I would like to suggest, at the threat of making the modder who makes Applied energistics and factorization irritable, that you alter the mechanics of warehouses slightly, so that they show stacks+# for each item instead of having a different stack in each slot.
So instead of having rows after row of cobblestone arranged in a chest-style fashion in the warehouse GUI, it could show a display more similar to say...the barrels mod or factorization barrels, like 26x64+14 or 10x16+10. this would sped up GUI access speeds considerably (a large warehouse has a significant loading time) and would be a huge QOL improvement, making the warehouse a truly useful storage alternative, especially at the end of A long research cycle like it is.
Also, Shadowmage, can you think of any reason why AW structures would show up, but be INCREDIBLY rare in Middle Earth dimension from LOTR mod?
I've only found two ancient warfare NPC towers in probably 20k of exploring; they are fairly frequent in main world.
It probably doesn't recognize the biomes by default. This is either because Ancient Warfare does not check a biome dictionary to add new biomes to the default ones, LotR mod doesn't add its biomes to the biome dictionary so if AW only put a particular structure in forest or plains, it wouldn't recognize the names of the forest or plains biomes. I can't say for certain, but it's likely that those structures simply won't spawn in those biomes unless it shared a default one like beach.
I have a Better World Gen world with Biomes o Plenty. There are more AW fortresses and camps on beaches than anywhere else.
You can get fortresses attached to villages, which avoids biome restrictions, provided the village can generate in that biome.
If LotR overrides the village controller it's unlikely the two mods are entirely compatible from that standpoint as well.
It probably doesn't recognize the biomes by default. This is either because Ancient Warfare does not check a biome dictionary to add new biomes to the default ones, LotR mod doesn't add its biomes to the biome dictionary so if AW only put a particular structure in forest or plains, it wouldn't recognize the names of the forest or plains biomes. I can't say for certain, but it's likely that those structures simply won't spawn in those biomes unless it shared a default one like beach.
I have a Better World Gen world with Biomes o Plenty. There are more AW fortresses and camps on beaches than anywhere else.
You can get fortresses attached to villages, which avoids biome restrictions, provided the village can generate in that biome.
If LotR overrides the village controller it's unlikely the two mods are entirely compatible from that standpoint as well.
Does it use biomes for placement? I haven't seen any mention of that in the configs.
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:PCould u notice that I and my friends have translated the mod to Chinese?
How about merg my PR before the next version then I can update it easily.
Check here:https://github.com/shadowmage45/AncientWarfare/pull/1
I must say that this is an awesome mod. It reminds a lot of Age of Empires though (Not sure if that was intended but still cool). I hope that you guys will start integrating the use of horses too. like for pulling the chest carts and mounted soldiers. Maybe even a more speedy courier ;). But I think that its kind of weird that housing isn't required for your workers and soldiers. Kinda like the villagers need housing only your people also need beds. There should probably also be a way for bandit groups to spawn nearby after you've gotten your civilization started. Not spawning in a new chunk, but kinda like an invading army simulation. Like a more offensive version of the bandits who spawn in structures and camps. Maybe it might e possible to code in siege AI. like if they can't get to you, they'll make a camp nearby and try again the next day. This is all speculation and honestly, I love this mod. Just trying to contribute a little and make idea creation a little easier if ur having any trouble for what to add next. Hope you keep up the awesome work!
:PCould u notice that I and my friends have translated the mod to Chinese?
How about merg my PR before the next version then I can update it easily.
Check here:https://github.com/s...tWarfare/pull/1
Actually I had not noticed, for some reason Github didn't send me the information email that it should have. I will get this merged, and should have the Chinese localization available with the next update.
Thanks for your hard work, I know how time-consuming it can be making translation files. I'm sure many others will appreciate your effort as well.
I would like to suggest, at the threat of making the modder who makes Applied energistics and factorization irritable, that you alter the mechanics of warehouses slightly, so that they show stacks+# for each item instead of having a different stack in each slot.
So instead of having rows after row of cobblestone arranged in a chest-style fashion in the warehouse GUI, it could show a display more similar to say...the barrels mod or factorization barrels, like 26x64+14 or 10x16+10. this would sped up GUI access speeds considerably (a large warehouse has a significant loading time) and would be a huge QOL improvement, making the warehouse a truly useful storage alternative, especially at the end of A long research cycle like it is.
This is something I can probably implement without too much effort. The main reason it is the way that it is currently is due to font sizes (I know, silly problem to have in 2013, but MC has this damned fixed-size font). I've been doing quite a bit of OGL stuff separate from the mod lately, so have a bit better grasp of some of the finer methods for manipulating graphics, and this is now a problem that I can probably solve I already have the inventory compacting stuff worked out (to combine multiple actual stacks into a single-logical stack), so it would mostly be opening up the maximum stack size, and formatting the resultant output into a readable (and legible) format.
Also, Shadowmage, can you think of any reason why AW structures would show up, but be INCREDIBLY rare in Middle Earth dimension from LOTR mod?
I've only found two ancient warfare NPC towers in probably 20k of exploring; they are fairly frequent in main world.
Hmm...yes, I can think of one potential reason. And possibly a fix, if it is the cause...
When loading structures and constructing the list of available structures per-biome, I pull _every_ name out of the biome-list. Well, every name that is currently registered. My thoughts, and I would have to dig into my code a bit to verify, is that I am pulling the biome names too early, before all mods have registered biomes. Hence the generation map gets constructed, and is missing entries for any mods that added biomes _after_ I pulled the names from the list. This could be caused by mod-loading order, or perhaps I'm pulling the names too early in the mod-loading methods. (edit--this could also be caused by the biome-adding mod improperly adding the biomes too late in THEIR loading methods -- if they load biomes at the very last step, it is impossible for me to reliably grab those biome names and it would depend entirely upon mod-naming and FML mod-loading order at that point)
Other than that cause, as long as the templates are set up to not explicity deny biomes, they should spawn everywhere (given proper validation/placement).
I'll try and take a look at this for this week(end)s update. If it is indeed caused by a mod-loading-order issue, or something similar, I can perhaps look at delaying my biome-map lookup until a world is first loaded, or place it later in the mod-loading methods.
The farmer attempts to place a vine in EVERY available grass/dirt block, which seems to keep the melons from actually growing since there's no unoccupied block for the melon to grow on.
Hmm..I will investigate the functionality of these farms a bit. At one point they didn't till their own dirt, and there were no issues. Then someone suggested I should make farms/farmers til their own dirt...and I likely didn't put in any patterning to the til (e.g. it will til every square). I might change how these function slightly, either allowing a user-specified pattern, or implementing a single pattern to be used in all farms....
One (temporary) solution would be to place cobblestone on the places where you don't want stems planted -- farmers will not replace the cobblestone, and it would give a valid place for the melon to grow onto.
I'll try and take a look at these in one of the near-future updates. I've got a couple other civics in need of touch up, so will likely try and do them all in the same pass.
well, tilling every square is a little bit... umm... counterproductive
I know that I tend to create large numbers of farm blocks so that each farm block controls a 1 wide and 10 long 'lane', Due to the mechanics of crop farming, a lane of crops with bare, hydrated farmland on either side (ie alternating planted/unplanted farmland) is vastly more efficient (5x) than crops planted on every block, making a 'striped' farm land (With no walls or other interfering blocks like pistons) about 2.5x times faster at producing crops than a fully planted field.
I just figured you had weighed the options and decided that fully-planted fields were the 'penalty' you paid for having your farming automated
Umm... I am not sure that melons and pumpkins can place on cobble. They couldn't in 1.5.2, but I haven't tried since then.
My current solution for melon/pumpkin farms is just to plant them up like normal, place the farming blocks, and then glass them over (or create torch/brick them up) like a greenhouse so NOTHING can get to them, and not load any seeds into the farming block at all. without farmers tromping all over the stuff as they 'wander' replanting is not necessary, and pumkins and melons do not generate seeds naturally.
Shadow, i noticed the cow farm breeds, and kills cows. It seems to keep about 4 babies + adults and kills all the rest. Is this actually the case? Will it change with larger or smaller farms? How much trouble would it be to add an option in the farm block gui for "Amount of animals to keep:" or something like that? I assume all other animal farms work the same way.
Currently, it seems to be much more efficient to me to leave the farmers to the veggies and handle all the animals myself. Keeping 4 cows and breeding isn't nearly as efficient as keeping 16 or 32 cows and breeding.
and umm... multiple cow farms are extremely worthwhile. remember that a single farmer can handle several farms, the most 'painful' part of multiple cow farms is the two pieces of iron it takes to make a hoe for the recipe, and the slightly more complicated recipe for the courier orders to keep them stocked and empty. . A cow farm can comfortably cover a 5x5 square for efficiency, and a big barn like the ones from the dungeon generator can hold 6 of them easily within a single chunk.
if you REALLY want to pack them in, you could put 4 cow farms on a 9x9 square of land with only 4x4 each and walls between them, although you will get the occasional random 'stuck in wall' death. That's about 7 times as efficient food point per square ratio as a fully-farmed carrot patch in the same area, and about twice as efficient as an optimally-farmed potato patch (4 farm strips) with the added bonus of leather.
Thank you for the advice Brigadon! I thought about making multiple farms, and i guess that's the price you pay for the automation: in order to gain your efficiency back you need to have more farms and more infrastructure.
Here is a way to duplicate item on multiplayer using your mod.
- Create a Transport Boat on water and fill-it with items.
- Take place in the boat and disconnect
- Relog on the server
When reconnecting all the item contained in the boat will be dropped on/under the boat but all the item inside the boat will still be here creating a second copy.
Hospital/Triage zone. Creating a hospital requires a hospital block which generates two customizable cuboids. The first is the infirmary, this is the zone where beds are selected for near-death NPCs to rest in. The second is the service area. This is the range at which the hospital will check for allied NPC deaths. When an allied NPC is killed, there's a chance they will be wounded and placed inside an available bed in the infirmary area.
They aren't out of harm's way yet, however. Each wounded soldier will require a certain number of work units from a medic or nurse unit every so often or their condition will degrade. Near-death units will degrade to dead and up to and through Serious, Wounded, and finally Healthy. A healthy unit is spawned at their bed. They will not return to duty until they are commanded to. This is to prevent recovered soldiers from returning to the field with no weapons and armor which would drop when "killed". Hospitals need to be stocked with food and bandages for patients. Wounded patients need twice as much food as normal. Harming a wounded npc will degrade their condition by one step.
With an implementation like this, players can have guards with the ability to "soft" respawn. If a single enemy griefer comes around and carefully snipes all your NPCs, a secure hospital can save them some losses. This works in other ways as well, you can set up a triage camp while sieging an enemy base to protect yourself from losses as well.
Watchman and Watchtower block: This NPC keeps tabs on various threats that nearby allied NPCs spot. These can range from spotting enemy team members to specific mobs, controlled through a GUI. When placed, you must select a block into which to link the watchman. Higher rank watchmen can be given more blocks to activate and will activate them in the order in which they are selected they will also be activated from a greater range when an ally unit becomes aggressive. If linked to a watchtower or townhall block, they will log the activity using work units. This means a watchman can be spotted, and killed before they log the name and team of the spotted player/npc. There is also a cooldown on how often an enemy unit can be spotted to prevent log bloat. Logs can be stored for a configurable amount of time or flushed by the team leader. Blocks activated by the watchman are otherwise activated as if by right-clicking, such as buttons, levers, or other devices. This will allow a watchman to set off an alarm or trap when attacked by an enemy. Make sure to check the current event log for the same event if multiple watchmen are set up. So when the watchman arrives at the tower block, if the same enemy is logged by another nearby ally then it will not update it until the cooldown is over. Watchmen will choose to write a log over attacking but if harmed will become aggressive and not write logs. Make sure your watchmen are hard to reach.
An example: Team 4 sets up an expert watchman (maybe sentinel sounds better?) and a perimeter of archers. A team 2 player comes within range to aggro the archers. This happens when in range of the watchman he presses a button that activates a redstone clock in-line with some note blocks and then moves to the watchtower block set up nearby. Team 2 member manages to overpower the first archer and get a few hits on the watchman. The watchman completes his work and logs the presence of the Team 2 member by their Team, Player name and the name of the npc unit that first alerted the watchman. This log is saved per-team and can be accessed at any watchtower or the town hall block. The battle isn't over, archers manage to overcome the player from team 2, but another player from team 3 shows up with several npcs. The npcs finish off the archers and the player manages to take out the watchman before he can complete the log. The unit from Team 3 then ransacks the area above. The watchtower was destroyed and Team 4 might be led to believe that team 2 was the sole perpetrator. Hee hee.
11:29:07 [SEVERE] A critical server error occured handling a packet, kicking 69357
java.lang.IndexOutOfBoundsException: Index: 47, Size: 46
at java.util.ArrayList.rangeCheck(ArrayList.java:604)
at java.util.ArrayList.get(ArrayList.java:382)
at net.minecraft.inventory.Container.func_75144_a(Container.java:233)
at net.minecraft.network.NetServerHandler.func_72523_a(NetServerHandler.java:2004)
at com.bergerkiller.bukkit.common.internal.network.CommonPacketHandler$CommonPlayerConnection.func_72523_a(CommonPacketHandler.java:277)
at net.minecraft.network.packet.Packet102WindowClick.func_73279_a(Packet102WindowClick.java:46)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:470)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:233)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(DedicatedServerListenThread.java:34)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:913)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
11:29:07 [WARNING] Failed to handle packet for Skuli_Steinulf/192.168.5.1: java.lang.IndexOutOfBoundsException: Index: 47, Size: 46
java.lang.IndexOutOfBoundsException: Index: 47, Size: 46
at java.util.ArrayList.rangeCheck(ArrayList.java:604)
at java.util.ArrayList.get(ArrayList.java:382)
at net.minecraft.inventory.Container.func_75144_a(Container.java:233)
at net.minecraft.network.NetServerHandler.func_72523_a(NetServerHandler.java:2004)
at com.bergerkiller.bukkit.common.internal.network.CommonPacketHandler$CommonPlayerConnection.func_72523_a(CommonPacketHandler.java:277)
at net.minecraft.network.packet.Packet102WindowClick.func_73279_a(Packet102WindowClick.java:46)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:470)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:233)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(DedicatedServerListenThread.java:34)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:913)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:327)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:780)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:662)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
11:29:07 [INFO] §eSkuli_Steinulf left the game.
I've only found two ancient warfare NPC towers in probably 20k of exploring; they are fairly frequent in main world.
So instead of having rows after row of cobblestone arranged in a chest-style fashion in the warehouse GUI, it could show a display more similar to say...the barrels mod or factorization barrels, like 26x64+14 or 10x16+10. this would sped up GUI access speeds considerably (a large warehouse has a significant loading time) and would be a huge QOL improvement, making the warehouse a truly useful storage alternative, especially at the end of A long research cycle like it is.
To access the inventories you need to ctrl + right click. not shift. this button is configurable in the configs (press f7).
(plus rep if it helped?)
I have a Better World Gen world with Biomes o Plenty. There are more AW fortresses and camps on beaches than anywhere else.
You can get fortresses attached to villages, which avoids biome restrictions, provided the village can generate in that biome.
If LotR overrides the village controller it's unlikely the two mods are entirely compatible from that standpoint as well.
Does it use biomes for placement? I haven't seen any mention of that in the configs.
How about merg my PR before the next version then I can update it easily.
Check here:https://github.com/shadowmage45/AncientWarfare/pull/1
I must say that this is an awesome mod. It reminds a lot of Age of Empires though (Not sure if that was intended but still cool). I hope that you guys will start integrating the use of horses too. like for pulling the chest carts and mounted soldiers. Maybe even a more speedy courier ;). But I think that its kind of weird that housing isn't required for your workers and soldiers. Kinda like the villagers need housing only your people also need beds. There should probably also be a way for bandit groups to spawn nearby after you've gotten your civilization started. Not spawning in a new chunk, but kinda like an invading army simulation. Like a more offensive version of the bandits who spawn in structures and camps. Maybe it might e possible to code in siege AI. like if they can't get to you, they'll make a camp nearby and try again the next day. This is all speculation and honestly, I love this mod. Just trying to contribute a little and make idea creation a little easier if ur having any trouble for what to add next. Hope you keep up the awesome work!
Actually I had not noticed, for some reason Github didn't send me the information email that it should have. I will get this merged, and should have the Chinese localization available with the next update.
Thanks for your hard work, I know how time-consuming it can be making translation files. I'm sure many others will appreciate your effort as well.
This is something I can probably implement without too much effort. The main reason it is the way that it is currently is due to font sizes (I know, silly problem to have in 2013, but MC has this damned fixed-size font). I've been doing quite a bit of OGL stuff separate from the mod lately, so have a bit better grasp of some of the finer methods for manipulating graphics, and this is now a problem that I can probably solve I already have the inventory compacting stuff worked out (to combine multiple actual stacks into a single-logical stack), so it would mostly be opening up the maximum stack size, and formatting the resultant output into a readable (and legible) format.
Hmm...yes, I can think of one potential reason. And possibly a fix, if it is the cause...
When loading structures and constructing the list of available structures per-biome, I pull _every_ name out of the biome-list. Well, every name that is currently registered. My thoughts, and I would have to dig into my code a bit to verify, is that I am pulling the biome names too early, before all mods have registered biomes. Hence the generation map gets constructed, and is missing entries for any mods that added biomes _after_ I pulled the names from the list. This could be caused by mod-loading order, or perhaps I'm pulling the names too early in the mod-loading methods. (edit--this could also be caused by the biome-adding mod improperly adding the biomes too late in THEIR loading methods -- if they load biomes at the very last step, it is impossible for me to reliably grab those biome names and it would depend entirely upon mod-naming and FML mod-loading order at that point)
Other than that cause, as long as the templates are set up to not explicity deny biomes, they should spawn everywhere (given proper validation/placement).
I'll try and take a look at this for this week(end)s update. If it is indeed caused by a mod-loading-order issue, or something similar, I can perhaps look at delaying my biome-map lookup until a world is first loaded, or place it later in the mod-loading methods.
Hmm..I will investigate the functionality of these farms a bit. At one point they didn't till their own dirt, and there were no issues. Then someone suggested I should make farms/farmers til their own dirt...and I likely didn't put in any patterning to the til (e.g. it will til every square). I might change how these function slightly, either allowing a user-specified pattern, or implementing a single pattern to be used in all farms....
One (temporary) solution would be to place cobblestone on the places where you don't want stems planted -- farmers will not replace the cobblestone, and it would give a valid place for the melon to grow onto.
I'll try and take a look at these in one of the near-future updates. I've got a couple other civics in need of touch up, so will likely try and do them all in the same pass.
I know that I tend to create large numbers of farm blocks so that each farm block controls a 1 wide and 10 long 'lane', Due to the mechanics of crop farming, a lane of crops with bare, hydrated farmland on either side (ie alternating planted/unplanted farmland) is vastly more efficient (5x) than crops planted on every block, making a 'striped' farm land (With no walls or other interfering blocks like pistons) about 2.5x times faster at producing crops than a fully planted field.
I just figured you had weighed the options and decided that fully-planted fields were the 'penalty' you paid for having your farming automated
Umm... I am not sure that melons and pumpkins can place on cobble. They couldn't in 1.5.2, but I haven't tried since then.
My current solution for melon/pumpkin farms is just to plant them up like normal, place the farming blocks, and then glass them over (or create torch/brick them up) like a greenhouse so NOTHING can get to them, and not load any seeds into the farming block at all. without farmers tromping all over the stuff as they 'wander' replanting is not necessary, and pumkins and melons do not generate seeds naturally.
Currently, it seems to be much more efficient to me to leave the farmers to the veggies and handle all the animals myself. Keeping 4 cows and breeding isn't nearly as efficient as keeping 16 or 32 cows and breeding.
It's >6
and umm... multiple cow farms are extremely worthwhile. remember that a single farmer can handle several farms, the most 'painful' part of multiple cow farms is the two pieces of iron it takes to make a hoe for the recipe, and the slightly more complicated recipe for the courier orders to keep them stocked and empty. . A cow farm can comfortably cover a 5x5 square for efficiency, and a big barn like the ones from the dungeon generator can hold 6 of them easily within a single chunk.
if you REALLY want to pack them in, you could put 4 cow farms on a 9x9 square of land with only 4x4 each and walls between them, although you will get the occasional random 'stuck in wall' death. That's about 7 times as efficient food point per square ratio as a fully-farmed carrot patch in the same area, and about twice as efficient as an optimally-farmed potato patch (4 farm strips) with the added bonus of leather.
Me, I tend to use extrautilities to move fluids around, and couriers for everything else. No infrastructure required.
Hello sircrimer, the stacktrace mentions better barrels. You may want to check that mod too.
Project Red Dog - Public Minecraft Server owner,
Website: www.ProjectRedDog.com
TechStack
Here is a way to duplicate item on multiplayer using your mod.
- Create a Transport Boat on water and fill-it with items.
- Take place in the boat and disconnect
- Relog on the server
When reconnecting all the item contained in the boat will be dropped on/under the boat but all the item inside the boat will still be here creating a second copy.
Thank you for your nice mod
Sylp
P.s this issue was also added to github.
This mod is really intimidating. The depth. . and complexity of it. I don't even know where to begin.
Hospital/Triage zone. Creating a hospital requires a hospital block which generates two customizable cuboids. The first is the infirmary, this is the zone where beds are selected for near-death NPCs to rest in. The second is the service area. This is the range at which the hospital will check for allied NPC deaths. When an allied NPC is killed, there's a chance they will be wounded and placed inside an available bed in the infirmary area.
They aren't out of harm's way yet, however. Each wounded soldier will require a certain number of work units from a medic or nurse unit every so often or their condition will degrade. Near-death units will degrade to dead and up to and through Serious, Wounded, and finally Healthy. A healthy unit is spawned at their bed. They will not return to duty until they are commanded to. This is to prevent recovered soldiers from returning to the field with no weapons and armor which would drop when "killed". Hospitals need to be stocked with food and bandages for patients. Wounded patients need twice as much food as normal. Harming a wounded npc will degrade their condition by one step.
With an implementation like this, players can have guards with the ability to "soft" respawn. If a single enemy griefer comes around and carefully snipes all your NPCs, a secure hospital can save them some losses. This works in other ways as well, you can set up a triage camp while sieging an enemy base to protect yourself from losses as well.
Watchman and Watchtower block: This NPC keeps tabs on various threats that nearby allied NPCs spot. These can range from spotting enemy team members to specific mobs, controlled through a GUI. When placed, you must select a block into which to link the watchman. Higher rank watchmen can be given more blocks to activate and will activate them in the order in which they are selected they will also be activated from a greater range when an ally unit becomes aggressive. If linked to a watchtower or townhall block, they will log the activity using work units. This means a watchman can be spotted, and killed before they log the name and team of the spotted player/npc. There is also a cooldown on how often an enemy unit can be spotted to prevent log bloat. Logs can be stored for a configurable amount of time or flushed by the team leader. Blocks activated by the watchman are otherwise activated as if by right-clicking, such as buttons, levers, or other devices. This will allow a watchman to set off an alarm or trap when attacked by an enemy. Make sure to check the current event log for the same event if multiple watchmen are set up. So when the watchman arrives at the tower block, if the same enemy is logged by another nearby ally then it will not update it until the cooldown is over. Watchmen will choose to write a log over attacking but if harmed will become aggressive and not write logs. Make sure your watchmen are hard to reach.
An example: Team 4 sets up an expert watchman (maybe sentinel sounds better?) and a perimeter of archers. A team 2 player comes within range to aggro the archers. This happens when in range of the watchman he presses a button that activates a redstone clock in-line with some note blocks and then moves to the watchtower block set up nearby. Team 2 member manages to overpower the first archer and get a few hits on the watchman. The watchman completes his work and logs the presence of the Team 2 member by their Team, Player name and the name of the npc unit that first alerted the watchman. This log is saved per-team and can be accessed at any watchtower or the town hall block. The battle isn't over, archers manage to overcome the player from team 2, but another player from team 3 shows up with several npcs. The npcs finish off the archers and the player manages to take out the watchman before he can complete the log. The unit from Team 3 then ransacks the area above. The watchtower was destroyed and Team 4 might be led to believe that team 2 was the sole perpetrator. Hee hee.