I have an idea for the catapult. You would need to craft first Large Planks, which would be three wooden planks in a row. Then you would need
(Im going to use the red boxes as large planks)(Large bowl with a complete U of wooden planks as a yellow box)(Iron bar with three ingots in a row as gray box)(Tough string with three in a row as blue box)
Empty Empty
[Gray]
You would also need Large Stones with four cobblestones in a box shape(to craft) to load into a placed catapult as ammo like a furnace. Using it with some redstone and a lever or something(like a door)and it will automatically fire the rocks at a 45 degree angle and let gravity do the rest. Intervals would of course be slow as well.
PS Yes I know the Gray box doesn't work lol
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In combat, would a npc with out a weapon fight like a zombie? If it did, then creepers would not be a threat unless you are by yourself. Skeletons would quickly become a greater threat because they could just pick off colonists with out taking damage.
In combat, would a npc with out a weapon fight like a zombie? If it did, then creepers would not be a threat unless you are by yourself. Skeletons would quickly become a greater threat because they could just pick off colonists with out taking damage.
Regular colonists would have bow and arrow and would keep away. Soldiers would have both sword and bow and arrow, and would fire arrows as they close to melee attack. Rudimentary AI would also be nice, having them run back into town when very wounded.
But I don't think catapults and trebuchets should be craftable. It wouldn't be minecraft-ish (It would seem somewhat like Wurm). With sufficent materials, a player can already create a well-working cannon, using tnt to shoot a tnt block against a wall.
As an alternative for craftable siege-engines, how about some new kinds of tnt? First, the standard tnt block should give you 3 blocks of tnt instead of 1, as sieging would cost more than you earned if not. There should also be some sort of gunpowder block. Easy craftable, requireing only 1 unit of gunpowder, a gunpowder block could be a block that when triggered, simply sent certain blocks (like sand, gravel, and tnt-blocks) flying, without destroying or hurting anyone/thing.
I LOVE this list of ideas...I'm not a big multi-player person, but I also dislike feeling like the last guy on earth. I've thought for a while that NPCs would be a great add.
What I think this is really leaning toward is a blend of Minecraft and Dwarven Fortress, because...
From a programming standpoint (I M 1), it's problematic just to try to have NPCs wander around doing stuff without them not messing up with the player has done already. So, that would mean either a) keeping track of what blocks a player has touched/placed or :cool.gif: providing a means of designating what actions can be taken and in what areas they can be taken.
Dwarven Fortress, if you haven't played it, allows a player to mark off an area which NPCs can go and do the operation in (for example, mining out an area). Likewise, with Minecraft, I could see a system where a player could say "farm here, level the area...when there are crops to harvest, take them to the granary, when there are extra seeds and ground, plant those seeds..." etc. So, if you have an NPC that's a designated farmer, they could go at it in between other stuff.
NPC mining would be a little trickier...they obviously would dig down. What happens when a miner gets to the bottom of a pit he's digging in and can't get back out? Obviously, the player could come by and build stairs, or would the miner build in a ladder or stairs?
Guards, yeah, those're easier.
Building buildings...I'm sure that Notch & Co. have at least given some thought to this. I think it would be reasonable to give NPCs "spider powers" and let them climb up and down walls, simulating the use of climbing gear or scaffolds or something. It would look a little goofy, but hey...everything looks like a block in this game, so some artistic license should fly. They would level out the ground at the deisgnated building spot, then get to work placing blocks until they ran out of blocks, were killed or were put on another project. If something happened to that NPC, it should be possible for another NPC to be given a build order that would let them complete the rest of the structure. Blocks could be drawn from a "block depot" set up somewhere in the colony. There could be a stock set of plans and a mechanism to allow the user to create more of them.
For NPC towns and whatnot, there could be AI which would spawn a center point to a town, then another AI routine to figure out what should be built and where, using some other parameters (like land elevation, area of land that falls within maybe 3 elevation changes of the central point, proximity to large bodies of water, and so on).
I don't think it's reasonable to expect these things to work perfectly at first, but I think it would add some great flavor and interest to the game, as well as not being overly difficult to program (again, looking at this from a programmer's perspective and how I would do it).
I think having NPC's would be a terrible idea for minecraft. What you're suggesting is that people show up and do the work for you. you lose a diamond -
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But I don't think catapults and trebuchets should be craftable. It wouldn't be minecraft-ish (It would seem somewhat like Wurm). With sufficent materials, a player can already create a well-working cannon, using tnt to shoot a tnt block against a wall.
It's not a cannon. It's a collection of blocked used to approximate a cannon. In colony mode the NPCs will have town walls. They will improve in construction as time goes by. The player, be he combat minded, will need a way to get himself and his soldiers through that wall. Through arrow fire. Hence, a crafted mechanism to bypass this defense is preferential.
Quote from Lethos »
As an alternative for craftable siege-engines, how about some new kinds of tnt? First, the standard tnt block should give you 3 blocks of tnt instead of 1, as sieging would cost more than you earned if not. There should also be some sort of gunpowder block. Easy craftable, requireing only 1 unit of gunpowder, a gunpowder block could be a block that when triggered, simply sent certain blocks (like sand, gravel, and tnt-blocks) flying, without destroying or hurting anyone/thing.
That would make any non-obsidian wall completely irrelevant with very little effort. I want to challenge the player.
I LOVE this list of ideas...I'm not a big multi-player person, but I also dislike feeling like the last guy on earth. I've thought for a while that NPCs would be a great add.
*nods*
Quote from jc4751 »
What I think this is really leaning toward is a blend of Minecraft and Dwarven Fortress, because...
Never heard of it. I'll have to look into that game to understand this reference. And I will, I've got a lot of free time lately.
Quote from jc4751 »
From a programming standpoint (I M 1), it's problematic just to try to have NPCs wander around doing stuff without them not messing up with the player has done already. So, that would mean either a) keeping track of what blocks a player has touched/placed or :cool.gif: providing a means of designating what actions can be taken and in what areas they can be taken.
Other-town-NPCs will only stay within their claimed territory, save if they're aggressive towards another colony, at which point they will loot resources if they can get away with it. Within the player colony, the only trouble I can see happening is the mining NPC(s). Perhaps only have them mine straight down until they hit bedrock, then branch out there.
Quote from jc4751 »
Dwarven Fortress, if you haven't played it, allows a player to mark off an area which NPCs can go and do the operation in (for example, mining out an area). Likewise, with Minecraft, I could see a system where a player could say "farm here, level the area...when there are crops to harvest, take them to the granary, when there are extra seeds and ground, plant those seeds..." etc. So, if you have an NPC that's a designated farmer, they could go at it in between other stuff.
Similar system here, from the way you describe it. But the townspeople would perform their job-based-activities directly next to their homes (farming for example), excepting foresters, soldiers...
Quote from jc4751 »
NPC mining would be a little trickier...they obviously would dig down. What happens when a miner gets to the bottom of a pit he's digging in and can't get back out? Obviously, the player could come by and build stairs, or would the miner build in a ladder or stairs?
Ladders, or just mine down a spiral staircase. Perhaps have them add railway after finding a certain amount of iron. Honestly, though, out of everything I have suggested, I think the mining NPC will be the most difficult to add. I'll have to mull this over and see if I can pseudocode up an easy way to logically mine.
Quote from jc4751 »
Guards, yeah, those're easier.
Yep. See thing, shoot/hit thing.
Quote from jc4751 »
Building buildings...I'm sure that Notch & Co. have at least given some thought to this. I think it would be reasonable to give NPCs "spider powers" and let them climb up and down walls, simulating the use of climbing gear or scaffolds or something. It would look a little goofy, but hey...everything looks like a block in this game, so some artistic license should fly. They would level out the ground at the deisgnated building spot, then get to work placing blocks until they ran out of blocks, were killed or were put on another project. If something happened to that NPC, it should be possible for another NPC to be given a build order that would let them complete the rest of the structure. Blocks could be drawn from a "block depot" set up somewhere in the colony. There could be a stock set of plans and a mechanism to allow the user to create more of them.
The way I'm envisioning it, the NPCs cannot be directly controlled or ordered, excepting the soldiers following the player when the town watch bell is struck. I don't want to turn this into an RTS, really.
Quote from jc4751 »
For NPC towns and whatnot, there could be AI which would spawn a center point to a town, then another AI routine to figure out what should be built and where, using some other parameters (like land elevation, area of land that falls within maybe 3 elevation changes of the central point, proximity to large bodies of water, and so on).
For housing placement, you mean? Yes, this stands to reason.
Quote from jc4751 »
I don't think it's reasonable to expect these things to work perfectly at first, but I think it would add some great flavor and interest to the game, as well as not being overly difficult to program (again, looking at this from a programmer's perspective and how I would do it).
I think having NPC's would be a terrible idea for minecraft. What you're suggesting is that people show up and do the work for you. you lose a diamond -
1.) They do some work.
2.) Things will never get to the point where the player has no responsibilities / difficulties to address.
3.) Items made / harvested by NPC townsfolk are not free. The player must pay for them in coin. The player can also steal from other towns, but this will cause large scale conflict.
4.) You didn't give a diamond, so you have no diamond to take away. If you take away a diamond, you are stealing from someone else who did. Hence, you are a thief. *rings town watch bell*
What I think this is really leaning toward is a blend of Minecraft and Dwarven Fortress.
really?? i was thinking more like stronghold. maybe stronghold crusader but not stronghold 2 cause that one sucked.
what i believe is that to make the entire town building easier and cleaner it should be centralized by what i said above. a community chest that you would craft and put down in an area that would be straight enough for building a town, then any npcs in the area come and begin building where you placed the block. the npcs themselves should be automatic to some point. but you should be able to set a rudimentary routine of what they should do. for example you could order a miner to mine only coal, or to avoid coal and collect iron. and different things like that. but if these ideas are to work then mojang and notch would have to design an AI interface for you to set how you would want the town to be designed. where npcs could build where they couldn't and what jobs would be occupied by which npcs
all in all. this idea if made a reality is going to be one major headache that would require many hours of work to finish. but i hope someone sees this and wants to build it
I think having NPC's would be a terrible idea for minecraft. What you're suggesting is that people show up and do the work for you. you lose a diamond -
oh trust me, its is going to be a giant amount of work for the person who is running a town
I honestly don't like the community chest idea. I'd prefer to have the NPCs set up storage for their wares in their homes, flagged as their ownership. I don't want the NPC homes to by aesthetic only, I want them to be actively used by the NPCs. Additionally, a centralized chest like that would let the player take whatever he wanted, and the townspeople aren't there for the player's benefit, but rather for communal security.
PetahBread15 wrote:
In combat, would a npc with out a weapon fight like a zombie? If it did, then creepers would not be a threat unless you are by yourself. Skeletons would quickly become a greater threat because they could just pick off colonists with out taking damage.
Wackjob wrote:
Regular colonists would have bow and arrow and would keep away. Soldiers would have both sword and bow and arrow, and would fire arrows as they close to melee attack. Rudimentary AI would also be nice, having them run back into town when very wounded.
If everyone had a bow, then all hostile mobs besides skeletons are pointless. This would also make the soldier's sword useless. It would make more sense if no one had a weapon at all, except soldiers. However, maybe if the town was under attack, the y could all get a sword from the blacksmith?
This is amazing. A separate mode of "Society" or "Civilization" or "Colony" would be fantastic. Hard to code, figure out, and program, yes, but fantastic.
PetahBread15 wrote:
In combat, would a npc with out a weapon fight like a zombie? If it did, then creepers would not be a threat unless you are by yourself. Skeletons would quickly become a greater threat because they could just pick off colonists with out taking damage.
Hrm. Perhaps an NPC armorer? Soldiers would spend their hard earned gold on armor, making them more effective.
Quote from PetahBread15 »
If everyone had a bow, then all hostile mobs besides skeletons are pointless. This would also make the soldier's sword useless. It would make more sense if no one had a weapon at all, except soldiers. However, maybe if the town was under attack, the y could all get a sword from the blacksmith?
You're looking at the enemy volume from the survival mode standpoint. In colony mode, enemy numbers would be significantly higher, making town based coordinated defense vital. I really should clarify that point... *heads to OP to edit*
You can get stuff you suggested here from modifications, (MODS,) don't forget this is minecraft, a huge adventure game. But since everyone plays it a different way, (You wanting to play it in an isolated city with currency,) I can't tell people how to play it.
However,
If realism mode comes out, there should be currency, and more realistic things (Subtracting the unrealistic things too, such as the Nether.)
Minecraft should stay the same type of game it is now, simply fun.
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You can get stuff you suggested here from modifications, (MODS,) don't forget this is minecraft, a huge adventure game. But since everyone plays it a different way, (You wanting to play it in an isolated city with currency,) I can't tell people how to play it.
However,
If realism mode comes out, there should be currency, and more realistic things (Subtracting the unrealistic things too, such as the Nether.)
Minecraft should stay the same type of game it is now, simply fun.
Please read the entire text. I know it's a 9000-point-damaging wall of text, but try to endure. But I will say that this is a recommendation for a new mode of play, not an addendum to existing creative or survival mode. If my suggestions were to be implemented, your favorite mode will escape with her virtue intact.
(Im going to use the red boxes as large planks)(Large bowl with a complete U of wooden planks as a yellow box)(Iron bar with three ingots in a row as gray box)(Tough string with three in a row as blue box)
Empty Empty
[Gray]
You would also need Large Stones with four cobblestones in a box shape(to craft) to load into a placed catapult as ammo like a furnace. Using it with some redstone and a lever or something(like a door)and it will automatically fire the rocks at a 45 degree angle and let gravity do the rest. Intervals would of course be slow as well.
PS Yes I know the Gray box doesn't work lol
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
Regular colonists would have bow and arrow and would keep away. Soldiers would have both sword and bow and arrow, and would fire arrows as they close to melee attack. Rudimentary AI would also be nice, having them run back into town when very wounded.
But I don't think catapults and trebuchets should be craftable. It wouldn't be minecraft-ish (It would seem somewhat like Wurm). With sufficent materials, a player can already create a well-working cannon, using tnt to shoot a tnt block against a wall.
As an alternative for craftable siege-engines, how about some new kinds of tnt? First, the standard tnt block should give you 3 blocks of tnt instead of 1, as sieging would cost more than you earned if not. There should also be some sort of gunpowder block. Easy craftable, requireing only 1 unit of gunpowder, a gunpowder block could be a block that when triggered, simply sent certain blocks (like sand, gravel, and tnt-blocks) flying, without destroying or hurting anyone/thing.
What I think this is really leaning toward is a blend of Minecraft and Dwarven Fortress, because...
From a programming standpoint (I M 1), it's problematic just to try to have NPCs wander around doing stuff without them not messing up with the player has done already. So, that would mean either a) keeping track of what blocks a player has touched/placed or :cool.gif: providing a means of designating what actions can be taken and in what areas they can be taken.
Dwarven Fortress, if you haven't played it, allows a player to mark off an area which NPCs can go and do the operation in (for example, mining out an area). Likewise, with Minecraft, I could see a system where a player could say "farm here, level the area...when there are crops to harvest, take them to the granary, when there are extra seeds and ground, plant those seeds..." etc. So, if you have an NPC that's a designated farmer, they could go at it in between other stuff.
NPC mining would be a little trickier...they obviously would dig down. What happens when a miner gets to the bottom of a pit he's digging in and can't get back out? Obviously, the player could come by and build stairs, or would the miner build in a ladder or stairs?
Guards, yeah, those're easier.
Building buildings...I'm sure that Notch & Co. have at least given some thought to this. I think it would be reasonable to give NPCs "spider powers" and let them climb up and down walls, simulating the use of climbing gear or scaffolds or something. It would look a little goofy, but hey...everything looks like a block in this game, so some artistic license should fly. They would level out the ground at the deisgnated building spot, then get to work placing blocks until they ran out of blocks, were killed or were put on another project. If something happened to that NPC, it should be possible for another NPC to be given a build order that would let them complete the rest of the structure. Blocks could be drawn from a "block depot" set up somewhere in the colony. There could be a stock set of plans and a mechanism to allow the user to create more of them.
For NPC towns and whatnot, there could be AI which would spawn a center point to a town, then another AI routine to figure out what should be built and where, using some other parameters (like land elevation, area of land that falls within maybe 3 elevation changes of the central point, proximity to large bodies of water, and so on).
I don't think it's reasonable to expect these things to work perfectly at first, but I think it would add some great flavor and interest to the game, as well as not being overly difficult to program (again, looking at this from a programmer's perspective and how I would do it).
Thank you.
It's not a cannon. It's a collection of blocked used to approximate a cannon. In colony mode the NPCs will have town walls. They will improve in construction as time goes by. The player, be he combat minded, will need a way to get himself and his soldiers through that wall. Through arrow fire. Hence, a crafted mechanism to bypass this defense is preferential.
That would make any non-obsidian wall completely irrelevant with very little effort. I want to challenge the player.
*nods*
Never heard of it. I'll have to look into that game to understand this reference. And I will, I've got a lot of free time lately.
Other-town-NPCs will only stay within their claimed territory, save if they're aggressive towards another colony, at which point they will loot resources if they can get away with it. Within the player colony, the only trouble I can see happening is the mining NPC(s). Perhaps only have them mine straight down until they hit bedrock, then branch out there.
Similar system here, from the way you describe it. But the townspeople would perform their job-based-activities directly next to their homes (farming for example), excepting foresters, soldiers...
Ladders, or just mine down a spiral staircase. Perhaps have them add railway after finding a certain amount of iron. Honestly, though, out of everything I have suggested, I think the mining NPC will be the most difficult to add. I'll have to mull this over and see if I can pseudocode up an easy way to logically mine.
Yep. See thing, shoot/hit thing.
The way I'm envisioning it, the NPCs cannot be directly controlled or ordered, excepting the soldiers following the player when the town watch bell is struck. I don't want to turn this into an RTS, really.
For housing placement, you mean? Yes, this stands to reason.
I wish I could play it right now, actually.
1.) They do some work.
2.) Things will never get to the point where the player has no responsibilities / difficulties to address.
3.) Items made / harvested by NPC townsfolk are not free. The player must pay for them in coin. The player can also steal from other towns, but this will cause large scale conflict.
4.) You didn't give a diamond, so you have no diamond to take away. If you take away a diamond, you are stealing from someone else who did. Hence, you are a thief. *rings town watch bell*
[] [] []
[]
really?? i was thinking more like stronghold. maybe stronghold crusader but not stronghold 2 cause that one sucked.
what i believe is that to make the entire town building easier and cleaner it should be centralized by what i said above. a community chest that you would craft and put down in an area that would be straight enough for building a town, then any npcs in the area come and begin building where you placed the block. the npcs themselves should be automatic to some point. but you should be able to set a rudimentary routine of what they should do. for example you could order a miner to mine only coal, or to avoid coal and collect iron. and different things like that. but if these ideas are to work then mojang and notch would have to design an AI interface for you to set how you would want the town to be designed. where npcs could build where they couldn't and what jobs would be occupied by which npcs
all in all. this idea if made a reality is going to be one major headache that would require many hours of work to finish. but i hope someone sees this and wants to build it
oh trust me, its is going to be a giant amount of work for the person who is running a town
If everyone had a bow, then all hostile mobs besides skeletons are pointless. This would also make the soldier's sword useless. It would make more sense if no one had a weapon at all, except soldiers. However, maybe if the town was under attack, the y could all get a sword from the blacksmith?
Hrm. Perhaps an NPC armorer? Soldiers would spend their hard earned gold on armor, making them more effective.
You're looking at the enemy volume from the survival mode standpoint. In colony mode, enemy numbers would be significantly higher, making town based coordinated defense vital. I really should clarify that point... *heads to OP to edit*
Thank you. Let's hope this thread gets a little Notching, eh?
However,
If realism mode comes out, there should be currency, and more realistic things (Subtracting the unrealistic things too, such as the Nether.)
Minecraft should stay the same type of game it is now, simply fun.
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Please read the entire text. I know it's a 9000-point-damaging wall of text, but try to endure. But I will say that this is a recommendation for a new mode of play, not an addendum to existing creative or survival mode. If my suggestions were to be implemented, your favorite mode will escape with her virtue intact.