They are most likely not coming, at all. The mods active development has come to an end, essentially besides minor additions here and there, and I believe the mod is very useful even without the siege weapons.
So in essence I wish people would stop complaining about their lack and give up, enjoy the mod for what it is and stop breaking forum rules about asking for updates.
Only NPC system of the mod is useful. Having custom workers on my fields run around and do stuff is aesthetically pleasing. Automation system... barely useful, becasue placing of it's functional parts is messed up. But worst of all is crafting, it is buggy as hell
Only NPC system of the mod is useful. Having custom workers on my fields run around and do stuff is aesthetically pleasing. Automation system... barely useful, becasue placing of it's functional parts is messed up. But worst of all is crafting, it is buggy as hell
What part of crafting is buggy?
I know adding the research requirements makes crafting AW stuff more complicated, but I haven't noticed anything buggy about it.
Hi, I don't know if I should post this in this thread or not, but I'm having a bit of trouble. Using Ancient warfare 2 and Advent of Ascension, the two groups of npcs don't seem to interact. Unless I command them to. IE Normal npcs and I get attacked by the AoA hostiles while they ignore the created npcs. and vise versa. Any idea how to make the Ancient Warfare npcs hostile to the AoA npcs? Or is it something else that might be in my mods possibly doing this? As I can't seem to find anyone else asking on google.
This mod is awesome. For any coders, or anyone who is still working or fixing this mod just keep going. I'd like to give a thanks to all those who have continued to work on this mod. Without them the majority of us would have lost interest, or given up on the mod. I can't wait to hear about further updates, and progress on this mod. A big thumbs up to all who play this mod.
It says this comes in separate modules, however, I don't see any other downloads other than the main.
I haven't done this for a while, but I believe what you can do is open the mod .jar file (using winzip, winrar or your preferred archive mod). Then navigate to net/shadowmage/ancientwarfare. Once there, you'll see all the different module folders. Delete the ones you don't want, cross fingers, and please let us know if it works
I watched a video of a guy who was able to make quick build structures with this mod. A keep and a fortress. I looked around, probably not well enough, and was wondering if anyone had some structures to add to this or if the modder was planning on adding some? I did find some by the original owner Shadowmage, but they are for an older version and not quite sure where to put them. I placed it in the structure folder under included. Not sure.
i didn't go into this mod very far but i like the pirate and bandit castles as been one more dangerous threat for me as a survivor. right now, i play the resonante rise 3 modpack and i found a pretty good plains füor my planning to build a big farmarea. now i have a question. is there any way to destroy a enemygate from a bazaar or a banditcastle, after conquering it? i try pickaxe, axe, staff of power vom draconic, even a quarry from Buildcraft but nothing works. if i punch the gate with a pickaxe, i only get the chat message that i cannot use it and the gate bllink one time short in red colour
or is there a way to claim the gate so its not an enemygate anymore?
so i can deconstruct the castle and use the area for my farmland
greetings from vienna
Wolve
EDIT:
Ah lol ok never mind my question .. i found out now
It's a problem with the way the texture is made since your using an older version of minecraft. Either find a different texture or edit the texture yourself with something like Gimp.
It is rather conclusively dead unless you hunt down one of the github repos and build it yourself, which requires some know how. There is no one properly maintaining it anymore to any official capacity. If can can respond to this with the specific features you want I can tell you of any mods I know of that may be an option.
Fair enough - I'll have a crack at that
I just couldn't find any ressource or information that said that you had to keep bashing the gate...
but ok - after wailing on a gate for ages it just goes "poof" - it doesn't even drop any blocks. You'd think you'd be able to pick up the pieces
When they are going to add vehicles to 1.7.10 it's only drawback. And only think that 90% of fans are expecting.
They are most likely not coming, at all. The mods active development has come to an end, essentially besides minor additions here and there, and I believe the mod is very useful even without the siege weapons.
So in essence I wish people would stop complaining about their lack and give up, enjoy the mod for what it is and stop breaking forum rules about asking for updates.
Only NPC system of the mod is useful. Having custom workers on my fields run around and do stuff is aesthetically pleasing. Automation system... barely useful, becasue placing of it's functional parts is messed up. But worst of all is crafting, it is buggy as hell
but siege weapons were one of the most important and necessary things to add
What part of crafting is buggy?
I know adding the research requirements makes crafting AW stuff more complicated, but I haven't noticed anything buggy about it.
Who is working on it now?
Hi, I don't know if I should post this in this thread or not, but I'm having a bit of trouble. Using Ancient warfare 2 and Advent of Ascension, the two groups of npcs don't seem to interact. Unless I command them to. IE Normal npcs and I get attacked by the AoA hostiles while they ignore the created npcs. and vise versa. Any idea how to make the Ancient Warfare npcs hostile to the AoA npcs? Or is it something else that might be in my mods possibly doing this? As I can't seem to find anyone else asking on google.
[/header]This mod is awesome. For any coders, or anyone who is still working or fixing this mod just keep going. I'd like to give a thanks to all those who have continued to work on this mod. Without them the majority of us would have lost interest, or given up on the mod. I can't wait to hear about further updates, and progress on this mod. A big thumbs up to all who play this mod.
It says this comes in separate modules, however, I don't see any other downloads other than the main.
I haven't done this for a while, but I believe what you can do is open the mod .jar file (using winzip, winrar or your preferred archive mod). Then navigate to net/shadowmage/ancientwarfare. Once there, you'll see all the different module folders. Delete the ones you don't want, cross fingers, and please let us know if it works
When will the mod developer add siege weapons in Ancient warfare
I watched a video of a guy who was able to make quick build structures with this mod. A keep and a fortress. I looked around, probably not well enough, and was wondering if anyone had some structures to add to this or if the modder was planning on adding some? I did find some by the original owner Shadowmage, but they are for an older version and not quite sure where to put them. I placed it in the structure folder under included. Not sure.
Hello community
i didn't go into this mod very far but i like the pirate and bandit castles as been one more dangerous threat for me as a survivor. right now, i play the resonante rise 3 modpack and i found a pretty good plains füor my planning to build a big farmarea. now i have a question. is there any way to destroy a enemygate from a bazaar or a banditcastle, after conquering it? i try pickaxe, axe, staff of power vom draconic, even a quarry from Buildcraft but nothing works. if i punch the gate with a pickaxe, i only get the chat message that i cannot use it and the gate bllink one time short in red colour
or is there a way to claim the gate so its not an enemygate anymore?
so i can deconstruct the castle and use the area for my farmland
greetings from vienna
Wolve
EDIT:
Ah lol ok never mind my question .. i found out now
It's a problem with the way the texture is made since your using an older version of minecraft. Either find a different texture or edit the texture yourself with something like Gimp.
Yes, but the problem isn't with Ancient Warfare, rather with Minecraft itself.
this mod is still alive?
I have no idea but it doesnt seem like it
It is rather conclusively dead unless you hunt down one of the github repos and build it yourself, which requires some know how. There is no one properly maintaining it anymore to any official capacity. If can can respond to this with the specific features you want I can tell you of any mods I know of that may be an option.
There's mods that add features to Ancient Warfare specifically?