Just a few bugs I found, with the newest update (0.5.4.114) HE rounds will not shoot out of anything but the Trebuchets. Whether this was purposeful or a code mix up I am unsure, but it would be nice if they were fixed. Also, firing a HE round at a distance of more then about 50-100 meters will not explode even if it can be seen impacting on the ground, I have yet to test this on SMP, but will report if it still works. Something I rather enjoy is that if you place two mines that are triggered by a player next to one another or on the same block will increse the blast radius from one block to two so that the explosion can be through more then one block. This makes a great effect though when playing with friends as you can hide mines so that people actually must break the floor to sweep for mines, rather than having to make mines invisible to vehicles. These are the only few I've found so far, but I'll report if I find more.
In reply to your 5x5 or 3x3, though it would be much more complex, I feel that the 3x3 would be much more unique as no mod has ever tried it before. Also, I think you should add a couple more round types and edit the current ones. For example, a Fragmentation Round that upon impact with an object would shoot out 10-50 small rounds in a spherical formation that travel about a 10 block radius and deal 3-5 Hearts each, making it an effective way of dealing with players at a distance. As well as a scatter shot (Cannon only) that upon firing sprays out a large amount of fragments similar to that of the Fragmentation Round making a shotgun spray out the front of the barrel, for dealing with any charging players. The alterations I'd make are that you should make the Stone shot pierce up to 3-5 blocks rather than 1, for that's what they were used as in real life, breaking through walls. That or it should do a damageless explosion against blocks for breaking holes in the wall, though not as large as the HE. And the Explosive/HE should deal damage to players that are near, rather then only on direct impact.
Thank you for reading all this, I'll be following this mod as I really enjoy it, and I can help you with textures if you need as I am semi-decent at texturing.
Rollback Post to RevisionRollBack
Time is Diamonds, and I got none to spare! Unless you have redstone of course!
Thanks for taking a look into the problem. I had a hunch it was something to do with conflicting IDs. I know I had item IDs conflict with IC2 and changed them in my configs, but I think it was ok with the other two mods. I do suggest that eventually you change the item and block IDs to ensure they don't conflict with "big" mods. Since this is WIP, I'd say do it whenever you please. If it's not something pressing for you, you can simply hold off on changing the ids internally until beta release or full release.
I personally believe that anyone using a WIP mod should expect changes to the mod in any given update that breaks the previous use of the mod. It's in the WIP section for a reason, so I feel that if I modder wants to make a given change that would end up majorly affecting previous versions, go for it.
I personally would love the 3x3x3 construction grid, it sounds pretty awesome. Sounds complicated on your end though, so if you feel it's too complicated at this point, the 5x5 sounds like it'd be plenty fun too. If you do manage to pull off 3x3x3 grid, you may even want to consider making an API for it so other mods could possibly use it. It'd certainly be novel!
The Meaning of Life, the Universe, and Everything.
Join Date:
9/23/2012
Posts:
82
Xbox:
DRAKE071
Member Details
I looked at the bridge, but didn't see anything about the bridge being able to retract. This could be a useful function as a substitute for a drawbridge.
Just a few bugs I found, with the newest update (0.5.4.114) HE rounds will not shoot out of anything but the Trebuchets. Whether this was purposeful or a code mix up I am unsure, but it would be nice if they were fixed. ......
This was actually a 'feature' that didn't make it into the patch notes. Try installing the explosive ammo upgrade in the vehicle. It was always meant to need it, but somehow that feature got left out when I ported to 1.3.2
I like the idea of stone shot penetrating through more than one block, as well as looking into greater non-block-breaking aoe damage for explosive ammo. Both are doable, and likely.
Lack of explosions at a great distance are a byproduct of minecrafts entity code...trebuchets launch stuff outside that range unforunately. Without completely rewriting custom explosions (I just might...)..not much i can do about that. I plan to bring trebuchet range under this limit at some point though (when I do the range adjustments).
I was really thinking of making land mines so you can dig a hole..place a mine..and fill the hole back in...and have them trigger on the block above+proximity. I'de have to put in land-mine detectors though (which was planned if I did mines that way)
More ammo types: esp. for cannon--on the todo list (cannon was a quick patch in pretty much with no real work to make it unique..I'm trying to find ideas/ways....new ammo is a good one!).
Thanks for taking a look into the problem. I had a hunch it was something to do with conflicting IDs. I know I had item IDs conflict with IC2 and changed them in my configs, but I think it was ok with the other two mods. I do suggest that eventually you change the item and block IDs to ensure they don't conflict with "big" mods. Since this is WIP, I'd say do it whenever you please. If it's not something pressing for you, you can simply hold off on changing the ids internally until beta release or full release.
I personally believe that anyone using a WIP mod should expect changes to the mod in any given update that breaks the previous use of the mod. It's in the WIP section for a reason, so I feel that if I modder wants to make a given change that would end up majorly affecting previous versions, go for it.
I personally would love the 3x3x3 construction grid, it sounds pretty awesome. Sounds complicated on your end though, so if you feel it's too complicated at this point, the 5x5 sounds like it'd be plenty fun too. If you do manage to pull off 3x3x3 grid, you may even want to consider making an API for it so other mods could possibly use it. It'd certainly be novel!
Conflicts are an unfortunate reality of the modding scene--one one of the main reasons I have decided to release this for testing. I aim to be as compatible as possible--especially with the big mods (and esp. esp. with the ones I use !!). I will def. have to change the item Ids in the future. Thankfully, it shouldn't really effect anyone because of the config file...their old configs will still be loaded like normal for the old items, and not corrupted like I previously thought.
WIP--Yes...this mod is in this forum for a reason. It is also labeled alpha for much that same reason (and it is feature-incomplete). When I started..it was kind of a test to see if I could even make the idea work, and I didn't know much about MC modding when I started either. Now..I could actually see it being at a decent state in a month or two.
Yes, things will get broken. Things will get changed without notice. Things may be removed entirely. And there is no promise of stability or thoroughness of testing. (Downloaders _are_ the testers...thanks guys!)
When I hit a beta /1.0 status, i will change many of these practices for full release versions, and do everything that I can to maintain compatibility between updates. But at this point in development, such promises just can't be made.
The 3x3x3 grid would probably be not too unfamiliar to people, or too unique. Essentially there would be 3 separate 3x3 grids, either displayed simultaneously or swapped somehow between levels--and an output for non-vehicle item results. Still working it over in my head a bit
I looked at the bridge, but didn't see anything about the bridge being able to retract. This could be a useful function as a substitute for a drawbridge.
It rectracts the same way it extends. Right click or provide on on signal when it is unpowered. (if you provide constant power it will lock into state, remove power and repower to reset/relock).
The idea was a substitute for a drawbridge..for I could not see a way in the bounds of minecraft to do a decent drawbridge (still looking into it though).
More ammo types: esp. for cannon--on the todo list (cannon was a quick patch in pretty much with no real work to make it unique..I'm trying to find ideas/ways....new ammo is a good one!).
The 3x3x3 grid would probably be not too unfamiliar to people, or too unique. Essentially there would be 3 separate 3x3 grids, either displayed simultaneously or swapped somehow between levels--and an output for non-vehicle item results. Still working it over in my head a bit
Thank you for the reply, now that you have it makes sense for the firing of HE rounds. I also think that you should add sounds to each object upon firing, for example for the catapult type weaponry you should make it the opening chest sound as it sounds like a creation creaking on it's hinges and for the cannon you could make it the explosion sound. I was going to say the cannon needs more range but after putting it on a hill and firing it at max power I have seen that it goes about as far as a trebuchet. I do believe that you should make the cannon use a much wider variety of rounds for different purposes, but also I think you need to make the arrows shot from the trebuchet a much larger spread, by much larger it would only actually be a small spread that multiplies over distance, but when you group 50 arrows into a 5 block radius it makes it an noneffective way of dealing with infantry. Also, a bug with the Cannon, if you load bolt bundle shots into it only one round comes out. One more recommendation is that you should look into coding to see if it's possible to make the Balista pierce through objects, or just one block with the bolt exiting the other side. Balistas are much more powerful then they are given credit for and can easily break down a thin wall. Anyway, I have a lot of reccomendations but if you don't wish to hear them just tell me, as a lot of them will cause you to have to put more work into your schedule! Anyway, have a nice day.
Oh, and I almost forgot, the 3x3 grid you should actually see if you can make a cube in game with a grid on it, and when you put items into the slots you would be able to see where they are placed on the outside. Just an idea.
Rollback Post to RevisionRollBack
Time is Diamonds, and I got none to spare! Unless you have redstone of course!
I'm sorry that I've been posting all my ideas/opinions on your forum, but I hope that you take these into consideration. 1. I've noticed the physics of the Ram are a bit messed up as the actual ram does very little of it's job unless positioned at the perfect distance and also the actual entity is large enough so that the front fifth will enter the block in front of it. It would be nice if the ram seemed more dangerous and was of greater use. I mean, driving a ram into the front gate is great and all, but a cannonball does the same work at a distance. Perhaps make it so that cannons are nerfed against iron gates? Or make it so that a ram can seat up to say, six people? This way it can be a transport as well as a weapon. It would also be nice if the top of it could be covered with leather sheets or something to hide the people inside. I'm not sure, but those are my thoughts on the ram. 2. The hand cannon. All I can say is that it shouldn't be there. I like the thought of having a handheld weapon good for fighting the vehicles, but perhaps not something so. . . Overpowered? It just seems that if you had this and say twenty rounds you could hold off an invading squad of men by yourself with the damage it deals. It deals as much if not more than a bow, it goes just as far, and fires much faster with no charge time to force you to slow down. I personally believe that you should not add any hand weapons unless they are deployable like the artillery. For example, if you made a Flying Dragon (Japanese rocket launcher, seen in the movie Mulan) the players could run out, place it on the ground, aim it, and fire it right away, this would take up to 5-10 seconds to fully fire from placement and aim, and unlike the other artillery you would not get the menu, it would just mount it after right clicking so you would have to aim by hand. If you made it so that the rocket could only aim down to about say 30-40' it would mean that a person could use it at long range as a kind of mortar, or if attacking a castle, run to cover, place it down, aim it, then fire from below at the castle wall. The Flying Dragon would only get one shot and be quite innacurate, spiraling as it flies (I'm not sure if you could do that, just an idea) but it would be a useful weapon for assaulting an enemy position or defending on foot. Just some more ideas for what to add. 3. Final thing for the night, I'm sorry I've said so much today, it's just your mod really interests me and I'll love to see how it develops. Anyway, I think you should add carts. Though the idea may sound stupid, if you made a cart for storing different items or just items in general, it would be interesting to see how it was used! For example, if you added the Flying Dragon launcher and then made a cart that had a 54 slot item space, you could march 54 Flying Dragons across a battle field in a large, granted slower, but larger storage then having players hold them. The carts rather then being sat on from atop or pushed from behind, would be pulled by the player, making it so they can not see what is behind them, so they would need a guard. I hope you take my ideas into consideration and keep this mod on a track that is good for it. I think you should stick to just Artillery, leave the hand guns and medieval weapons to Balkon and modders like him. In fact, I think I might just make a server for battles using this mod and Balkons weapon mod minus the cannons it has as your reign supreme over his. Anyway, thank you for reading all my crazy ideas, and I do hope you have a nice day.
Rollback Post to RevisionRollBack
Time is Diamonds, and I got none to spare! Unless you have redstone of course!
Are you considering redstone control at all? i.e wiring up multiple cannons for a barrage etc.?
Yes, this is on the to-do list, more specifically for cannons/trebuchet/any other immobile/defensive vehicles. I may make it work for other vehicles as well, but it is needed less for the others I think because of their more active role.
Yes, this is on the to-do list, more specifically for cannons/trebuchet/any other immobile/defensive vehicles. I may make it work for other vehicles as well, but it is needed less for the others I think because of their more active role.
Honestly I believe that you shouldn't add redsone control to cannons, it is possible to barrage a certain location by holding multiple flags, I have done it with 9 cannons all lined up, it works quite well. What I think you should do though is make it so you can have more then one cannon attached to each flag.
EDIT: I also forgot to mention a couple more bugs I discovered while experimenting with the mod. If you drive a vehicle into a gate that is closed the vehicle will climb the gate rapidly upwards and forwarrds as if it were a flat vertical hill, making it even more difficult to attack doors with a battering ram. In some cases, by continueing to drive forward, you actually will phase through the door making the gates useless.
Honestly I believe that you shouldn't add redsone control to cannons, it is possible to barrage a certain location by holding multiple flags, I have done it with 9 cannons all lined up, it works quite well. What I think you should do though is make it so you can have more then one cannon attached to each flag.
EDIT: I also forgot to mention a couple more bugs I discovered while experimenting with the mod. If you drive a vehicle into a gate that is closed the vehicle will climb the gate rapidly upwards and forwarrds as if it were a flat vertical hill, making it even more difficult to attack doors with a battering ram. In some cases, by continueing to drive forward, you actually will phase through the door making the gates useless.
The multi-vehicles per flag thing would be interesting, but runs amok of issues with minecraft code (there is only one persistent meta-data value per item..and it is used to store the vehicle instance number info...cannot store more than one/item). It might be accomplishable in other ways (using a global remote registry to record what vehicles go with what remotes--but that runs into saving-to-world issues). Items / ItemStacks are not very easy to customize.
What I had in mind in the future though was some sort of command center block, where you can issue commands to all vehicles equipped with recievers that you own (ownership/control/teams is an upcoming feature). Perhaps even a way to construct a map to show the locations of your vehicles / known enemy vehicles. Still in the ideas phase (as are alot of things with this mod), but I think there may be some potential there.
Yes, battering rams and gates have some known issues. They will both be getting some love in the next couple of weeks.
Anyhow...still looking over the rest of your ideas and feedback...but it sounds like you have several ideas that I may end up borrowing.
This mod is so awesome how does it get only 8 pages of comments?!?
I just love how the fortress and the watchtower just build themselves ^^
Also someone should make a custom map for this mod like the Walls sorta thingy.
Best PVP fight. Ever.
This mod is so awesome how does it get only 8 pages of comments?!?
I just love how the fortress and the watchtower just build themselves ^^
Also someone should make a custom map for this mod like the Walls sorta thingy.
Best PVP fight. Ever.
I'm actually intending to do that, the issue I have as of current is that while I am semi decent at building actual creations, making exterior design is my weak spot, meaning it'll take me a while. Plus, in order for you to fight with these weapons, imagine how large the castles will have to be plus the walls. I believe I may start off with just making a battle in a field with different Attack & Defend maps similar to Sethblings TF2 map, but without the classes as I don't want to spend so much time writing down commands, the redstone part is easy, but making commands is quite difficult.
Rollback Post to RevisionRollBack
Time is Diamonds, and I got none to spare! Unless you have redstone of course!
The hand cannon. All I can say is that it shouldn't be there. I like the thought of having a handheld weapon good for fighting the vehicles, but perhaps not something so. . . Overpowered? It just seems that if you had this and say twenty rounds you could hold off an invading squad of men by yourself with the damage it deals. It deals as much if not more than a bow, it goes just as far, and fires much faster with no charge time to force you to slow down. I personally believe that you should not add any hand weapons unless they are deployable like the artillery.
I would _love_ to leave hand weapons to some other mod. Unfortunately, they would lack any particular anti-vehicle code. The ONLY reason I am doing hand weapons is for their anti-vehicle properties. They are also (as is the rest of the mod), a WIP. The hand cannon was literally hacked in in about 10 minutes, with no consideration for balance. Nor have I given much thought to balance on any other issues. I'm 'getting things working' first with a guess at numbers/balance, and will worry about the balance later after I know more what all factors I will be balancing
(And btw, I believe that with a 5 second cooldown on the hand-cannon..the bow is faster/more damaging than the hand cannon versus entities...and you can recover your missed shots with the bow--not so with a hand-cannon---cannon does 10 dmg to an entity, close to the same as a bow at full charge, but bow charges faster than 5 seconds and has no cooldown). But point taken.
The cannon is currently also100% accurate, which WILL be changed. Cooldowns, accuracy, range, damage values are all REALLY easy to change/balance. Like I said, they are a WIP and should not be taken for a finished product/final result. The cannon is also going to require a secondary component to fire it (blackpowder/gunpowder used per-shot?) as part of this balance.
There are far more ideas and future-features that I _haven't_ shared than what currently exists in the mod. Lets just say...I've got some...plans?...for the future.
Added to the confirmed to-do list from your posts:
Stone shot penetrating more than one block.
Ballista penetrating through one block/through gates.
Bolt cluster/hwacha rocket aim randomization--they are a bit too clustered right now.
Cluster shot/grape shot for the cannon.
AOE damage ammo (no block break, only NPC damage)...some sort of cluster/grapeshot/claymore/grenade type thing.
Either way--thanks for the feedback
Feedback like yours really will help to shape the future direction of this mod, and bug reports are always appreciated.
I would _love_ to leave hand weapons to some other mod. Unfortunately, they would lack any particular anti-vehicle code. The ONLY reason I am doing hand weapons is for their anti-vehicle properties. They are also (as is the rest of the mod), a WIP. The hand cannon was literally hacked in in about 10 minutes, with no consideration for balance. Nor have I given much thought to balance on any other issues. I'm 'getting things working' first with a guess at numbers/balance, and will worry about the balance later after I know more what all factors I will be balancing
(And btw, I believe that with a 5 second cooldown on the hand-cannon..the bow is faster/more damaging than the hand cannon versus entities...and you can recover your missed shots with the bow--not so with a hand-cannon---cannon does 10 dmg to an entity, close to the same as a bow at full charge, but bow charges faster than 5 seconds and has no cooldown). But point taken.
The cannon is currently also100% accurate, which WILL be changed. Cooldowns, accuracy, range, damage values are all REALLY easy to change/balance. Like I said, they are a WIP and should not be taken for a finished product/final result. The cannon is also going to require a secondary component to fire it (blackpowder/gunpowder used per-shot?) as part of this balance.
There are far more ideas and future-features that I _haven't_ shared than what currently exists in the mod. Lets just say...I've got some...plans?...for the future.
Added to the confirmed to-do list from your posts:
Stone shot penetrating more than one block.
Ballista penetrating through one block/through gates.
Bolt cluster/hwacha rocket aim randomization--they are a bit too clustered right now.
Cluster shot/grape shot for the cannon.
AOE damage ammo (no block break, only NPC damage)...some sort of cluster/grapeshot/claymore/grenade type thing.
Either way--thanks for the feedback
Feedback like yours really will help to shape the future direction of this mod, and bug reports are always appreciated.
Thank you for your reply, it's good to know my ideas are taken into account! =D And the cooldown on the cannon is actually much faster then five seconds as I can fire about two rounds every three seconds.
Hmm..cooldown must've gotten borked somewhere. It is _supposed_ to be 5 seconds. And yes, without a cooldown it is a supremely overpowered weapon---I can see where you got your impression from It'll chew through a stack of ammo really quick, and decimate anything in its path like a chain-gun. Tons of fun for a few minutes, but no good in a real game.
BTW are you encountering the lack of cooldown on a local game, or dedicated server? (dedicated server receives far less testing unfortunately..not sure if I actually tried the hand cannon during my ded server testing).
I'll look into it when I get off work--but a fix may not be in until next weekends update (don't want to push too many releases, esp for non-crash bugs).
---I may make the cannon use a semi-bow like mechanic--where it must be charged in order to fire (simulate loading time, possibly even accuracy based on charge time?)--instead of the current cooldown mechanism---any ideas? (I like instant fire-on-click, but a delay would be more realistic and require more careful aiming?)
A preview of the crafting that I'm thinking about implementing:
It essentially works as three seperate crafting tables, with a special output for when the other three line up to certain components. Not for-sure that I will be going with this system...just the first pass of brainstorming. Any thoughts?
In reply to your 5x5 or 3x3, though it would be much more complex, I feel that the 3x3 would be much more unique as no mod has ever tried it before. Also, I think you should add a couple more round types and edit the current ones. For example, a Fragmentation Round that upon impact with an object would shoot out 10-50 small rounds in a spherical formation that travel about a 10 block radius and deal 3-5 Hearts each, making it an effective way of dealing with players at a distance. As well as a scatter shot (Cannon only) that upon firing sprays out a large amount of fragments similar to that of the Fragmentation Round making a shotgun spray out the front of the barrel, for dealing with any charging players. The alterations I'd make are that you should make the Stone shot pierce up to 3-5 blocks rather than 1, for that's what they were used as in real life, breaking through walls. That or it should do a damageless explosion against blocks for breaking holes in the wall, though not as large as the HE. And the Explosive/HE should deal damage to players that are near, rather then only on direct impact.
Thank you for reading all this, I'll be following this mod as I really enjoy it, and I can help you with textures if you need as I am semi-decent at texturing.
I personally believe that anyone using a WIP mod should expect changes to the mod in any given update that breaks the previous use of the mod. It's in the WIP section for a reason, so I feel that if I modder wants to make a given change that would end up majorly affecting previous versions, go for it.
I personally would love the 3x3x3 construction grid, it sounds pretty awesome. Sounds complicated on your end though, so if you feel it's too complicated at this point, the 5x5 sounds like it'd be plenty fun too. If you do manage to pull off 3x3x3 grid, you may even want to consider making an API for it so other mods could possibly use it. It'd certainly be novel!
This was actually a 'feature' that didn't make it into the patch notes. Try installing the explosive ammo upgrade in the vehicle. It was always meant to need it, but somehow that feature got left out when I ported to 1.3.2
I like the idea of stone shot penetrating through more than one block, as well as looking into greater non-block-breaking aoe damage for explosive ammo. Both are doable, and likely.
Lack of explosions at a great distance are a byproduct of minecrafts entity code...trebuchets launch stuff outside that range unforunately. Without completely rewriting custom explosions (I just might...)..not much i can do about that. I plan to bring trebuchet range under this limit at some point though (when I do the range adjustments).
I was really thinking of making land mines so you can dig a hole..place a mine..and fill the hole back in...and have them trigger on the block above+proximity. I'de have to put in land-mine detectors though (which was planned if I did mines that way)
More ammo types: esp. for cannon--on the todo list (cannon was a quick patch in pretty much with no real work to make it unique..I'm trying to find ideas/ways....new ammo is a good one!).
Conflicts are an unfortunate reality of the modding scene--one one of the main reasons I have decided to release this for testing. I aim to be as compatible as possible--especially with the big mods (and esp. esp. with the ones I use !!). I will def. have to change the item Ids in the future. Thankfully, it shouldn't really effect anyone because of the config file...their old configs will still be loaded like normal for the old items, and not corrupted like I previously thought.
WIP--Yes...this mod is in this forum for a reason. It is also labeled alpha for much that same reason (and it is feature-incomplete). When I started..it was kind of a test to see if I could even make the idea work, and I didn't know much about MC modding when I started either. Now..I could actually see it being at a decent state in a month or two.
Yes, things will get broken. Things will get changed without notice. Things may be removed entirely. And there is no promise of stability or thoroughness of testing. (Downloaders _are_ the testers...thanks guys!)
When I hit a beta /1.0 status, i will change many of these practices for full release versions, and do everything that I can to maintain compatibility between updates. But at this point in development, such promises just can't be made.
The 3x3x3 grid would probably be not too unfamiliar to people, or too unique. Essentially there would be 3 separate 3x3 grids, either displayed simultaneously or swapped somehow between levels--and an output for non-vehicle item results. Still working it over in my head a bit
It rectracts the same way it extends. Right click or provide on on signal when it is unpowered. (if you provide constant power it will lock into state, remove power and repower to reset/relock).
The idea was a substitute for a drawbridge..for I could not see a way in the bounds of minecraft to do a decent drawbridge (still looking into it though).
Thank you for the reply, now that you have it makes sense for the firing of HE rounds. I also think that you should add sounds to each object upon firing, for example for the catapult type weaponry you should make it the opening chest sound as it sounds like a creation creaking on it's hinges and for the cannon you could make it the explosion sound. I was going to say the cannon needs more range but after putting it on a hill and firing it at max power I have seen that it goes about as far as a trebuchet. I do believe that you should make the cannon use a much wider variety of rounds for different purposes, but also I think you need to make the arrows shot from the trebuchet a much larger spread, by much larger it would only actually be a small spread that multiplies over distance, but when you group 50 arrows into a 5 block radius it makes it an noneffective way of dealing with infantry. Also, a bug with the Cannon, if you load bolt bundle shots into it only one round comes out. One more recommendation is that you should look into coding to see if it's possible to make the Balista pierce through objects, or just one block with the bolt exiting the other side. Balistas are much more powerful then they are given credit for and can easily break down a thin wall. Anyway, I have a lot of reccomendations but if you don't wish to hear them just tell me, as a lot of them will cause you to have to put more work into your schedule! Anyway, have a nice day.
Oh, and I almost forgot, the 3x3 grid you should actually see if you can make a cube in game with a grid on it, and when you put items into the slots you would be able to see where they are placed on the outside. Just an idea.
Yes, this is on the to-do list, more specifically for cannons/trebuchet/any other immobile/defensive vehicles. I may make it work for other vehicles as well, but it is needed less for the others I think because of their more active role.
Honestly I believe that you shouldn't add redsone control to cannons, it is possible to barrage a certain location by holding multiple flags, I have done it with 9 cannons all lined up, it works quite well. What I think you should do though is make it so you can have more then one cannon attached to each flag.
EDIT: I also forgot to mention a couple more bugs I discovered while experimenting with the mod. If you drive a vehicle into a gate that is closed the vehicle will climb the gate rapidly upwards and forwarrds as if it were a flat vertical hill, making it even more difficult to attack doors with a battering ram. In some cases, by continueing to drive forward, you actually will phase through the door making the gates useless.
The multi-vehicles per flag thing would be interesting, but runs amok of issues with minecraft code (there is only one persistent meta-data value per item..and it is used to store the vehicle instance number info...cannot store more than one/item). It might be accomplishable in other ways (using a global remote registry to record what vehicles go with what remotes--but that runs into saving-to-world issues). Items / ItemStacks are not very easy to customize.
What I had in mind in the future though was some sort of command center block, where you can issue commands to all vehicles equipped with recievers that you own (ownership/control/teams is an upcoming feature). Perhaps even a way to construct a map to show the locations of your vehicles / known enemy vehicles. Still in the ideas phase (as are alot of things with this mod), but I think there may be some potential there.
Yes, battering rams and gates have some known issues. They will both be getting some love in the next couple of weeks.
Anyhow...still looking over the rest of your ideas and feedback...but it sounds like you have several ideas that I may end up borrowing.
I just love how the fortress and the watchtower just build themselves ^^
Also someone should make a custom map for this mod like the Walls sorta thingy.
Best PVP fight. Ever.
I'm actually intending to do that, the issue I have as of current is that while I am semi decent at building actual creations, making exterior design is my weak spot, meaning it'll take me a while. Plus, in order for you to fight with these weapons, imagine how large the castles will have to be plus the walls. I believe I may start off with just making a battle in a field with different Attack & Defend maps similar to Sethblings TF2 map, but without the classes as I don't want to spend so much time writing down commands, the redstone part is easy, but making commands is quite difficult.
I would _love_ to leave hand weapons to some other mod. Unfortunately, they would lack any particular anti-vehicle code. The ONLY reason I am doing hand weapons is for their anti-vehicle properties. They are also (as is the rest of the mod), a WIP. The hand cannon was literally hacked in in about 10 minutes, with no consideration for balance. Nor have I given much thought to balance on any other issues. I'm 'getting things working' first with a guess at numbers/balance, and will worry about the balance later after I know more what all factors I will be balancing
(And btw, I believe that with a 5 second cooldown on the hand-cannon..the bow is faster/more damaging than the hand cannon versus entities...and you can recover your missed shots with the bow--not so with a hand-cannon---cannon does 10 dmg to an entity, close to the same as a bow at full charge, but bow charges faster than 5 seconds and has no cooldown). But point taken.
The cannon is currently also100% accurate, which WILL be changed. Cooldowns, accuracy, range, damage values are all REALLY easy to change/balance. Like I said, they are a WIP and should not be taken for a finished product/final result. The cannon is also going to require a secondary component to fire it (blackpowder/gunpowder used per-shot?) as part of this balance.
There are far more ideas and future-features that I _haven't_ shared than what currently exists in the mod. Lets just say...I've got some...plans?...for the future.
Added to the confirmed to-do list from your posts:
Either way--thanks for the feedback
Feedback like yours really will help to shape the future direction of this mod, and bug reports are always appreciated.
Thank you for your reply, it's good to know my ideas are taken into account! =D And the cooldown on the cannon is actually much faster then five seconds as I can fire about two rounds every three seconds.
BTW are you encountering the lack of cooldown on a local game, or dedicated server? (dedicated server receives far less testing unfortunately..not sure if I actually tried the hand cannon during my ded server testing).
I'll look into it when I get off work--but a fix may not be in until next weekends update (don't want to push too many releases, esp for non-crash bugs).
---I may make the cannon use a semi-bow like mechanic--where it must be charged in order to fire (simulate loading time, possibly even accuracy based on charge time?)--instead of the current cooldown mechanism---any ideas? (I like instant fire-on-click, but a delay would be more realistic and require more careful aiming?)
It essentially works as three seperate crafting tables, with a special output for when the other three line up to certain components. Not for-sure that I will be going with this system...just the first pass of brainstorming. Any thoughts?