grass, this would add more ways to make a mob spawn and new light sources that can light up larger areas, also you could add mobs that destroy minor light sources like torches, and have torches burn out, this would add a lot to it and make the game more scary, and add a lot to some races, deceases, and so forth (would make night eye potion worth it lol)
this next idea is purely for realism
You could add wall supports so when mining you have to add them or else the wall might collapse (for like 3x3 tunnels or bigger) this would make it more tricky to mine, and make cave more dangerous as they might collapse if you destroy the wrong block, this is not like the physics mod idea, this would make it so everything was stable till you mined something then it has a chance of adding physics to everything for like 50 blocks
Heres a idea, might be hard tho, add more light levels, so like when theres no moon out instead of it being slightly light up, its pitch black, and you can only see the area of a torch, but when the moon is full its normal, this would make it so player would have to watch the moon cycles (also had realism) cause with more light levels you can make it so like a vampire only spawns at the darkest light level and on grass, this would add more ways to make a mob spawn and new light sources that can light up larger areas, also you could add mobs that destroy minor light sources like torches, and have torches burn out, this would add a lot to it and make the game more scary, and add a lot to some races, deceases, and so forth (would make night eye potion worth it lol)
this next idea is purely for realism
You could add wall supports so when mining you have to add them or else the wall might collapse (for like 3x3 tunnels or bigger) this would make it more tricky to mine, and make cave more dangerous as they might collapse if you destroy the wrong block, this is not like the physics mod idea, this would make it so everything was stable till you mined something then it has a chance of adding physics to everything for like 50 blocks
those are pretty good ideas, i was so glad that minecraft added the moon cycles, as we were planning on it for the werewolf, less work for us, but you make a valid point, we want to make this mod realistic, but im scared that too much realism = to little fun. the moon cycle lighting idea is great, we whould be able to easily impliment that. the mine support i like, i was always wondering if i shold add hat, geting inspiration from the abandoned mineshafts. i always joke around with newbie players, saying "oh cool, you found your first abandoned mineshaft....dont break those suports or your toast >:]" im just worried, once again, too much realism = to little fun...tho it would add a slight chalenge for mineing, no more quick strip mineing, you gatta think realistic, but it would be very hard to impliment, as we would somehom have to make the game detect only player made shafts, and add the physics, otherwise it will collapse cave systes when you break a block, and create a chain reaction, like when you hit a block of floating sand, and all other blocks of sand around it fall in a wave motion, so you can see my dilema.
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Very nice grammar nazi annoying, and maybe you should just try and update to 1.4.5 before implementing new ideas.
the truth is, i cant code, i just come up with the ideas, and do all the artwork for he mod. and without coders i cannot update, i only have one atm, jaxfrank, because of the 1.4.5 codeing almost every mod out there has to re-write eveything to make it multiplayer compatible, due to the addition of LAN SMP. without coders i just come up with idas to keep me sane, then when i get coders, we already have a list of aditions for the mod. imagine it like this, if i were to wait to add ideas after we finished the codeing, it would be like trying to solve a puzzle while only being able to see and place 1 peice at a time, but if they come, and we have a plan for what to do, its like being able to see all the pieces that go into the mod, and put them where they go depending on the look of the bigger picture. we pretty much have to make sure everything coincides with eachother, and we add in certain things at certain times. we cannot add Quests without NPC's, and cannot add NPC's without Cities, so we must make sure we make things in order, which takes time. and whats wih the comment about grammar nazi's? was that directed to my spelling? because if so, i have a disease that makes my hands in a constant fist, its almost impossible to type perfectly that way, so sometimes i use shortcuts, like "btw", or "u" not "you" because of the pain it causes to type for a long period of time. anyway, guys im working on the werewolf model, oh, and another thing guys, i actually have alot of creature models finished, not all textured, but finished the structure, ill see if i cannot slap some textures on them, then upload some pics. i have created:
Red Dragon (almost finished texture)
Giant Rat (finished)
Goblin (texture not finished)
Troll (or Orge, i havent decided) (texture not finished)
Turantula (finished)
Drider (finished)
Spider Mother (finished)
Elf (texture almost finished)
Orc (texture not finished)
Dwarf (texture not finished)
and ive finished the Catapult model, its, i think, 3 blocks wide, 4 bocks long, 3 blocks tall, it will work by placeing it in an area where it will fit, then you go to the bucket part, place almost any block in it you wish, (TNT's the best, as it explodes on impact, other blocks just hit the ground, or roll across it, pretty much killing anything in its path, during the blocks flight, it will be un attached from the world grid, letting it roll, bounce, or just land with realistic physics) then you crank it by holding rightclick while looking at it, it will make a click sound when its at the max it can crank, then you right click again to fire at any time after, then repeat. if you want to hange the distance it fires, just crank it at different lengths, the shorter you crank it, the shorter the range.
ill try to upload some pics soon, hopefully later today
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Would you try adding some world of warcraft mobs to it, that would make me happy, also, I can't get mythicraft to work, but I've been following the instructions, so could you look into that, if you do, I'll try to make a spotlight for this.
those are pretty good ideas, i was so glad that minecraft added the moon cycles, as we were planning on it for the werewolf, less work for us, but you make a valid point, we want to make this mod realistic, but im scared that too much realism = to little fun. the moon cycle lighting idea is great, we whould be able to easily impliment that. the mine support i like, i was always wondering if i shold add hat, geting inspiration from the abandoned mineshafts. i always joke around with newbie players, saying "oh cool, you found your first abandoned mineshaft....dont break those suports or your toast >:]" im just worried, once again, too much realism = to little fun...tho it would add a slight chalenge for mineing, no more quick strip mineing, you gatta think realistic, but it would be very hard to impliment, as we would somehom have to make the game detect only player made shafts, and add the physics, otherwise it will collapse cave systes when you break a block, and create a chain reaction, like when you hit a block of floating sand, and all other blocks of sand around it fall in a wave motion, so you can see my dilema.
hmm well you could make it so that for generated blocks only if a player destroys/moves a block, the blocks arounf it have a chance to gain physics, and when thos block fall it considers it as a player breaking/moving them and so forth, the chance would remove the problem of a endless chain of collapsing and the player destroyed/moved block part would prevent normal caves from collapseing, then with the braces they could reduce the chance of gaining phyics for all the blocks around it to 0, and the blocks that touch the block that touch the brace would have a slightly less chance, also you could release 2 version realism and non-realism, realism would be more realistic and more of a challenge, non-realism would be more like minecraft, but with the mods features
yup yup, its one of the first things were going to finish adding, our one atm is buggy as all hell, so were working on it, but the truth is, to add quests, we need to add NPC's, to add NPC's, we need to add Cities, and to add cities, i need coders :\ so everythings kinda on hold till i get coders, but ima keep working on ideas and stuff untill then...
EDIT: This is the 666 Post in the thread!!!!!! O.o....
lol, were doomed XD jk jk....
Below are a list of the Abilities your player can strengthen through doing certain tasks. Abilities will level up as they gain Experience (EXP), and in turn, level your character up as well. As your character gains Levels in his abilities, your character will begin to level up, every 5 levels you gain in total throughout your abilities, you gain 1 character level, so if a character has a Total of 20 Ability levels (example, 6 Woodcutting, 4 Mining, 3 Swordsmanship, 4 Crafting, and 3 Smelting, totaling 20 Ability levels) then that players Character level will be 5, (20 divided by 5 equals 5, (20 / 5 = 5)) each character level will give you points to spend in your characters Main Stats, such as Strength(STR), Dexterity(DEX), and Wisdom(WIS) Not only will you gain character levels, every level you gain in an Ability will give you Perk Points (PP). Perk Points can then be used to buy certain upgrades for you, most are Ability specific, such as "Eagle Eye - You zoom in 20% farther while drawing your bow back - costs 100 PP" This is how most will look, but, you cannot level up your Mining Ability, just to gain levels and PP to spend on that Perk, most perks have Prerequisites, such as Eagle Eye's, "Pre-Req.: Archery: 10" Meaning you cannot buy this Perk until your Archery is at least level 10. some perks could have up to 5 prerequisites. Now, Perks normally cost a lot of PP, and you only gain a small amount every time an Ability levels up, some Perks could do a small thing like Eagle Eye's, and cost little points, or you could save the PP, and spend it on something that gives a lot of powerful bonuses, but costs substantially more. Since you do have a level cap (to be determined at a later date) on your Abilities, you must decide if you want to get many mediocre Perks, or a few powerful Perks. And since there will be hundreds of perks (hopefully, if you guys have any ideas on Perks that should be added, please post, giving ruff estimates of the costs, pre-req's, name, and what it does ) you must decide which ones your character will take, as it will define them as a party member, and with hundreds to choose from, almost no two players will have the same character in the end! MythiCraft is striving for diversity in the player base, most everything will be randomized, or have hundreds of choices, so that each player can create just what they want for there character, and be unique, so the character you play represents who you are, and when people play with your character, they wont meet another one like you ever, so that no two parties are the same. because of this, clans can also start, if your faithful, you can accept the clan leaders guidance on what perks, skills, and abilities you should choose, so that your clan can work together smoothly, and you can overcome others easier. there are just SO many possibilities with this mod, i just cant wait to see it finished (which will never happen....we will never stop adding on ) i hope you guys enjoy what we are going to make, and if you have ANY ideas, complaints, whatever, just post it.
______________________________Survival Abilities_______________________________
* Name - What it gains EXP from / Description of Ability
_______________________________________________________________________________
* Mining - Anything a pickaxe is effective on
* Woodcutting - anything an axe is effective on
* Digging - anything a shovel is effective on
* Crafting - building certain things in the crafting table
* Forging - Creating weapons and armor on the Anvil
* Cooking - Creating food products
* Smelting - Smelting ores into valuable ingots, and blocks into other things
* Fishing - Catching fish with a Fishing Pole or Net
* Farming - Growing Crops, like Wheat, Potatoes, Carrots, Rice, Cabbage, Leeks, Tomatoes, Onions, and more
* Herbalism - Picking plants and herbs not specified in Farming (a lot more plants are going to be added)
* Construction - Building things in the world
*(maybe) Fletching - The ability to create Arrows, and Crossbow Bolts
* Domestication - Your Skill in taming animals (once you have fed an animal its breeding food, you tame it, and it wont de-spawn or try and leave its pen)
* Hunting - Your skill in hunting animals for food (including killing domesticated animals)
______________________________Fighting Abilities_______________________________
* Magic - your skill in Casting powerful spells (Mage only)
* Prayers - Your skill in Praying for Divine Miracles (Cleric Only)
* Combat Techniques - your skill in using powerful specialized Combat Maneuvers (fighter/ranger only)
* Archery - your skill with Ranged-Piercing weaponry
* Swordsmanship -Your skill with Slashing Weaponry
* Macemanship - your skill with blunt weaponry
*(maybe) Arcane - your skill in Learning magic's (is there a difference between this and the "Magic" Ability?)
* Blocking - Your skill blocking Enemy attacks
* Throwing - Your Skill with throwing Ranged-Slashing weaponry (throwing axes/knives)
* Heavy Weaponry - Your skill with Heavy weapons ((mostly)2 Handed Weapons)
* Medium Weaponry - Your skill with Medium Weapons ((mostly) 1 handed Weapons)
* Small Weaponry - Your skill with Small weaponry ((all) 1 handed light weapons)
* Unique Weaponry - Your Skill with Unique Weaponry (all oddly used weapons, like, whips, Dwarven Urgosh, chains, elven curved blade, etc.)
______________________________Specialized abilities __________________________
(I need more ideas)
* Haggling - Your skill in bartering for prices or goods
* Speech - Your Skill in speech, and the ability to use your words to manipulate others (only effects NPC's, its just up to your own silver tongue to effect players )
* Alchemy - Creating potions
* Enchanting - Adding Enchantments onto items
* Athletics - Skills in Jumping from a tall height and living, and Sprinting (would this be in Specialized, or Fighting Abilities?)
Also, wouldn't people be able to abuse the system by getting 1 wood Plank, placing it down for Construction benefits, and then breaking it for wood cutting, and then repeating. Or is there going to be some sort of safety for that (maybe broken wooden planks become Used wooden planks, and they have a metadata tag that says that you don't get Construction and Woodcutting exp. for placing/breaking them)
One last thing- PLEASE make this a Forge mod. That would make it compatible with so many more mods than if it wasn't! Especially considering the size of this mod!
great idea, i had planned to make it all one thing, like you build this giant cooking spit, it holds a cauldron below it (for soups) and has a portion beside that, where you scewer your meat for cooking. i was thinking, depending on what is burning below the food, is how fast it cooks. so a wooden plank burning, will cook slow, a log, a bit faster, netherack on fire, pretty fast, lava, the fastest now, abotu the construction skill, there is away to track blocks youve placed, so no worries, once a block is placed, it only gives you exp that one time. now, even if they do find away to spam construction....it wont help them, sure it will give them extra PP to spend, but they cant spend it on anything unless they have met the other pre-req's for the perks, so its pretty much useless, unless they want to JUST upgrade there construction ability with construction perks
now, about the forge, i have recently just started useing it for Millenaire, i like it alot, but the truth is, this mod will be adding soooo much, it might mess up some of the other mods playability. imagine haveing mo'creatures mod, along side this one....your world would be filled to the brim with mobs, most of which want to kill you...it would make it almost impossible to play...but just one or the other....the game would be balanced....so you can see my worry....i will still talk to the team, i dont know if they are useing forge, or modloader....i dont code personaly, so i just depend on there knowledge
Just gonna throw this out there, twenty divided by 5 equals four. However I see where you're coming from, cause it's four character level-ups, right? so: level 1+(20/5)=5
Coders Needed!
OMG >< no, that was my mess up ><;; ive been derpy as hell lately... and you start level 0, which sounds weird....but on your first level up, you pick your class, it gives you some time to gain exp, and figure out what your going to specialize in...speaking of classes, alot of you guys were complaining about the fighter into ranger set up, so im going to try my best to make a whole new tree for just the archer, and make it a basic class...that is how i had it, but my friend told me in real life, you train as a fighter, then find out your good with a bow, and specialize in it, which in a way makes sence, since a ranger useing both bow and sword, they are very versitile fighters basicly...so he said i should do it that way....so i did....but if u guy want, its pretty easy, so ill make the scout class tree its own basic tree
this just came to me when watching a video on youtube. i was thinking, when you lose blood in real life, you get foggy, and dizzy, then pass out....what if in minecraft, we did the same thing. as you lose health you will begin to limp, and cringe, your vision will slowly go blurry, and it will be hard to keep our camera straight, then when you die, you fall to the ground, roll over to look at the sky, and your view fades out, then the "you died" screen appears.....i just thought it would bring some added realism to the game. what do you guys think???
well, i mean if you fell to your death, it would just show your screen roll over to look up at the sky, then appear "you died" like normal, it would just be an extra 5 seconds to your death screen, that adds some realism....but lets say your fighting a mob, as you start to lose massie health, your screen will begin to blur a bit, then it will be hard to look straigth, and so on till you die....basicly, if you die fas, the "dieing" motion is fast, if you die slowly, then it takes time, and the effects of blood loss sink in...get it? now, if you say, lose blood till your screen just barely goes in and out of blurryness, then you will stay that way until you heal some more, it wont make it so you progressivly get worse if your not loseing health....you would basicly have to have like 5 HP left for you to have super blurry vision, hard to control camera, stumbling, and pain sounds... (5 HP is very little, when a character can have 250 or more easily) so basicly it would take along time to fade into that death state. now, lets say your at 50 HP, and arent feeling any blood loss, but then a dragon breathes fire on you, and does 50 damage, then you will just roll over and die, no slow blood loss or anything, so it dosent drag it out....
this next idea is purely for realism
You could add wall supports so when mining you have to add them or else the wall might collapse (for like 3x3 tunnels or bigger) this would make it more tricky to mine, and make cave more dangerous as they might collapse if you destroy the wrong block, this is not like the physics mod idea, this would make it so everything was stable till you mined something then it has a chance of adding physics to everything for like 50 blocks
May the river of life flow well for you.
those are pretty good ideas, i was so glad that minecraft added the moon cycles, as we were planning on it for the werewolf, less work for us, but you make a valid point, we want to make this mod realistic, but im scared that too much realism = to little fun. the moon cycle lighting idea is great, we whould be able to easily impliment that. the mine support i like, i was always wondering if i shold add hat, geting inspiration from the abandoned mineshafts. i always joke around with newbie players, saying "oh cool, you found your first abandoned mineshaft....dont break those suports or your toast >:]" im just worried, once again, too much realism = to little fun...tho it would add a slight chalenge for mineing, no more quick strip mineing, you gatta think realistic, but it would be very hard to impliment, as we would somehom have to make the game detect only player made shafts, and add the physics, otherwise it will collapse cave systes when you break a block, and create a chain reaction, like when you hit a block of floating sand, and all other blocks of sand around it fall in a wave motion, so you can see my dilema.
the truth is, i cant code, i just come up with the ideas, and do all the artwork for he mod. and without coders i cannot update, i only have one atm, jaxfrank, because of the 1.4.5 codeing almost every mod out there has to re-write eveything to make it multiplayer compatible, due to the addition of LAN SMP. without coders i just come up with idas to keep me sane, then when i get coders, we already have a list of aditions for the mod. imagine it like this, if i were to wait to add ideas after we finished the codeing, it would be like trying to solve a puzzle while only being able to see and place 1 peice at a time, but if they come, and we have a plan for what to do, its like being able to see all the pieces that go into the mod, and put them where they go depending on the look of the bigger picture. we pretty much have to make sure everything coincides with eachother, and we add in certain things at certain times. we cannot add Quests without NPC's, and cannot add NPC's without Cities, so we must make sure we make things in order, which takes time. and whats wih the comment about grammar nazi's? was that directed to my spelling? because if so, i have a disease that makes my hands in a constant fist, its almost impossible to type perfectly that way, so sometimes i use shortcuts, like "btw", or "u" not "you" because of the pain it causes to type for a long period of time. anyway, guys im working on the werewolf model, oh, and another thing guys, i actually have alot of creature models finished, not all textured, but finished the structure, ill see if i cannot slap some textures on them, then upload some pics. i have created:
hmm well you could make it so that for generated blocks only if a player destroys/moves a block, the blocks arounf it have a chance to gain physics, and when thos block fall it considers it as a player breaking/moving them and so forth, the chance would remove the problem of a endless chain of collapsing and the player destroyed/moved block part would prevent normal caves from collapseing, then with the braces they could reduce the chance of gaining phyics for all the blocks around it to 0, and the blocks that touch the block that touch the brace would have a slightly less chance, also you could release 2 version realism and non-realism, realism would be more realistic and more of a challenge, non-realism would be more like minecraft, but with the mods features
May the river of life flow well for you.