As you can guess by the title, this "update" will be based on NPC villages.
1. Villager Types
So, this is probably the main part of the update, of course there will be new villager types. I have four in mind:
Worker
Abilities
Gathers wood and stone from the forest and caves.
Attributes
Needs to gather resources before you can trade.
Flees to village immediately if it encounters a zombie in a cave.
Soldier
Abilities
Defends against zombie attacks.
Attributes
Can be given swords and armor to increase its power.
Runs to a Wizard for healing if low on HP.
Wizard
Abilities
Defends against zombie attacks.
Attributes
Fights with Healing and Speed potions.
Heals any Soldiers with low HP.
Potions are limited, if it runs out of potions it fights with a wooden sword.
Builder
Abilities
Builds structures for new villagers made by breeding.
Attributes
Needs resources before building can start.
Structure made depends on the class of villager.
2. New Structures
A major part of villages are structures, so here are some for the types of villagers I've thought up. For balancing, all of these rarely generate.
Worker Camp
This spawns with two natural Workers.
Barracks
Spawns one natural Soldier and one natural Wizard.
Workshop
Spawns one natural Builder.
3. Zombie Attacks
I've changed the system for zombie attacks a little bit.
An "army" is prepared for each village. Depending on how many houses, Soldiers and how strong the defense is, the army's numbers will increase. For each zombie killed, the army loses one zombie. Chance for an attack to happen is 75%.
The zombies' confidence increases or decreases depending on how successful their attacks have been. If they manage to kill many villagers, they will get confident and will send in less. However, if defending has been successful, the zombies will get desperate and attack in greater numbers. The minimum zombies for an attack is 5-max.
At day, zombies retreat for shelter. The Soldiers and Wizards will chase the zombies in a hard effort to continually decrease the numbers of the attackers, but they will not chase them for a long period of time.
If a zombie army is completely wiped out, the village can no longer be attacked, and the Soldiers and Wizards turn into normal villagers, with a random class.
So, that's all for my "Update". I might add more to this. I've never had a successful suggestion, so knowing you guys, you'd rant on this. I don't care, really.
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Almost all of these are good in theory, but some could be problematic in practice; for example, how is it made sure that a miner doesn't mine a player's structure? The wizard should have a name change, and should be of the "Priest" profession. I don't think the term "wizard" really fits in with the game.
The armies and zombie attack system sound really cool, though I think the "villager army" should be more like a militia and not be organized. Maybe blacksmiths, nitwits, fletchers, and the wizards could be the professions that fight.
Question: Would the zombie confidence be saved to the biome that you're in or the chunk that you're in?
If instead, the villagers attack, they would like the original villagers, go inside their houses.
Also the wizard would cure the zombie villagers as well.
Don't forget miners. They work in mineshafts too.
Thanks for the support! The Soldiers and Wizards have no intention of attacking the zombies' base, primarily because they don't know where their base is. Also the zombie villager curing part doesn't really seem fit for the Wizards. Maybe for the Clerics or something. And maybe I'll consider the Miner part.
Almost all of these are good in theory, but some could be problematic in practice; for example, how is it made sure that a miner doesn't mine a player's structure? The wizard should have a name change, and should be of the "Priest" profession. I don't think the term "wizard" really fits in with the game.
The armies and zombie attack system sound really cool, though I think the "villager army" should be more like a militia and not be organized. Maybe blacksmiths, nitwits, fletchers, and the wizards could be the professions that fight.
Question: Would the zombie confidence be saved to the biome that you're in or the chunk that you're in?
Assuming you meant the village, it doesn't mine structures that the game recognizes as a village building. I chose Wizard because Cleric (Priest section) and Witch are already taken. Maybe the militia would be considered. And, here's the answer to your question: Confidence would be saved to the chunk you're in, because if it was biome-saved, then armies would attack villages they're not even assigned to.
As you can guess by the title, this "update" will be based on NPC villages. 1. Villager Types So, this is probably the main part of the update, of course there will be new villager types. I have four in mind:
Worker
Abilities
Gathers wood and stone from the forest and caves. Sounds good; though I think that this should be a career, with professions "Lumberjack", "Miner", etc. with individual behaviors- just like how you have Tool Smiths, Armor Smiths, Weapon Smiths, etc. in the Blacksmith career. Because marking every single block with a "natural" or "player made" tag is processor intensive, it should simply cut down and immediately replant trees, as well as mine only blocks of ore it encounters. Smooth stone runs the risk of it mining away someone's building.
Attributes
Needs to gather resources before you can trade. Flees to village immediately if it encounters a zombie in a cave.
Soldier
Abilities
Defends against zombie attacks. Idea: you can "conscript" them by giving any villager a weapon, in exchange for that villager losing their previous trades. A player whose little army just got wiped out by a zombie attack could hastily prepare for the next wave this way. Additionally- as an idea I've touched on some of my own villager suggestions- created soldiers could obey certain orders from the player (follow me, stay here, patrol this village, attack other players, etc.) via buttons on their old trading HUD; this way you could use them as guards if you'd like, or fill one village's garrison with excess troops from another one's.
Attributes
Can be given swords and armor to increase its power. Runs to a Wizard for healing if low on HP. I think that they should naturally spawn with a 50/50 mix of swords and bows, and you should be able to switch the weapon of any given soldier by throwing them a weapon. They could naturally spawn with some light equipment (iron chestplate, leather leggings and boots, etc- a helmet looks weird on Villager heads, so I think they should have Illusioner-style hoods in brown color). Personally, in my own suggestions I give villagers some kind of musket so they can outrange skeletons and look a bit unique, but if you're shooting for a more "early medieval" type of soldier than sword/bow will work well.
WizardI think calling them "Alchemists" would work better, because they use potions and not casted spells (the way an Evoker does).
Abilities
Defends against zombie attacks.
Attributes
Fights with Healing and Speed potions. Heals any Soldiers with low HP. Potions are limited, if it runs out of potions it fights with a wooden sword. I think they should utilize various offensive potions too, like Slowness or Healing (which harms undead mobs).
Builder
Abilities
Builds structures for new villagers made by breeding. They should also build when there's an exact ratio of houses to villagers (i.e. just 1 more and breeding will begin).
Attributes
Needs resources before building can start. Structure made depends on the class of villager. Workers should throw Builders resources to accomplish this. This way, a village can slowly expand naturally.
2. New Structures A major part of villages are structures, so here are some for the types of villagers I've thought up. For balancing, all of these rarely generate.
Worker Camp This spawns with two natural Workers.
Barracks Spawns one natural Soldier and one natural Wizard. I wager that Churches should spawn Wizards; the Barracks should just contain an entry-level garrison of three to five Soldiers, and it'd be good if it appeared only once in a village- but did so always. That way, you never get a village that's 100% defenseless.
Workshop Spawns one natural Builder.
3. Zombie Attacks I've changed the system for zombie attacks a little bit.
An "army" is prepared for each village. Depending on how many houses, Soldiers and how strong the defense is, the army's numbers will increase. For each zombie killed, the army loses one zombie. Chance for an attack to happen is 75%.
The zombies' confidence increases or decreases depending on how successful their attacks have been. If they manage to kill many villagers, they will get confident and will send in less. However, if defending has been successful, the zombies will get desperate and attack in greater numbers. The minimum zombies for an attack is 5-max.
At day, zombies retreat for shelter. The Soldiers and Wizards will chase the zombies in a hard effort to continually decrease the numbers of the attackers, but they will not chase them for a long period of time.
If a zombie army is completely wiped out, the village can no longer be attacked, and the Soldiers and Wizards turn into normal villagers, with a random class.
So, that's all for my "Update". I might add more to this. I've never had a successful suggestion, so knowing you guys, you'd rant on this. I don't care, really.
My comments are in bold.
Overall, I like this a lot. Support!
I've taken your comments and replied to them. My responses are in bold.
I think the Worker should have a career, like Lumberjack, Miner, etc. Maybe that would work, possibly because you'd want a Worker to get some wood and then they suddenly just dash to the caves and grab some stone.
Workers should only hit specific structures, like trees only and ores. I think I know why you said this, you thought that they'd hit structures made by Builders and players. I thought of a way to counter this, and Workers wouldn't hit what the game recognizes as an village structure. While that's only half of the problem fixed, I have no idea on how they wouldn't hit buildings players made.
Other villager types should turn into Soldiers and Wizards. I agree with this, and maybe the army might have been a little too small. Maybe there'd be this "Equip" button on the trading GUI, which would open up the villager's weapons and armor. Even giving the slightest of weapons would turn them into one.
You should be able to "order" the army around, giving them specific actions, like follow, guard, or attack other players. Follow and guard, I support. I don't like attack other players, though, but I do suppose that could be a last resort if rude players attack the village themselves.
Soldiers should spawn with an inventory that has a 50-50 ratio of swords and ammo. 50% swords, no way. I wouldn't make them spawn with multiple swords. But 50% arrows, I support that.
You should be able to change the weapon of Soldiers by throwing it at them. Well, I don't entirely agree with this. I mean, take a scenario of an attack, and you're with them. You want a Soldier to shoot zombies, and then you throw him a bow. But then the zombies would (naturally) swarm the Soldier, preventing him from taking it. I think that you could "lock" a Soldier to a certain weapon so you don't need to do it the hard way.
I believe the Wizard should be renamed to "Alchemist". I picked Wizard because Witches throw potions, so why not do it for the male counterpart?
The Wizard might need some extra offensive potions in their inventory, like Slowness. Assuming you meant Poison, Slowness, and Weakness, Poison doesn't affect zombies, and, even worse, it would affect Soldiers. Slowness could possibly be for during the zombie army's retreat phase, and Weakness does affect zombies, but it does carry the risk of weakening the Soldiers. You mentioned Healing, too. That's in their inventory already.
Builders should work when there's an equal ratio of houses-villagers. I'm not really sure how this would work, maybe you could explain what you mean?
Workers should throw resources to Builders so building can start. Originally, I thought that you could give the Builder resources directly. Workers would put their resources in a chest at the Worker Camp, and Builders would come and take the materials. But I believe that's a faster way.
Churches should spawn Wizards, and the Barracks should spawn more than two Soldiers. Plus, the Barracks should always spawn. Well, there would be a rare case where it doesn't spawn, but its chance of getting attacked is severely lowered to 5%.
That's all of my responses to you. Thanks for the support!
Rollback Post to RevisionRollBack
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
This fake achievement represents my RPG, Craftasm. Check it out on the forum games.
I've taken your comments and replied to them. My responses are in bold.
I think the Worker should have a career, like Lumberjack, Miner, etc. Yes. This would simplify things for them and would stay consistent with other careers/professions.
Workers should only hit specific structures, like trees only and ores. Yes. This is to prevent griefing without having to use lag-intensive checks on every single block to see if it was player placed, village generated, or just natural.
Other villager types should turn into Soldiers and Wizards. Only if you give them a weapon.
You should be able to "order" the army around, giving them specific actions, like follow, guard, or attack other players. Not the whole thing, but individual soldiers, much like wolves. You can get them to follow you, guard, or just wander in the village like normal. The player attacking thing is so that if you "conscript" numerous soldiers in an SMP server, you can staff them in a castle of yours while wandering in it or guarding a specific zone- so if you don't have enough friends, you can defend your stuff.
Soldiers should spawn with an inventory that has a 50-50 ratio of swords and ammo. ...No, I think you misheard me. Soldiers should spawn with a 50% ratio of swordsmen to archers- that is, 50% of soldiers have iron swords to start, and 50% have bows. They should have infinite ammo just like any other mob; this would take a lot of frustration out of supplying more than 3 of them.
You should be able to change the weapon of Soldiers by throwing it at them. Right; or you could just do it via the trading HUD.
I believe the Wizard should be renamed to "Alchemist". The male counterpart of "witch" is "warlock"; and that sounds evil and Illager-esque. "Alchemist" is a neutral term that could describe a good or evil potion user, and since they cast no spells and just brew and throw potions it fits better. Finally, "Wizard" tends to bring to mind a master or elite magic user, which these guys clearly aren't.
The Wizard might need some extra offensive potions in their inventory, like Slowness. More utility potions, I guess. For fighting players in a guard situation they could have Harming potions.
Builders should work when there's an equal ratio of houses-villagers. What I meant by this is that if the Builder has resources, he should build so that there are more "doors" in the village- so that villagers will breed. This means that the village will slowly grow on its own over time.
Workers should throw resources to Builders so building can start. Right.
Churches should spawn Wizards, and the Barracks should spawn more than two Soldiers. Plus, the Barracks should always spawn. Right.
That's all of my responses to you. Thanks for the support! You're welcome.
Replies in bold like normal. I explained my rationale for these and replied to a few that I felt you didn't perfectly understand.
As you can guess by the title, this "update" will be based on NPC villages.
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Nice idea! The army part can lag a computer though, and the mob spawning limit could be reached.
It would make minecraft more alive. Full support.
If instead, the villagers attack, they would like the original villagers, go inside their houses.
Also the wizard would cure the zombie villagers as well.
Don't forget miners. They work in mineshafts too.
My videos: https://www.youtube.com/user/robingravel
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Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Almost all of these are good in theory, but some could be problematic in practice; for example, how is it made sure that a miner doesn't mine a player's structure? The wizard should have a name change, and should be of the "Priest" profession. I don't think the term "wizard" really fits in with the game.
The armies and zombie attack system sound really cool, though I think the "villager army" should be more like a militia and not be organized. Maybe blacksmiths, nitwits, fletchers, and the wizards could be the professions that fight.
Question: Would the zombie confidence be saved to the biome that you're in or the chunk that you're in?
Check out my suggestions! Here is one of them:
How about healer instead priest.
The miners only mine blocks made by nature.
Avoid building structures with rocks, dirt, gravels, ...
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Hm. Will be considered.
Thanks for the support! The Soldiers and Wizards have no intention of attacking the zombies' base, primarily because they don't know where their base is. Also the zombie villager curing part doesn't really seem fit for the Wizards. Maybe for the Clerics or something. And maybe I'll consider the Miner part.
Assuming you meant the village, it doesn't mine structures that the game recognizes as a village building. I chose Wizard because Cleric (Priest section) and Witch are already taken. Maybe the militia would be considered. And, here's the answer to your question: Confidence would be saved to the chunk you're in, because if it was biome-saved, then armies would attack villages they're not even assigned to.
See above quote.
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Overall, I like this a lot. Support!
We're doing a mod project, check it out:
I've taken your comments and replied to them. My responses are in bold.
I think the Worker should have a career, like Lumberjack, Miner, etc. Maybe that would work, possibly because you'd want a Worker to get some wood and then they suddenly just dash to the caves and grab some stone.
Workers should only hit specific structures, like trees only and ores. I think I know why you said this, you thought that they'd hit structures made by Builders and players. I thought of a way to counter this, and Workers wouldn't hit what the game recognizes as an village structure. While that's only half of the problem fixed, I have no idea on how they wouldn't hit buildings players made.
Other villager types should turn into Soldiers and Wizards. I agree with this, and maybe the army might have been a little too small. Maybe there'd be this "Equip" button on the trading GUI, which would open up the villager's weapons and armor. Even giving the slightest of weapons would turn them into one.
You should be able to "order" the army around, giving them specific actions, like follow, guard, or attack other players. Follow and guard, I support. I don't like attack other players, though, but I do suppose that could be a last resort if rude players attack the village themselves.
Soldiers should spawn with an inventory that has a 50-50 ratio of swords and ammo. 50% swords, no way. I wouldn't make them spawn with multiple swords. But 50% arrows, I support that.
You should be able to change the weapon of Soldiers by throwing it at them. Well, I don't entirely agree with this. I mean, take a scenario of an attack, and you're with them. You want a Soldier to shoot zombies, and then you throw him a bow. But then the zombies would (naturally) swarm the Soldier, preventing him from taking it. I think that you could "lock" a Soldier to a certain weapon so you don't need to do it the hard way.
I believe the Wizard should be renamed to "Alchemist". I picked Wizard because Witches throw potions, so why not do it for the male counterpart?
The Wizard might need some extra offensive potions in their inventory, like Slowness. Assuming you meant Poison, Slowness, and Weakness, Poison doesn't affect zombies, and, even worse, it would affect Soldiers. Slowness could possibly be for during the zombie army's retreat phase, and Weakness does affect zombies, but it does carry the risk of weakening the Soldiers. You mentioned Healing, too. That's in their inventory already.
Builders should work when there's an equal ratio of houses-villagers. I'm not really sure how this would work, maybe you could explain what you mean?
Workers should throw resources to Builders so building can start. Originally, I thought that you could give the Builder resources directly. Workers would put their resources in a chest at the Worker Camp, and Builders would come and take the materials. But I believe that's a faster way.
Churches should spawn Wizards, and the Barracks should spawn more than two Soldiers. Plus, the Barracks should always spawn. Well, there would be a rare case where it doesn't spawn, but its chance of getting attacked is severely lowered to 5%.
That's all of my responses to you. Thanks for the support!
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Replies in bold like normal. I explained my rationale for these and replied to a few that I felt you didn't perfectly understand.
We're doing a mod project, check it out: