If someone could let me know how it works that would be much appreciated. I'd like to have it tested better before I release it officially.
The defensive golems will now attack all hostile mobs. Turns out they do quite well against creepers, they're able to knock the creeper back before it explodes.
Good work, love this mod. This update makes things a lot more fun, with creepers exploding all over the place. To answer your question of how it works, didn't notice any problems. Snowmen attack your golems, but the golem behavior itself seems to work well. Stone Sword Golems VS creepers = amazing fun
A couple of general things:
- targeting is an issue, with golems ignoring some mobs in favor of others that they can't reach (seems you're already onto this though from your posts).
- random portals are great, but without more elaborate path-finding, the mountains or walls often prevent the mobs from ever reaching me. Something like the portal in the earlier version where we could choose its location (at least as an option. I can see that we can make placeholders but I can't figure out how to make that work as the active portal) would be better for building a defensible path / castle.
Side note: your mod works amazingly well in unison with Invasion Mod, but unfortunately that mod is only in 1.6.2. This is great in a way, because your mod's 1.6.2 version was the one without the random portal locations, which is what works best for defending a mountain-side (what I'm trying to do). Is it a lot of code that needs to be changed to make the archers fire at all hostiles? I could maybe have a crack at it myself if it's very noob level.
I think I'll test this in Multiplayer, would anybody be interested in helping?
Also, couldn't get this to load server side for multiplayer, though that was an early version & my client heavily modded already. Will play around a bit later
I've heard that path-finding and mob AI will be improved in Minecraft 1.8, hopefully that will fix a whole lot of the issues with this mod. I'm currently getting started with updating to 1.7. I'm going to have to rewrite a substantial part of the mod and I'm not sure how long that will take. Also, you should be able to set portal locations in the most recent version, I think I only took that option out for a couple versions.
Here's the code needed to get the golems to target all hostile mobs:
this.targetTasks.addTask(3, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, false, true, IMob.mobSelector));
As far as multiplayer goes, I haven't done any testing there. I'm not surprised if it doesn't work yet, though I do want to get this mod working in MP.
I've heard that path-finding and mob AI will be improved in Minecraft 1.8, hopefully that will fix a whole lot of the issues with this mod. I'm currently getting started with updating to 1.7. I'm going to have to rewrite a substantial part of the mod and I'm not sure how long that will take. Also, you should be able to set portal locations in the most recent version, I think I only took that option out for a couple versions.
Thanks mate, I'll give that a go.
I think one way I've seen other mods get around the path-finding problem is to have an engineer mob that builds bridges & ladders.
Thanks mate, I'll give that a go.
I think one way I've seen other mods get around the path-finding problem is to have an engineer mob that builds bridges & ladders.
Cheers
I was considering adding a mob along these lines, and maybe also ones that can climb walls like spiders.
I think I'm going to change the direction this mod is going somewhat. I'd like to put more focus upon the golem defenders, and have the mage, warrior, and archer golems all upgradable to new classes. The mage would upgrade into a fire or ice mage, the warrior would upgrade into a guardian or berserker, and the archer would upgrade into a rogue with poisonous arrows or a heavy damage assassin.
I'd like to get rid of the linear progression through the collector, and let you select a power level of 1-9 from the very beginning. Each wave of enemies would be a random selection of all the different mobs this mod adds, adjusted for the power level selected. Power level 1 would be fairly easy to solo, power level 9 would require either many players or an army of golems backing you up.
I'd like to rename the mod to focus upon that fact that it adds defensive mobs. "Base Defense Golems" is one idea, though I'm open to something more creative. I also want to do a regular release of this mod when I finish the changes I've mentioned, so it's no longer a "work in progress".
Current plan:
Upgrade to 1.7.2
Rework golem upgrading and add more golem classes
Add randomness to enemy spawns and rework difficulty levels
Single & Multiplayer testing
Do a full release
I'm open to any feedback or suggestions people have.
Add randomness to enemy spawns and rework difficulty levels
Single & Multiplayer testing
Do a full release
I'm open to any feedback or suggestions people have.
I liked the new golem ideas, different class splits seem like a nice change. I do think the Power levels could use some tweaking, but I still would prefer having to unlock them. So you need to do 1-8 before you could do 9. One thing I did notice with power levels before is that they didn't seem to be more rewarding at higher power levels as much since they still had same essence spawn times and mob drops; so maybe the new power levels could change that up a bit more to allow the lower power levels to have lesser essence/drops and the higher power levels to give much better for both.
The only other thing I question is the random selection of mobs per wave. Once you pick a power level, I think it should choose a type of enemy and then all 10 waves will use that type. That way it is still random, since you have no idea which it will pick, while still being able to know tactics for the next wave. E.g. is you pick power level 3 and it picks goblins, it would be goblins for all the waves; but then if you pick power level 3 again, it may be goblins, or rabid dwarves, or new mobs.
Anyway, I like the ideas you have for it so far. Just to check, are you planning to do the rebalance for 1.6.4 or just go right to 1.7 for it?
I'm planning on upgrading to 1.7 first, then doing the rebalancing. I may go back afterwards and apply the rebalance to the 1.6 version too, since it seems like there's a lot of people still using 1.6. I can also keep the requirement to unlock the different power levels, since I've already got that system in place. If someone wants to bypass the unlocking process, I'll make that possible through Creative mode.
As far as the random spawn goes, the first few levels should be pretty much the same, with mostly zoblins, and then later levels would start spawning the harder mobs. There's a couple reasons I want to do this, one is so I can create new mobs individually, instead of creating and balancing a whole class of mobs. It should make development much easier on me. Another reason is so I can implement a large range of difficulties automatically, nobody will have to wait on me to add the 3rd class of mobs. Also, I think the dwarves are kind of boring at the moment, and I feel that mixing zoblins in would make things more interesting. I'll see how it works, I may end up changing things back after I've got a better variety of mobs.
I'm planning on upgrading to 1.7 first, then doing the rebalancing. I may go back afterwards and apply the rebalance to the 1.6 version too, since it seems like there's a lot of people still using 1.6. I can also keep the requirement to unlock the different power levels, since I've already got that system in place. If someone wants to bypass the unlocking process, I'll make that possible through Creative mode.
As far as the random spawn goes, the first few levels should be pretty much the same, with mostly zoblins, and then later levels would start spawning the harder mobs. There's a couple reasons I want to do this, one is so I can create new mobs individually, instead of creating and balancing a whole class of mobs. It should make development much easier on me. Another reason is so I can implement a large range of difficulties automatically, nobody will have to wait on me to add the 3rd class of mobs. Also, I think the dwarves are kind of boring at the moment, and I feel that mixing zoblins in would make things more interesting. I'll see how it works, I may end up changing things back after I've got a better variety of mobs.
Yah, I know I will be using the mod in 1.6 so it would be cool to have the revised version, assuming it doesn’t break the old version too much XD
Also, what I meant seems to be kinda what you were going for. Pretty much I meant that each Power Level, should have a random choice of mob, but then once that is chosen it sticks with it to the end of the wave. So for Level 1, maybe the only option is Zoblin. But then for Level 2 it could pick Zoblin or Dwarf; but once it picked it, it would continue with the one until the wave ended. In later updates, you could add a 3rd option to the Level 2 that it could pick in addition to the first 2.
Pretty much, I am saying that once the portal is opened, it should be the same type of foe for all the waves; as opposed to wave 1 being zoblins, then in wave 2 a dif type of mob comes through the zoblin portal. So lore wise, once it connects to dimension, it only spawns mobs from that dimension. But if you try the same Level again, it can still connect to a new dimension.
As for the name, I do agree Edlrtich Empires, while cool sounding, doesn’t really suit the mods theme much. From the name I'd expect more of exploring and adventuring ruins or something. Base Defense Golems does sound a little too simplistic of a title though. Maybe something like Dimension Defense? Or Something Invaders? Just random ideas, but I think it should more represent "defending yourself from things coming through a portal trying to kill you".
Also, I had a cool idea for future update. Did you ever consider more of automation for the mod? Like maybe some way you could auto trigger the portal to activate with redstone. Then you would have golems to kill the waves. But the golems could also be set to grab any drops from mobs they kill and put it in a chest behind them. So maybe you could even use golems for a mob grinder or what not. Just a though anyway; but it would require you to be at a high tier and have a bunch of strong golems to do it automatically (or else it would fail).
Nice mod! has great potential and is fun to play. I just hope that when you upgrade the mod too 1.7.2 you keep updating the 1.6.4 version too.
If I may give some feedback, you might completely ignore it, but its always good to have ideas right? *maybe not but o well*
First feedback isn't an idea its just a bug, i think? but the zoblin bombers don't seem to want to explode, they take forever to set there bombs off and if i wasn't intentionally letting them live there's no way the mobs in the Zoblin waves would break through any defense.
currently each "round" has only 10 waves. would it be possible in the future for you to make a certain type of round mode that just continually goes until you shut off the collector, or until it gets destroyed? If its too complicated as far as coding goes, could you just have a last "mega" wave that repeats continually.
Also it would be nice if there was a wave type that has both Zoblins and Rabid dwarves together along with whatever other races you decide to add. (I know you've already hinted that you might do this, I think that is an awesome idea!)
I think it would be better if a portal was created in each direction, that way mobs are coming from all around and not just in one straight line. or make it so that each wave alternates from which direction it comes from.
And lastly, from playing the mod i feel that there needs to be more mobs that interact with the terrain, namely a mob that builds blocks/ladders so other mobs can climbs over walls or across moats too make it easier for them to breach castles and it would be totally awesome to have mobs climbing up/over your walls via ladders/earthworks. Also i think all the mobs should be able to break down doors.
All in all, awesome mod hope you keep up the good work!
First feedback isn't an idea its just a bug, i think? but the zoblin bombers don't seem to want to explode, they take forever to set there bombs off and if i wasn't intentionally letting them live there's no way the mobs in the Zoblin waves would break through any defense.
This is something I haven't found a good balance for yet. It's very random when they explode, and it usually takes a bit too long. I may make them function more like creepers, and put them on something like a 5 second timer when they're attacked or get close to the collector.
currently each "round" has only 10 waves. would it be possible in the future for you to make a certain type of round mode that just continually goes until you shut off the collector, or until it gets destroyed? If its too complicated as far as coding goes, could you just have a last "mega" wave that repeats continually.
I actually just changed the code around to make mob spawns random, which means this would be very easy to implement. Good idea, I'll see about adding it. I could even make it so they gradually get more and more difficult.
Also it would be nice if there was a wave type that has both Zoblins and Rabid dwarves together along with whatever other races you decide to add. (I know you've already hinted that you might do this, I think that is an awesome idea!)
I coded this in yesterday. Testing it out at the moment.
I think it would be better if a portal was created in each direction, that way mobs are coming from all around and not just in one straight line. or make it so that each wave alternates from which direction it comes from.
I may test this out someday, but I probably wont add it anytime soon. It's an interesting idea.
And lastly, from playing the mod i feel that there needs to be more mobs that interact with the terrain, namely a mob that builds blocks/ladders so other mobs can climbs over walls or across moats too make it easier for them to breach castles and it would be totally awesome to have mobs climbing up/over your walls via ladders/earthworks. Also i think all the mobs should be able to break down doors.
All in all, awesome mod hope you keep up the good work!
I added breaking down doors to my todo list. Attackers that build things is something I plan on adding, probably not right away though as getting the ai to make intelligent decisions is rather tricky. My focus at the moment is making the golem upgrades more varied and interesting.
And I do plan on continuing to support 1.6.4, it seems that backporting the new code should be fairly easy.
A multiplayer version soon would be nice, i'd like to defend a castle with friends.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I changed the way the upgrades work, so there's 6 new types of golem defenders. Two different upgrade options for each of the three base types. For instance, the stone mage can be upgraded to a fire mage that sets enemies on fire. I also changed the way the spawning works so it's a bit more random and there's now 9 different power levels.
However, there's a major bug in this version, which is why I haven't really released it yet. About 1 in 15 times that a player logs in, all the player data is lost, and they start back at the world spawn with no items. The world data is still saved, but all the player data disappears. I'm still working on finding a solution, though I suspect it's a bug with Forge itself.
Hmm, 1.7.2...I'm still in 1.6.4 because most of my mods down-graded in versions in 1.7...Plus it's a pain to change versions with mods, although i guess that's my problem. :/
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Oh, i just realized you're still supporting 1.6.4, thank you!
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Good work, love this mod. This update makes things a lot more fun, with creepers exploding all over the place. To answer your question of how it works, didn't notice any problems. Snowmen attack your golems, but the golem behavior itself seems to work well. Stone Sword Golems VS creepers = amazing fun
A couple of general things:
- targeting is an issue, with golems ignoring some mobs in favor of others that they can't reach (seems you're already onto this though from your posts).
- random portals are great, but without more elaborate path-finding, the mountains or walls often prevent the mobs from ever reaching me. Something like the portal in the earlier version where we could choose its location (at least as an option. I can see that we can make placeholders but I can't figure out how to make that work as the active portal) would be better for building a defensible path / castle.
Side note: your mod works amazingly well in unison with Invasion Mod, but unfortunately that mod is only in 1.6.2. This is great in a way, because your mod's 1.6.2 version was the one without the random portal locations, which is what works best for defending a mountain-side (what I'm trying to do). Is it a lot of code that needs to be changed to make the archers fire at all hostiles? I could maybe have a crack at it myself if it's very noob level.
Thanks for the great mod
Also, couldn't get this to load server side for multiplayer, though that was an early version & my client heavily modded already. Will play around a bit later
Here's the code needed to get the golems to target all hostile mobs:
As far as multiplayer goes, I haven't done any testing there. I'm not surprised if it doesn't work yet, though I do want to get this mod working in MP.
Thanks mate, I'll give that a go.
I think one way I've seen other mods get around the path-finding problem is to have an engineer mob that builds bridges & ladders.
Cheers
I was considering adding a mob along these lines, and maybe also ones that can climb walls like spiders.
Sure, go right ahead.
I'd like to get rid of the linear progression through the collector, and let you select a power level of 1-9 from the very beginning. Each wave of enemies would be a random selection of all the different mobs this mod adds, adjusted for the power level selected. Power level 1 would be fairly easy to solo, power level 9 would require either many players or an army of golems backing you up.
I'd like to rename the mod to focus upon that fact that it adds defensive mobs. "Base Defense Golems" is one idea, though I'm open to something more creative. I also want to do a regular release of this mod when I finish the changes I've mentioned, so it's no longer a "work in progress".
Current plan:
I liked the new golem ideas, different class splits seem like a nice change. I do think the Power levels could use some tweaking, but I still would prefer having to unlock them. So you need to do 1-8 before you could do 9. One thing I did notice with power levels before is that they didn't seem to be more rewarding at higher power levels as much since they still had same essence spawn times and mob drops; so maybe the new power levels could change that up a bit more to allow the lower power levels to have lesser essence/drops and the higher power levels to give much better for both.
The only other thing I question is the random selection of mobs per wave. Once you pick a power level, I think it should choose a type of enemy and then all 10 waves will use that type. That way it is still random, since you have no idea which it will pick, while still being able to know tactics for the next wave. E.g. is you pick power level 3 and it picks goblins, it would be goblins for all the waves; but then if you pick power level 3 again, it may be goblins, or rabid dwarves, or new mobs.
Anyway, I like the ideas you have for it so far. Just to check, are you planning to do the rebalance for 1.6.4 or just go right to 1.7 for it?
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
As far as the random spawn goes, the first few levels should be pretty much the same, with mostly zoblins, and then later levels would start spawning the harder mobs. There's a couple reasons I want to do this, one is so I can create new mobs individually, instead of creating and balancing a whole class of mobs. It should make development much easier on me. Another reason is so I can implement a large range of difficulties automatically, nobody will have to wait on me to add the 3rd class of mobs. Also, I think the dwarves are kind of boring at the moment, and I feel that mixing zoblins in would make things more interesting. I'll see how it works, I may end up changing things back after I've got a better variety of mobs.
Yah, I know I will be using the mod in 1.6 so it would be cool to have the revised version, assuming it doesn’t break the old version too much XD
Also, what I meant seems to be kinda what you were going for. Pretty much I meant that each Power Level, should have a random choice of mob, but then once that is chosen it sticks with it to the end of the wave. So for Level 1, maybe the only option is Zoblin. But then for Level 2 it could pick Zoblin or Dwarf; but once it picked it, it would continue with the one until the wave ended. In later updates, you could add a 3rd option to the Level 2 that it could pick in addition to the first 2.
Pretty much, I am saying that once the portal is opened, it should be the same type of foe for all the waves; as opposed to wave 1 being zoblins, then in wave 2 a dif type of mob comes through the zoblin portal. So lore wise, once it connects to dimension, it only spawns mobs from that dimension. But if you try the same Level again, it can still connect to a new dimension.
As for the name, I do agree Edlrtich Empires, while cool sounding, doesn’t really suit the mods theme much. From the name I'd expect more of exploring and adventuring ruins or something. Base Defense Golems does sound a little too simplistic of a title though. Maybe something like Dimension Defense? Or Something Invaders? Just random ideas, but I think it should more represent "defending yourself from things coming through a portal trying to kill you".
Also, I had a cool idea for future update. Did you ever consider more of automation for the mod? Like maybe some way you could auto trigger the portal to activate with redstone. Then you would have golems to kill the waves. But the golems could also be set to grab any drops from mobs they kill and put it in a chest behind them. So maybe you could even use golems for a mob grinder or what not. Just a though anyway; but it would require you to be at a high tier and have a bunch of strong golems to do it automatically (or else it would fail).
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I don't mind.
If I may give some feedback, you might completely ignore it, but its always good to have ideas right? *maybe not but o well*
First feedback isn't an idea its just a bug, i think? but the zoblin bombers don't seem to want to explode, they take forever to set there bombs off and if i wasn't intentionally letting them live there's no way the mobs in the Zoblin waves would break through any defense.
currently each "round" has only 10 waves. would it be possible in the future for you to make a certain type of round mode that just continually goes until you shut off the collector, or until it gets destroyed? If its too complicated as far as coding goes, could you just have a last "mega" wave that repeats continually.
Also it would be nice if there was a wave type that has both Zoblins and Rabid dwarves together along with whatever other races you decide to add. (I know you've already hinted that you might do this, I think that is an awesome idea!)
I think it would be better if a portal was created in each direction, that way mobs are coming from all around and not just in one straight line. or make it so that each wave alternates from which direction it comes from.
And lastly, from playing the mod i feel that there needs to be more mobs that interact with the terrain, namely a mob that builds blocks/ladders so other mobs can climbs over walls or across moats too make it easier for them to breach castles and it would be totally awesome to have mobs climbing up/over your walls via ladders/earthworks. Also i think all the mobs should be able to break down doors.
All in all, awesome mod hope you keep up the good work!
This is something I haven't found a good balance for yet. It's very random when they explode, and it usually takes a bit too long. I may make them function more like creepers, and put them on something like a 5 second timer when they're attacked or get close to the collector.
I actually just changed the code around to make mob spawns random, which means this would be very easy to implement. Good idea, I'll see about adding it. I could even make it so they gradually get more and more difficult.
I coded this in yesterday. Testing it out at the moment.
I may test this out someday, but I probably wont add it anytime soon. It's an interesting idea.
I added breaking down doors to my todo list. Attackers that build things is something I plan on adding, probably not right away though as getting the ai to make intelligent decisions is rather tricky. My focus at the moment is making the golem upgrades more varied and interesting.
And I do plan on continuing to support 1.6.4, it seems that backporting the new code should be fairly easy.
I guess I'll be back to post a video later, (maybe tomorrow).
'Combat' Update
No weapons
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Here's the 1.7.2 version, it worked in multiplayer last time I tested it: https://www.dropbox.com/s/um7oadk7si98spj/golemdefenders-0.9.jar
I changed the way the upgrades work, so there's 6 new types of golem defenders. Two different upgrade options for each of the three base types. For instance, the stone mage can be upgraded to a fire mage that sets enemies on fire. I also changed the way the spawning works so it's a bit more random and there's now 9 different power levels.
However, there's a major bug in this version, which is why I haven't really released it yet. About 1 in 15 times that a player logs in, all the player data is lost, and they start back at the world spawn with no items. The world data is still saved, but all the player data disappears. I'm still working on finding a solution, though I suspect it's a bug with Forge itself.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!