IMPORTANT NOTE FOR 2.3 VERSIONS:
If upgrading from a 2.2 version, please delete all Ancient Warfare config files and allow them to be regenerated with the updated default values.
NOTE REGARDING FUTURE DEVELOPMENT (12-15-2014)
I have decided to discontinue personal development of Ancient Warfare mod.
This is due to many reasons, but mostly a lack of time. Hard to enjoy developing an MC mod if you never get to play MC or the mod being developed.
Ancient Warfare is open source. What this means is that -anyone- is free to continue development if they wish. Just because I am no longer interested in development personally does not mean that the mod needs to stop here.
FURTHER UPDATE (12-17-14):
GotoLink has expressed interest in continuing development of Ancient Warfare. Things will likely be a bit turbulent for awhile as ownership/source/etc is transferred, but development should continue soon.
Ancient Warfare is a modification for Minecraft that adds a variety of game enhancements; new blocks, new entities, and a template based world-generation structure generator.
Beginning with the 2.x releases Ancient Warfare has been split into a multi-module release. There is a single Core module that all other modules rely on for shared functionality. Each other module may be installed individually, or in any other combination desired. The non-core modules are – Automation, NPCs, Structure Generation, and Vehicles. Each of these modules focuses on a single aspect of the mod.
Adds core functionality and shared code needed by all other modules.
Adds template based structure generation during World Gen. Includes in-game tools for creation of new templates, as well as a few tools to aid in map creation in general.
Includes machines to automate crop farming, tree farming, misc resource farming (mushroom, reed, cactus), animal farming, mining, and resource processing (ores). Also includes a full featured MJ and RF compatible energy transport network.
Adds Player recruitable NPC for combat and utility purposes. Multiple varieties of combat NPC are available (melee, ranged, medic, others), as well as several varieties of non-combat/utility NPCs (worker, item courier, barterer/trader).
WIP - Will be included at a future date.
Bug Reports / Issues
Please report any bugs or issues on GitHub. The issue tracker is located at: https://github.com/shadowmage45/AncientWarfare2/issues. Issues reported in any other way will be ignored. Please browse the existing tickets to ensure it is not a duplicate. If an issue exists that covers your problem feel free to add any additional info that you may have.
If your issue is not a duplicate, feel free to open up a new ticket. Please describe the problem in as much detail as possible. If it is crash related, include the crash report. If it is a repeatable issue, describe the steps necessary to duplicate it. All of this information will come in handy tracking down and solving the issue – the more information you provide, the quicker the issue can be found and dealt with.
Support will only be given for releases posted on Curse-Forge. Any release marked as a test release on GitHub is intended for internal testing and no support will be provided except through approved channels for prearranged testers. If you would like to become an official beta tester please send me a PM and further details can be worked out.
Is there a new feature you would like to see added? Think the balance on something could use adjusting? Want more options for configurability?
The steps for feature requests are as simple as opening an issue ticket on GitHub. Navigate to https://github.com/shadowmage45/AncientWarfare2/issues, click on the ‘New issue’ button, and when you open your ticket flag it as an ‘enhancement’ or ‘balance’ issue. Fill in as much information as possible regarding the feature you would like. Screenshots, links, diagrams, etc. are welcome (and encouraged) for explaining your idea.
Ancient Warfare is an open source project. Contributions to the code are welcome. More specific details can be found at the source repository, located at: https://github.com/shadowmage45/AncientWarfare2. (Will soon be re-licensed under GPL)
This post will only be updated with the most recent developments and download links for ease of access. In depth information regarding the functioning of the mod has been included in the instruction manual.
Super-Basic install instructions and link(Client/Server):
Set up Minecraft Forge (see its' instructions for setup). Place the mod .jar file(s) into the /mods folder in your minecraft install directory. Start MC. Enjoy.
Ancient Warfare is licensed under GPL 3 (or greater). You may find the full details of the license included on the repository, in the mod .jar file, or at: http://www.gnu.org/copyleft/gpl.html. Generally speaking this means you are free to use and redistribute the mod, use and modify the source code, and redistribute modified source code (with some conditions).
Ancient Warfare may be freely included in any mod-packs and redistributed without explicit permission. If you do contact me for permission and I don't respond, you may use this statement as permission if you really desire it.
Additional Credits (and special thanks) go to:
Pelirow -- Several great ideas, testing MohawkyMagoo -- Structures, Lots of great feedback and ideas, testing
Me2005 -- Help in testing the new structure stuff, testing
Dulciphi -- Lots of help solving problems
Nozgo -- Feedback and testing
jodi850 -- Structures, ideas, testing
TechStack -- public server hosting, testing
Many others I will add over time
I could totally see this as being used for war servers with fortresses. 20 attacking players, 20 defending players. defending side is given 5 minutes to build a wall around their fortress with as 6 stacks of cobblestone each person. and the attacking side has those 5 minutes to strategically place 6 different catapults. "And so it begins...."
Rollback Post to RevisionRollBack
Creator of the Metroid Prime HD texture pack for minecraft that is still in progress! Also an HD minecraft skin maker!
Very nice mod, gonna download it soon! Some suggestions though, make the catapult more expensive meaning have crafting recipes for each different part then craft all of them together to make the catapult. And maybe add a Scatter Shot perfect for taking out infantry, or an army of creepers...
I was wondering a bit about the catapult crafting recipe. I pretty much just threw that one in there to have 'something'. It is very cheap right now, and could be made in survival mode too quickly.
Along your lines of thought, I was thinking of adding recipes for the base, turret section, and arm/bucket, and then a final recipe to put them together. Probably include some iron or leather as well in the recipes to increase the expense.
On the to-do list is a scatter shot/flak type ammo. It will probably end up being a bundle of arrows that scatters a bit in flight..with slightly increased damage over the vanilla arrow. I also might do a more traditional stone scatter shot, perhaps both. I'm still thinking on the code end of it. I definitely want a less destructive ammo type, something one might use in a survival game.
Also..the driving speed on it is a bit high (okay, far too high) for a catapult--it will probably end up being about 1/3 of what it is for forward speed--turns will remain unchanged. The increased speed really helps debug network code for now though.
P.S. if you downloaded recently and got an error while running, please try redownloading. I had inadvertantly left an additional file in the package from another mod I was working on that might've requested an image that wasn't present--this has since been corrected.
I downloaded it and took me a about 5-10 minutes to figure out the controls. And I found a bug where you can ride up any wall, and you can fire extremely fast. Other than that, I love it! The controls could use a little adjusting and I can't figure out how to use the flags. So it would be nice to put up a tutorial on how everything works.
Well, the riding up walls thing was partly-intentional. I wanted it to be able to climb up mountains/hills and such (albiet slowly), but I should probably look into it having a maximum climb height. Good point there, I guess I forgot to limit it after I made it climb.
The firing speed currently is limited to the inverse of your firing angle (arm swing length). I was waiting to get some feedback on a decent delay to have as a minimum, as I feel that a catapult should have a fairly long-ish reload time (maybe 5-15 seconds for a game like this...perhaps 30 at the most)
As to the flags...I suppose I didn't mention their function much.
For each flag, attack the catapult once to 'bind' the flag to that catapult (it won't work on any other catapults after bound). It won't do any damage to attack it with a flag.
After bound, right click to activate the function of that flag--either firing with current parameters for the Fire Flag, or opening the remote GUI for the Signal Flag.
Currently the only way to un-bind a Flag is to have the catapult it is bound to die and then try using it once. It should reset and be able to be re-bound.
Each flag is set to a single catapult. You can have multiple flags bound to each catapult (from different players, or same player)--and a single player can own flags for multiple catapults. There is currently no way to tell which is bound to which--I'm still working on a good way to convey that to the player aside from a gui (another overlay while you have it equipped perhaps, just showing the cat# and loc of its bind, if any?)
While mounted, the firing controls are always accessible via:
//firing controls while riding -- in overlay --
// SPACE = FIRE
// I = ANG UP
// K = AND DN
// J = YAW LEFT
// L = YAW RIGHT
// Y = PWR UP
// H = PWR DN
I'm working on making a keybind config for it eventually. Hence the beta status
I'll get a short text tutorial made up though, as its needed (I've got a video I need to upload, but text is always good too).
Thanks for checking it out, I'll post at least one more update before I start working on 1.3-- will probably include the flak arrows as I'm writing them right now
This is a neat-looking mod. I'll be keeping my eyes on it, and may grab it to test it out, but I'm more likely to hold off on grabbing it until the crafting recipes are much more complicated.
Someone above had some good suggestions, and I'm sure you have your own ideas about how the various parts could be made. My suggestion is to have fun with it- I personally think the process of building a complicated catapult can be as much, if not more fun, than actually using the thing. The more expensive the recipes and the more variety of parts we have that we can put together, the more fun it'd be.
New idea. What about add a Fire at coordinates thing? You enter the coordinates then fire, and if it is in range, it will fire. But if it's not in range, it won't fire and say "Target out of range!". And maybe add a Catapult crafting table?
Minecraft is a wonderful game to build things in. I love building things.
But... I also love destroying them. Not content with TNT and luring creepers around, I decided to create a catapult.
Overview and Features
Uses Forge / ForgeModLoader for Mod Compatibility -- 220.127.116.11 or later
SMP support -- blow up your friends (and enemies)
Fires rounds in a balistic trajectory
Adjustable firing solution (yaw/pitch/power)
Base and turret move independently when not coupled
Three Normal ammunition types
---Stone Shot -- breaks a single block that it hits, does minimal damage
---Fire Shot -- creates a fire if it hits a horizontal surface
---Explosive Shot -- Basically a ghast fireball (destroys soft blocks, not stone)
One upgradeable ammunition type
---High Explosive Shot -- Lob some TNT at your enemies -- very destructive
Ammo Bay - 6 Slots to stores your ammunition. Ammo is used per-shot, keep this bay full
Upgrade Slots - optional upgrades for your catapult
---HE Round Storage--Enables the use of HE rounds
---Turret Coupling Device -- locks turret to driving direction -- easier aiming while driving
---Motion Enabler -- A set of wooden wheels to enable driving
---Flag Signal Chart -- Deciphers your crazy flag waving into commands
Control Panel Gui for manual firing solution adjustment
Catapult is mountable, with firing controls while mounted
GUI Overlay when mounted to display firing solution, ammo count and type
Catapult is drivable with the 'Motion Enabler' upgrade (wheels)
Use a Fire Flag to fire the catapult remotely (while not mounted or interacting)
Remote GUI activation with the Signal Flag; opens the Firing Control Panel remotely
Repairable using sticks. 1 stick = 1 HP (100HP Max Base). Attack the catapult to repair it.
Tears up grass and snow when driving over them! (changes grass blocks to dirt blocks, does not touch tall grass or flowers; destroys snow-layers on top of blocks)
Inspired by so many classic turn based aim/power shooters (especially Scorched Earth), I wanted to take that concept to three dimensions. I realize there are at least a few other catapult/cannon-like mods, but none were quite what I was looking for.
I envision this being used mostly for friendly/competitive matches, and probably not so-much in survival games. Currently it is very destructive and makes the landscape ugly pretty quick. But a one-use world for a match could be fun. Especially in the upcoming adventure mode, I think this could be well suited.
Of course, I would love to hear more ideas on uses, and features. Not much is currently 'finalized'. Most numbers for gravity, shot power, movement speed, etc.. were kind of guessed, and will need adjustment.
This mod will remain as a WIP mod until fully updated to 1.3+
HE Round Storage
Flag Signal Chart
Napalm Ammo (Lob some lava?)
Fire shot spreading fire further
Flak round or arrow bundle round for anti-personell use (no dmg to environment)
Upgrade that will show a trajectory arc of your current solution (semi/real-time plotting)
Redstone signal on block underneath to fire? (alternate remote control method)
Randomizing aim slightly - especially with remote trigger or while moving -- current accuracy is 100% and consecuitive shots follow the exact same path
Tested with several other mods I have developed, but I have not packaged it to try with more common place mods. Would like to test with NEI / RP2 / RailCraft / IC2 / BC, etc. It loads on a server fine with NEI/RP2/Railcraft and a few others, but no extensive testing done. May have item index issues with selected mods if they use the same numbers (3000-3100)
basic balancing and number tweaking
More Vehicles (Battering ram, ballistae)
Castle Generating Items
Handheld wands to shoot fireballs (SP done, needs SMP and bug testing) (footsoldiers need destructive power too)
Dev Preview Videos - (no audio or annotations, better/updated vids coming soon)
ho do u install the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title what do i do plz help
plz help mei realy want this mod and i need helpplz help me i realy want this mod but dont know how to set it up the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title what do i do plz help
Could you make a more expensive catapult recipe by using Catapult Parts?
More expensive (and complicated) recipes are in the works -- The ones in there for the catapult itself (and perhaps the ammo) are kind of place holders just to have _something_.
I am definitely looking into a multi-stage crafting for the catapult itself, and perhaps even requiring a special crafting table (probably a siege-engine crafting table, with either 4x4 or 5x5 crafting grid).
ho do u install the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title what do i do plz help
Forge Download page -- release area has latest links for d/l
First, install Minecraft forge from the provided link (make sure it is for minecraft 1.2.5). (YOU MUST DO THIS)
This is an involved process, follow their instructions.
Then. Run minecraft once.
Locate your %appdata% folder, inside of this there should be a folder called .minecraft
in there, should be a folder called /mods (only AFTER you have installed forge and ran it once)
place the .zip into that folder. Run the game.
instructions from README-fml.txt:
Binary installation information
If you have downloaded a binary zip file you can install it as follows (client
To install this on it's own into a minecraft environment, simply copy the
contents of the forge/fml zip file into the minecraft jar file, using your preferred
zip management tool (I recommend 7 zip on windows).
For servers: the minecraft jar file is minecraft_server.jar.
For clients: the minecraft jar file is minecraft.jar. You will additionally need
to delete the "META-INF" folder in the minecraft.jar file.
For bukkit: the mcportcentral custom builds of craftbukkit contain all you need
already. Please refer to mcportcentral.co.za for more information.
If this is your first time installing a mod, please consult some basic tutorials on how to do so--I am a terrible teacher, and it is far beyond my ability to clearly convey how to do so unto someone with unknown knowledge. I had to watch a youtube video in order to figure it out my first time--there are some good and up-to-date ones out there.
On a brighter note,
I got the Anti-Personell bolt clusters in last night. Going to be fun launching a cloud of arrows at your enemies. Also--fixed the issue of climbing high walls, it will now only climb a single block at a time and will not climb at all if the wall is 2+ blocks tall.
I am to release these updates after work today (and a bit more testing).
edit to add more information for install + recommend tutorial video for mod intallation
I was already thinking along those lines--I've got some prelimenary work for a ballista, and further ideas for a battering ram, siege-tower, and an entity-based drawbridge(raise/lower it, damage it, repair it). In the far-far distant future, I would like to create NPC soldiers that you can recruit to help fight for you and man your siege engines, perhaps even NPC kingdoms to wage ware against..... I'll see where it takes me
Lots of fun in the future I think -- I'll definitely have to look into setting up a full-time server to play around on with this mod -- or at least set it up for matches.
But I'm definitely getting ahead of myself--I would really like to work on porting to 1.3 soon and get to a real 1.0 release so will likely work more on cleaning up code and adding videos for the next few days.
Bump for new release:
0.9.3.2-beta is available on the OP, both client and server.
In short, it adds a few bug fixes:
-no more wall climbing
-cannot waste sticks repairing a full health vehicle
-cleaned up some gui inconsistencies between different gui scale settings
And two fun new features:
Cluster / flak ammo -- shoots 10 bolts in a slightly randomized arc
New crafting recipes for catapult, much more involved -- check out the crafting recipes in the OP for details
Thanks again for your interest, ideas, and any feedback / bug reports
The new crafting recipes look good, a big improvement there! Looks like I'm downloading the mod sooner than expected.
My only suggestion for the recipes would be to have 4 leather instead of the four sticks for the outer slots on the arm sections recipe, and maybe an iron block in place of the middle plank for the turret base?
Maybe those are features you could hold off for "upgraded versions" or something.
I like the long-term plans you have! It'd be pretty interesting to see how this mod would work against the Invasion mod as defense instead of offensive use.