MagitekMechs 0.26b [1.5.2] [Mechs from the previous version will be erased. Sorry 'bout that.]
* Misc fixes. * Improved syncing. * Mechs no longer burn or get poisoned. (Lava hurts though!) * Beam tweaks. * Fuel graphics should be fixed. * Reverse movement. * Mechs gather loose items. * Mechs can now "park" and be attached to pipes and such. (Default key:B )
+ Proto Armor. Same functionality currently. Has a makeshift recipe:
Can you make a Drilling (Mining), Agricultural (Farming), Universal Transport (Can climb on Walls and Ceilings, Can go underwater as well as provides the driver with Air), Mechanist (Utility Mech that can Pickup up to 9 Chests with Items still in them (You cannot access them until it puts it down), can transport up to 4 Different types of liquids (10,000mb per Liquid Storage Bay (Can hold a total of 40,000mb of Liquid)) and has the ability to right click on things like a Omni-Wrench).
Also could you please add a complicated recipe mode which if IC2 is installed you have to use parts from it as well and Lastly a config option so that when a Mech would be destroyed each part has a 25% chance of dropping instead of 100% chance, If you were to Wrench it it would drop all the parts 100% chance but without a wrench mod tough luck.
Good stuff man, i've been waiting for Mecha since this game came out. I'm using this with the new Flan's Mod 4.0 with Mecha, and they go really well together. Now if i could only get a flying version or a helicopter i'd be set.
This is an awesome and creative mod. The models are cool as heck and they work perfectly. I have an idea for you if you accept the challenge. How about of you take the hull of the mech with out the arms or legs and you put wheels on it instead. You would have a mech that rides on rails. It would be a much cooler way to get around that a boring ol' minecart and you could still have the lazer on the front.It shouldn't be too hard to make since you could just use the minecart physics.The only thing I would change different is I don't like how if mobs stand on the rails they stop your minecart. Make it so the minecart runs them over. Well good job anyway on the mod.
This looks really good. Im tempted to add this to my new single player instance im making for 1.6.4. Also i have a couple of thoughts on some actual FF weapons i remember were mounted on the magitek armor.
1. Bio: maybe you could make a potion effect that was like poison but could spread to any nearby entites including players if they are not carefull.
2. Sonic weapon: it caused confusion in the original game it would be neat to see mobs attacking each other or just having skeles shoot themselves and other mobs.
Everyone seems to have some pretty neat ideas to take digis mod a bit further. I'm not 100 percent sure on the direction he plans on taking this mod but from what he told me last, he's pretty much done with it. well... maybe.
with that being said, and without spoiling to much, I am aware that he's been working on a mining version of a mech that was a boss encounter in final fantasy 6. I've seen the model he's been working on and well... oh my gawd! I hope he finishes it.
I know how much time and effort goes into making a mod that is this complex and as a side effect its wearing on him a bit. I'm sure he will finish it eventually, but if not, its still definately one of the finest gems you can find on the mod wips page.
I mentioned the bio blaster to him as well, and it had crossed his mind along with a few other spells and attacks as seen in the game, how ever, the amount of programming it must take to make the pretty effects must be pretty challenging. he threw an xzone comment at me once and I was like "yes please! :D" but, its probably more like the series title implys, just a fantasy.
I hope I haven't stepped on your toes brother, I'm just really impressed with your work and wanted to share with everyone that you continue working on this. I'm just really excited and impressed by it. ttyl bro.
Great mod, I love the idea of going around the whole world and being able to burn everything. Just a few things:
1. Maybe longer beam range?
2. Is it supposed to take fall damage? Because it's taking fall damage.
3. Maybe the ability to control it with the mouse and attack people with the arms.
Alrighty then, since there's been no activity on here since before x-mas, I'm going to bump this up a bit.
I love the concept for this mod, I can't remember how many times I beat FF 3/6 but it was definitely more than 3 times. I'm sure there are a ton of people that play minecraft that would love to use this mod if it had more too it.
More beam attacks - already mentioned by others in previous pages, and ability to change beam size, ie a fan that's 1 tall, 3 wide for taking out a horde of mobs. 3X3 size for breaching walls - breaching only works with fire. Larger beams use more coal
Ability to use coal blocks for power.
Maybe some espers who you have to fight to gain new new abilities - must get them down to 20% health or less then use an esper beam on them?
“Sword whose attack power is bound to its wielder's HP.” —Description
The original appearance of the weapon, the Ultima Weapon (originally translated as Atma Weapon in the SNES and PlayStation releases) is found in the Cave to the Sealed Gate. A second Ultima Weapon can be stolen from Rest during the final battle. Ultima Weapon is incompatible with Bushido, Runic, or the Gauntlet, and it cannot be thrown. Terra, Locke, Edgar, and Celes can equip it. Unlike most incarnations of the weapon, the Ultima Weapon is given a backstory: The Ultima Weapon was created during the War of the Magi as a magical weapon for use in battle, which was said to reflect the power of who wields it. It is said to have been created around the same time as the magical beast that shares its name.
Although it has an attack power of 255, its damage is calculated differently than most weapons: the damage the Ultima Weapon does is based on the level of the character who is equipping it, and his or her current HP level compared to his or her max HP. When HP is high, the Ultima Weapon deals a large amount of damage. When HP is low, it deals a small amount of damage. The sprite used for the Ultima Weapon in battle is a glowing blue sword of varying length. The higher the damage dealt is, the longer the sword is. At its max power, the blade is longer than the user, and leaves multiple images when swung. The weapon ignores the target's defense when calculating damage.
The damage for Ultima Weapon is calculated as follows: Strength2 = Strength * 2 If Strength >= 128 then Strength2 = 255 instead Attack = Attack Power + Strength2 Damage = Attack Power + ((Level * Level * Attack) / 256) * 3 / 2 Random Variance Damage = (Damage * [224..255] / 256) + 1 Damage = damage * level Damage = damage * ((current HP / 256) + 1) / ((max HP / 256) + 1) Damage = (damage / 64) + 1
The length of Ultima Weapon length is determined by the damage dealt:
0 - 500 shortest
501 - 1000 medium
1001 - 9999 longest
'Cause who doesn't want a sword that gets longer the more health you have? I was thinking if implemented it could hit stuff 5 blocks away at full strength, less as you have less health.
Pilots - Wedge and Biggs, Moogles (which I see already as a spawn) (or, and I`d love you forever if you could do this - Little Maids as pilots! http://forum.minecraftuser.jp/viewtopic.php?f=13&t=176)- they could ride in other armour, follow you around, attack stuff, and help with wall breaching - if you start a breaching attack they`re come up on either side and do the same to the next 3X3 blocks beside the ones you`re aiming at. Or, maybe you can launch a beacon into the center of a town and they`ll just wander around torching things.
Anyways, just some ideas, hope you can use some of them.