Ok for anyone who wanted to test my mod installer, here is a link.
You do need JavaFX (this is bundeled with Java7 or avaliable as seperate libraries for Java6, updating to Java7 is probably your best option). I still want to change around some of the visual things (I don't like the pause when downloading images) but it should be functional. Let me know what you think.
As far as i know you aren't planning to do this but. Can you add some sort of wander option? That way i can pretend the militia are citizens XD. And they used to be able to open doors but cant anymore.
Sounds good. I can also help i have almost no lag on minecraft and my computer can handle alot (os mac) i also just use mod installers so if something goes wrong i know that it was due to the mod.
BTW: is there anyway i can get started with coding with java? I have absolutely no past experience.
I will have a look at a wander order, shouldn't be to dificault actually. I will also look closer into the openingt doors bug.
As I have said in the past (and in the OP), the morale system is not finished, I will be adding a fleeing if their morale is to low feature. In the next version I have also written something that should prevent the soldiers from all attacking the same target. Basically a penalty is given for each soldier already attacking a certain mob. Not sure how well it will work but hopefully.
The main banner is not really practical. It would likely require both keeping the chunck the baner is placed in in memmory (which I see as a bad thing memmory wise) and require quite a large search area for the soldiers to find. Possibly as another gamemode down the track, but for the moment no.
I am also not sure about the whole archers arrows thing either, people already complain the having to feed soldiers makes it too tedius. It would likely cause people to ragequit if they also had to provide arrows.
As also stated in the OP, I will be expanding the SMP functionality of the mod allowing for mopre teams as well as the optional ability to allow players to choose their teams.
I really want to love this mod, but for the love of all things merciful, please fix the AI.
Even a simple command that puts them in "peace" mode, so they aren't trying to engage an enemy through a wall or at the bottom of a ravine, would be nice.
I'm not asking for much, and I love the potential this mod has. But it's very frustrating sometimes.
Thank you for all your hard work and I look forward to seeing future updates!
i have an idea.Why not making the NPC fight with the other team of NPCs?
He has that. Just use /mb-start and players will be able to fight against one another using their units.
Read the Multiplayer information on the first post for more info.
ok i would like to report a bug i was making something and i had 20 NPCs from this mod in a little walled in area and i went into a Nether portal. I came out and they were gone i freaked out because i had taken the time to customize them and lvl them up and what not and (i was in creative) to make sure it wasnt a texture glitch or something i double tapped space (to stop flying), hit the ground and then i saw all of the little bars that are normally above their heads that say the current command. relieved i used a trumpet to tell them to go to one of the corners of the walled in area and they all came up out of the ground and went there. now it's not severe or anything but its still a bug and i thought i should report it.
On the topic of archers, I'd prefer it if they had infinite arrows myself, as I use a bunch of them to watch my back in caves. The idea mentioned above to have an arrow source block wouldn't really work for me because my rangers move around and follow me, so they wouldn't be close to a block enough of the time to replenish their arrows. It would only work for players who use them as base guardians.
That being said, I wouldn't be against a configurable option in the config file to turn infinite arrows on or off. That way those who want to play with them can do so, while those like me who prefer a more simple game style can be satisfied too.
Don't worry< i too would rather have infinite arrows, I don't want to needlessly take up block IDs, I think it would be too tedious to keep them stocked and melee units do not have a similar limitation.
I really want to love this mod, but for the love of all things merciful, please fix the AI.
Even a simple command that puts them in "peace" mode, so they aren't trying to engage an enemy through a wall or at the bottom of a ravine, would be nice.
I'm not asking for much, and I love the potential this mod has. But it's very frustrating sometimes.
Thank you for all your hard work and I look forward to seeing future updates!
They "should" be trying to find a safe path to an enemy. Although I am fairly certain a safe path can involve quite a big drop (4-5 blocks). They also may be missing their landding space block. They also shouldn't be engaging through a wall (they need to draw line of sight), I will look into the attack routine more carefully though just in case I broke something.
As for your peaceful request. I was thinking of making an order to set how far units will engage enemies (Normal, Near, Do not Engage). This will probably be in the next update (just before archers)
ok i would like to report a bug i was making something and i had 20 NPCs from this mod in a little walled in area and i went into a Nether portal. I came out and they were gone i freaked out because i had taken the time to customize them and lvl them up and what not and (i was in creative) to make sure it wasnt a texture glitch or something i double tapped space (to stop flying), hit the ground and then i saw all of the little bars that are normally above their heads that say the current command. relieved i used a trumpet to tell them to go to one of the corners of the walled in area and they all came up out of the ground and went there. now it's not severe or anything but its still a bug and i thought i should report it.
I have seen something similar when first loading the world. I think the problem is that minecraft is taking a bit of time to load all the textures required for the soldiers before actually rendering them. I am not really sure if there is anything I can do about it.
Don't worry< i too would rather have infinite arrows, I don't want to needlessly take up block IDs, I think it would be too tedious to keep them stocked and melee units do not have a similar limitation.
They "should" be trying to find a safe path to an enemy. Although I am fairly certain a safe path can involve quite a big drop (4-5 blocks). They also may be missing their landding space block. They also shouldn't be engaging through a wall (they need to draw line of sight), I will look into the attack routine more carefully though just in case I broke something.
As for your peaceful request. I was thinking of making an order to set how far units will engage enemies (Normal, Near, Do not Engage). This will probably be in the next update (just before archers)
I have seen something similar when first loading the world. I think the problem is that minecraft is taking a bit of time to load all the textures required for the soldiers before actually rendering them. I am not really sure if there is anything I can do about it.
As for your peaceful request. I was thinking of making an order to set how far units will engage enemies (Normal, Near, Do not Engage). This will probably be in the next update (just before archers)
Thanks again for this. Me and my friends are enjoying this mod immensely on our server. It's a great addition to Millenaire and Mo Creatures.
Ok for anyone who wanted to test my mod installer, here is a link.
You do need JavaFX (this is bundeled with Java7 or avaliable as seperate libraries for Java6, updating to Java7 is probably your best option). I still want to change around some of the visual things (I don't like the pause when downloading images) but it should be functional. Let me know what you think.
I will have a look at a wander order, shouldn't be to dificault actually. I will also look closer into the openingt doors bug.
As I have said in the past (and in the OP), the morale system is not finished, I will be adding a fleeing if their morale is to low feature. In the next version I have also written something that should prevent the soldiers from all attacking the same target. Basically a penalty is given for each soldier already attacking a certain mob. Not sure how well it will work but hopefully.
The main banner is not really practical. It would likely require both keeping the chunck the baner is placed in in memmory (which I see as a bad thing memmory wise) and require quite a large search area for the soldiers to find. Possibly as another gamemode down the track, but for the moment no.
I am also not sure about the whole archers arrows thing either, people already complain the having to feed soldiers makes it too tedius. It would likely cause people to ragequit if they also had to provide arrows.
No it hasn't I will also look into this.
As also stated in the OP, I will be expanding the SMP functionality of the mod allowing for mopre teams as well as the optional ability to allow players to choose their teams.
Tell TukMC to update his ModUpdateManager. It is the modders responsibility to keep their update manager up to date to prevent this sort of thing.
It also seems a lot of you are saying leveling the soldiers is too easy, I might have to slow down the experience gain rate.
Well, most of em. SSP, I had about 8 men at arms and knights stationed in a fort, well lit no monsters anywhere, and went off by myself. Came back about midnight and i see one guy walking back into the lit area. Everybody else is gone.
Hmmm, I would love a retreat command, once they attack they ignore commands. I understand its in the vanilla coding but still..
It's actually because it has a higher priority than follow current order, but if it was not that way the soldiers would never fight something making them little more than decoration. As I said above, if I make an option about reducing the attack range (from normal (16 blocks) near (8 blocks) Do not engage (only when attacked)) should make things much easier.
Just keep in mind that this is still in the WIP section for a reason
Well, most of em. I had about 8 men at arms and knights stationed in a fort, well lit no monsters anywhere, and went off by myself. Came back about midnight and i see one guy walking back into the lit area. Everybody else is gone.
I swear I was feeding em good!
Sounds like they were doing their job and protecting your fort from enemies, that us the only reason I can think of that they would have "walked off"
Sounds like they were doing their job and protecting your fort from enemies, that us the only reason I can think of that they would have "walked off"
I can understand with his sentiment a bit. The soldiers will chain enemies, so after killing one, he will check within 15 blocks of his current location to see if there is another enemy.. I've had soldiers wander completely out of render distance doing this.
Though, it's always funny to have them return to their post two days later and leveled up.
I can understand with his sentiment a bit. The soldiers will chain enemies, so after killing one, he will check within 15 blocks of his current location to see if there is another enemy.. I've had soldiers wander completely out of render distance doing this.
Though, it's always funny to have them return to their post two days later and leveled up.
There is a limit they can path to (being 35 block IIRC) so if there was a soldier walking back, they can't have been too far away. In either case I will probably add a check in the findEnemyToAttck() method to limit the amount they "wander" when in StandGuard mode due to "chaining"
You do need JavaFX (this is bundeled with Java7 or avaliable as seperate libraries for Java6, updating to Java7 is probably your best option). I still want to change around some of the visual things (I don't like the pause when downloading images) but it should be functional. Let me know what you think.
I will have a look at a wander order, shouldn't be to dificault actually. I will also look closer into the openingt doors bug.
As I have said in the past (and in the OP), the morale system is not finished, I will be adding a fleeing if their morale is to low feature. In the next version I have also written something that should prevent the soldiers from all attacking the same target. Basically a penalty is given for each soldier already attacking a certain mob. Not sure how well it will work but hopefully.
The main banner is not really practical. It would likely require both keeping the chunck the baner is placed in in memmory (which I see as a bad thing memmory wise) and require quite a large search area for the soldiers to find. Possibly as another gamemode down the track, but for the moment no.
I am also not sure about the whole archers arrows thing either, people already complain the having to feed soldiers makes it too tedius. It would likely cause people to ragequit if they also had to provide arrows.
No it hasn't I will also look into this.
As also stated in the OP, I will be expanding the SMP functionality of the mod allowing for mopre teams as well as the optional ability to allow players to choose their teams.
Tell TukMC to update his ModUpdateManager. It is the modders responsibility to keep their update manager up to date to prevent this sort of thing.
It also seems a lot of you are saying leveling the soldiers is too easy, I might have to slow down the experience gain rate.
A new solider tier!
food handler-> cook -> chef-> gourment
provide furnaces and matirials and they will cook for an army!
food handlers give the food to soliders.
This may or may not be a joke.
Even a simple command that puts them in "peace" mode, so they aren't trying to engage an enemy through a wall or at the bottom of a ravine, would be nice.
I'm not asking for much, and I love the potential this mod has. But it's very frustrating sometimes.
Thank you for all your hard work and I look forward to seeing future updates!
He has that. Just use /mb-start and players will be able to fight against one another using their units.
Read the Multiplayer information on the first post for more info.
Whatever I feel like calling it
Don't worry< i too would rather have infinite arrows, I don't want to needlessly take up block IDs, I think it would be too tedious to keep them stocked and melee units do not have a similar limitation.
They "should" be trying to find a safe path to an enemy. Although I am fairly certain a safe path can involve quite a big drop (4-5 blocks). They also may be missing their landding space block. They also shouldn't be engaging through a wall (they need to draw line of sight), I will look into the attack routine more carefully though just in case I broke something.
As for your peaceful request. I was thinking of making an order to set how far units will engage enemies (Normal, Near, Do not Engage). This will probably be in the next update (just before archers)
I have seen something similar when first loading the world. I think the problem is that minecraft is taking a bit of time to load all the textures required for the soldiers before actually rendering them. I am not really sure if there is anything I can do about it.
ok sounds good and keep it up
Thanks again for this. Me and my friends are enjoying this mod immensely on our server. It's a great addition to Millenaire and Mo Creatures.
Allright. Thank you. Good Luck!!!
[Placeholder]
Well, most of em. SSP, I had about 8 men at arms and knights stationed in a fort, well lit no monsters anywhere, and went off by myself. Came back about midnight and i see one guy walking back into the lit area. Everybody else is gone.
I swear I was feeding em good!
Also, this mod is friggin awesome.
It's actually because it has a higher priority than follow current order, but if it was not that way the soldiers would never fight something making them little more than decoration. As I said above, if I make an option about reducing the attack range (from normal (16 blocks) near (8 blocks) Do not engage (only when attacked)) should make things much easier.
Just keep in mind that this is still in the WIP section for a reason
Sounds like they were doing their job and protecting your fort from enemies, that us the only reason I can think of that they would have "walked off"
I can understand with his sentiment a bit. The soldiers will chain enemies, so after killing one, he will check within 15 blocks of his current location to see if there is another enemy.. I've had soldiers wander completely out of render distance doing this.
Though, it's always funny to have them return to their post two days later and leveled up.
There is a limit they can path to (being 35 block IIRC) so if there was a soldier walking back, they can't have been too far away. In either case I will probably add a check in the findEnemyToAttck() method to limit the amount they "wander" when in StandGuard mode due to "chaining"