Who is going to keep the development of this mod going? This is a fantastic mod but no one will take it from what i know. And its still stuck in 1.7.10. Please if anyone can at least put the mod into 1.8 ill be happy. And many others probably will too
I'm working on a server right now. I'll post here when it's done. I'll need to look at the damage values mentioned by tn44. I'm hoping it's merely an intermod issue for him. I certainly had no trouble being killed by enemy soldiers the last time I tested in survival, but I'll test again now.
I am a 46 y/o retired veteran. I love this mod, and I very much want to help in its development. But while I have plenty of time to devote, I know nothing about modding. (Last time I did any programming, it was in Basic on my old C-64.)
So, are there any menial non-modding tasks that I can help with now? (I love boring and repetitive tasks...they relax me.)
I am also interesting in learning to mod. Any suggestions regarding modding subjects I should focus on that would eventually give me the tools to help develop this mod?
Try here and here. Soaryn's modding tutorials are great but so are CoolAlias'. For later versions of Minecraft, there's Darkhax.. Above all, don't forget to use the mod dev thread right here on the forums. Someone like yourself should have no trouble asking for help there. Good luck and thank you
I wish someone would setup a Patreon or something and continue development of this on a regular basis. It's already an awesome mod, but there's so many things I'd like to see added and improved upon, so much potential.
Is there a way to give archers longer range? If I have them on a wall, by the time mobs get within range the archer's view would be blocked. There doesn't seem to be anything in the config files so maybe edit the source code?
Is there a way to give archers longer range? If I have them on a wall, by the time mobs get within range the archer's view would be blocked. There doesn't seem to be anything in the config files so maybe edit the source code?
What you need to add to your wall is a machicolation. They are like murder-holes, but built into the curtain walls of a castle.
Just remember to place a slab block at head height wherever you have a hole so that the archers don't fall into the hole. Also, I suspect that you'll get the best luck with 1x2 or 2x2 holes.
No, I have no plans to update it past 1.7.10. No I will not release a beta for the new changes I've made. Not yet anyway.
Please don't annoy me with PM's on here either. If you have a bug that can be reproduced in a CLEAN WORLD with NO OTHER MODS, then please report on the issue tracker in the original fork here along with steps on how to reproduce: https://github.com/shadowmage45/AncientWarfare2
There are LOT of open issues at the moment (150!) and GotoLink seems to be busy with real life though, so please think carefully before opening a new one and search to see if it's already reported. Although many of those issues are just annoying "update plox kk thnx" reports.... DON'T BE ONE OF THOSE GUYS.
As I recall, there was supposed to be a game mechanic where you trade with AW vendors to get your reputation raised with different factions. I'm not sure if that was implemented though. That's a part of the mod I haven't gotten around to playing with.
ya ok - because a world I just spawned into has a huge bandit compound... and it doesn't really let me demolish the gate - even after I've killed all the bandits in it
how do I 'reset' ownership of it?
EDIT: I can't even remove the things in Creative mode - how do I get rid of these things?
I'm pretty good at fiddling with config files and writing MineTweaker scripts, but that's the extent of my skill set at the moment.
Maybe sometime in the future I'll have some modding skills....
As for the gates, I'm going to be getting into the configs to see if there's something that can be done. (I hope the fix will be that easy. It might not)
Ok, I haven't found anything about changing the "permissions" of a gate. I believe the only thing you can do is destroy them.
Destroying Gates:
Gates can be destroyed, but it takes time.
Imagine the gate is a single structure made up of 40 wood planks. In order to destory the gate, you have to destroy all 40 wood planks. You're not allowed to just make a hole in the gate; you have to completely destroy it before it disappears.
So, just like wood planks normally work, you have to hit them a certain number of times before they are destroyed. Same with the Gate. You repeatedly hit a wood gate (without stopping) with say a stone pick, and eventually, the gate will take damage, and the gate will flash red when that happens, letting you know you're making progress.
Keep that up, and eventually the gate will be destroyed and disappear.
Rebuilding the Gate
Here, I can only offer you the general idea of what to do. (I don't have much experience with the later parts of Ancient Warfare)
You will need to reseach Invention -> Engineering -> Construction before you get access to the gates/drawbridges.
At that point, I can't remember if you can just place the gate, or if you have to assign workers to do it.
Yep, the gates work with the faction system. The faction system works on a points system - trading with the faction's traders earns you points with that faction. Hitting faction members subtracts points. These amount of points that are added/subtracted and the starting point is configurable.
The traders system is implemented and working. The traders are actually brilliant - some of Shadowmage's best work before he left development.
The gates themselves are entities. I'm going to check this now but if they still work the way they used to, you have to keep hitting them (like you do with a mob in order to kill it).
Cosmic Dan's recently done a heap of work improving the 1.7.10 version. I need to get my head into the books too to figure out how to continue his work and update the mod to 1.10. It's open source so anyone can make PRs on the Git
so what happened to the siege engines were they romoved and are theyt planned to be re released in a later update?
Who is going to keep the development of this mod going? This is a fantastic mod but no one will take it from what i know. And its still stuck in 1.7.10. Please if anyone can at least put the mod into 1.8 ill be happy. And many others probably will too
hi
is there a cool server i can join
I'm working on a server right now. I'll post here when it's done. I'll need to look at the damage values mentioned by tn44. I'm hoping it's merely an intermod issue for him. I certainly had no trouble being killed by enemy soldiers the last time I tested in survival, but I'll test again now.
Try here and here. Soaryn's modding tutorials are great but so are CoolAlias'. For later versions of Minecraft, there's Darkhax.. Above all, don't forget to use the mod dev thread right here on the forums. Someone like yourself should have no trouble asking for help there. Good luck and thank you
I wish someone would setup a Patreon or something and continue development of this on a regular basis. It's already an awesome mod, but there's so many things I'd like to see added and improved upon, so much potential.
Is there a way to give archers longer range? If I have them on a wall, by the time mobs get within range the archer's view would be blocked. There doesn't seem to be anything in the config files so maybe edit the source code?
Thank you for the links.
What you need to add to your wall is a machicolation. They are like murder-holes, but built into the curtain walls of a castle.
Here is an example of a simple machicolation looking up from ground level
Here is an example of a Japanese machicolation
Here is an example that should work well for Ancient Warfare archers
Just remember to place a slab block at head height wherever you have a hole so that the archers don't fall into the hole. Also, I suspect that you'll get the best luck with 1x2 or 2x2 holes.
For those wondering,
Yes there are still people working on the mod. You can see some of the chances I've made here: https://github.com/cosmicdan/AncientWarfare2/commits/2.5_work
No, I have no plans to update it past 1.7.10. No I will not release a beta for the new changes I've made. Not yet anyway.
Please don't annoy me with PM's on here either. If you have a bug that can be reproduced in a CLEAN WORLD with NO OTHER MODS, then please report on the issue tracker in the original fork here along with steps on how to reproduce: https://github.com/shadowmage45/AncientWarfare2
There are LOT of open issues at the moment (150!) and GotoLink seems to be busy with real life though, so please think carefully before opening a new one and search to see if it's already reported. Although many of those issues are just annoying "update plox kk thnx" reports.... DON'T BE ONE OF THOSE GUYS.
I have a question:
When you come across a bandit settlement or fortress - and it says that you can't operate hostile gates and whatnot...
How do you 'take over' a place, so a gate now responds to you? Is there a specific way to capture places and such?
As I recall, there was supposed to be a game mechanic where you trade with AW vendors to get your reputation raised with different factions. I'm not sure if that was implemented though. That's a part of the mod I haven't gotten around to playing with.
ya ok - because a world I just spawned into has a huge bandit compound... and it doesn't really let me demolish the gate - even after I've killed all the bandits in it
how do I 'reset' ownership of it?
EDIT: I can't even remove the things in Creative mode - how do I get rid of these things?
By this weekend, I'll have a chance to look at this, and see what might be done.
So, does this mean you are planing on taking over development?
That would be a great big no.
I'm pretty good at fiddling with config files and writing MineTweaker scripts, but that's the extent of my skill set at the moment.
Maybe sometime in the future I'll have some modding skills....
As for the gates, I'm going to be getting into the configs to see if there's something that can be done. (I hope the fix will be that easy. It might not)
Gotcha
BTW, my solution to that problem is either using buttons on both sides to open and close, or just break them and replace them with my own
Gate Permissions:
Destroying Gates:
Rebuilding the Gate
Yep, the gates work with the faction system. The faction system works on a points system - trading with the faction's traders earns you points with that faction. Hitting faction members subtracts points. These amount of points that are added/subtracted and the starting point is configurable.
The traders system is implemented and working. The traders are actually brilliant - some of Shadowmage's best work before he left development.
The gates themselves are entities. I'm going to check this now but if they still work the way they used to, you have to keep hitting them (like you do with a mob in order to kill it).
Cosmic Dan's recently done a heap of work improving the 1.7.10 version. I need to get my head into the books too to figure out how to continue his work and update the mod to 1.10. It's open source so anyone can make PRs on the Git