My suggestion for the Villager AI which you can arm a villager with armor and weapons to defend their village from a zombie or a pig Zombie invasion but not as strong as iron or stone golems.
I dunno why, but the villagers always struck me as not very physically strong. It always seemed to me they would rely more on magic, or maybe psionics. Their current reliance on Golems for defence kind of corroborates this.
But who knows what future updates might bring?
honest...i think there should be a chance to spawn "town gaurds" maybe only if there are 10+ villagers... "Guards" would look difrent... and they could have a town "cleric" that can do "healing" a "blacksmith" that can repair iron tools/armor by giving it to them and it repairs over the day.. have "farmers" that would replant and harvest weat.. and "workers" that would use blocks to rebuild damaged buildings and build new ones to be populated. (you would have to supply the village with all its resourses tho so it wouldnt get out of hand with the building)
honest...i think there should be a chance to spawn "town gaurds" maybe only if there are 10+ villagers... "Guards" would look difrent... and they could have a town "cleric" that can do "healing" a "blacksmith" that can repair iron tools/armor by giving it to them and it repairs over the day.. have "farmers" that would replant and harvest weat.. and "workers" that would use blocks to rebuild damaged buildings and build new ones to be populated. (you would have to supply the village with all its resourses tho so it wouldnt get out of hand with the building)
If they could add to their AI any ability like you mentioned above it would give a whole lot more impact on the game. Would be awesome if you supported a village with materials they'd expand/grow w/o your direct building. At this point I'd settle for any tweek to their AI that prevented them all huddling in a corner or one building even though I've built an entire town around them. Same said for the ones that had fallen in a cave under the original town before I closed it off. Built an obvious and direct stair for them to get out, do you think they'd come up? Nope, lets hob nob in the dark cave and have kids lol.
It's still a cool idea arming the villagers with armor, swords and bows also magic powers won't be as damage resistant as the Iron Golems and Stone Golems but would make a small defence against zombie invasion.
What devdigger said the player can arm the villagers which be goodI suggest only the player or players on multiplayer can only arm the villagers if yea just let them be they will remain villagers.
I think there were official plans for arming villagers in the first place.
I don't think there were any "official plans" for doing this. What evidence are you basing this on?
I kind of had the idea that villagers crossed their arms simply because they didn't need them. Why? Because they have telekinetic powers!
Instead of harvesting wheat with their hands, like a human would, they harvest it with their minds, like a boss!
Of course, that is just silly...
My suggestion for the Villager AI which you can arm a villager with armor and weapons to defend their village from a zombie or a pig Zombie invasion but not as strong as iron or stone golems.
Sure, but why don't the blacksmiths also arm the villagers?
Ugh, don't even say the name. I played that game for 5 minutes before deciding never to get near it again. The idea that people buy gaming computers and mice for that is sickening.
I am not a programmer, but from my knowledge the villagers can identify "houses" and "roads", so I imagine that by telling them that there can be only X many villagers to a house or Y size that would force them to wander the roads until they found a house which is not yet at its maximum villager count.
I actually thought villagers already has 'classes', but apparently the different robe colors is purely visual, which is a shame. Were I to make a list of villager job classes, I'd have the following.
*Farmer- Tends to and creates farms and generates random foodstuffs in their house. Equipped with hoes.
*Librarian- Tends to houses with bookshelves. This just makes it easier to start your enchanting. Alternatively, villages with libraries will have a small random chance to be carrying enchanted gear.
*Priest- Heals injured villagers and non-hostile mobs.
*Blacksmith- Generates random tools in their house.
*Butcher- Tends to and creates livestock farms.
*Villager- The generic mook with no particular powers.
*Guard- Buff villager equipped with sword, bow, and/or armor. Protects the village from attackers.
*Engineers- Creates Iron Golems. Iron Golems now only spawn when engineers are present. Also repairs damaged buildings with cobblestone or gravel (if a road), and fixes golems. Alternatively, they occasionally make new houses and roads, provided you supply their chests with the materials.
*Scout- Faster than normal and possibly armed, they have a wider than normal field of vision. They make noise when monsters are about, alerting other villager classes to go indoors, and guards to arrive at the point of the scout.
The progression would go as follows:
You start with only Villagers, with a small random chance of other classes whenever a town spawns. You are encouraged to increase town size (and thus population) to improve the chances of other character classes appearing. You increase the chances of said classes appearing under certain conditions:
*Farmer- Create a farm, identified as any plot of land of X by Y minimum dimensions, with tilled soil and some manner of plant.
*Librarian- Create a library, which is a house with X many bookshelves inside.
*Priest- Create a church, which is a house with (?). Can anyone think of a good item or aspects that would define a building as a church? Also, this would give the ability for "churches" to be a type of structure which spawns.
*Blacksmith- Create a forge, which is a 1 block square of enclosed lava.
*Butcher- Create a ranch, which is at least 2 animals inside a fenced area with a gate.
*Villager- N/A, but the game already recognizes the concept of houses.
*Guard- Give a villager a weapon (requires some method of interaction). Most of them will mill about and play defensive with it, but randomly they will evolve into guards.
*Engineers- A house which has X many ovens and/or workbenches in it.
*Scout- Create a guard tower, identified as a house with two stories and a top with fence alone the rim.
Growing towns is an advantage to the player as well, as they will be able to benefit from the random but replenishing items created by the Farmer, Blacksmith, and Butcher, and Engineers act as a sort of temporary anti-griefing method. Engineers will need to "remember" certain chunks and when said chunks are damaged by explosion or fire they fix them. It does not fix things removed by digging/pickaxe, in order to prevent them from stopping the player from redecorating.
Not sure how it will interact with Endermen.
Additional tweaks to their AI.... I always see them clustering, so it might be a good idea to tell them to spread out as their default behavior unless they're doing the "socializing" thing they do.
I don't see what you find so wrong with the idea of Elves with bows and Dwarves with axes. They've appeared in everything, from World of Warcraft to Lord of the Rings. The game already has Undead and Dragons to support the addition of realted fantasy races.
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Excuse me, but that was my comment you just read there, bub.
I am not a programmer, but from my knowledge the villagers can identify "houses" and "roads", so I imagine that by telling them that there can be only X many villagers to a house or Y size that would force them to wander the roads until they found a house which is not yet at its maximum villager count.
I actually thought villagers already has 'classes', but apparently the different robe colors is purely visual, which is a shame. Were I to make a list of villager job classes, I'd have the following.
*Farmer- Tends to and creates farms and generates random foodstuffs in their house. Equipped with hoes.
*Librarian- Tends to houses with bookshelves. This just makes it easier to start your enchanting. Alternatively, villages with libraries will have a small random chance to be carrying enchanted gear.
*Priest- Heals injured villagers and non-hostile mobs.
*Blacksmith- Generates random tools in their house.
*Butcher- Tends to and creates livestock farms.
*Villager- The generic mook with no particular powers.
*Guard- Buff villager equipped with sword, bow, and/or armor. Protects the village from attackers.
*Engineers- Creates Iron Golems. Iron Golems now only spawn when engineers are present. Also repairs damaged buildings with cobblestone or gravel (if a road), and fixes golems. Alternatively, they occasionally make new houses and roads, provided you supply their chests with the materials.
*Scout- Faster than normal and possibly armed, they have a wider than normal field of vision. They make noise when monsters are about, alerting other villager classes to go indoors, and guards to arrive at the point of the scout.
The progression would go as follows:
You start with only Villagers, with a small random chance of other classes whenever a town spawns. You are encouraged to increase town size (and thus population) to improve the chances of other character classes appearing. You increase the chances of said classes appearing under certain conditions:
*Farmer- Create a farm, identified as any plot of land of X by Y minimum dimensions, with tilled soil and some manner of plant.
*Librarian- Create a library, which is a house with X many bookshelves inside.
*Priest- Create a church, which is a house with (?). Can anyone think of a good item or aspects that would define a building as a church? Also, this would give the ability for "churches" to be a type of structure which spawns.
*Blacksmith- Create a forge, which is a 1 block square of enclosed lava.
*Butcher- Create a ranch, which is at least 2 animals inside a fenced area with a gate.
*Villager- N/A, but the game already recognizes the concept of houses.
*Guard- Give a villager a weapon (requires some method of interaction). Most of them will mill about and play defensive with it, but randomly they will evolve into guards.
*Engineers- A house which has X many ovens and/or workbenches in it.
*Scout- Create a guard tower, identified as a house with two stories and a top with fence alone the rim.
Growing towns is an advantage to the player as well, as they will be able to benefit from the random but replenishing items created by the Farmer, Blacksmith, and Butcher, and Engineers act as a sort of temporary anti-griefing method. Engineers will need to "remember" certain chunks and when said chunks are damaged by explosion or fire they fix them. It does not fix things removed by digging/pickaxe, in order to prevent them from stopping the player from redecorating.
Not sure how it will interact with Endermen.
Additional tweaks to their AI.... I always see them clustering, so it might be a good idea to tell them to spread out as their default behavior unless they're doing the "socializing" thing they do.
Hmm, I'm out of ideas.
Churches already exist, and are defined by thier Watchtower-looking nature, often confusing amateur players. They should, however, have a Graveyard next to them, which generally sabotages the Village's barrier defenses.
If they do change completely the way Iron Golems work by adding an Engineer, however, an Engineer should be trained every Fifteen Pop. Therefore, we could still create Iron Golems for free just by making a Doors out of Wood. It's cheating, practically, but that's why people like it XD
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Excuse me, but that was my comment you just read there, bub.
An Elf, found only in the forests, would act like a skeleton.
A dwarf, found only in underground tunnels, act like a zombie (cept with an axe! )
Thats just my little addition to the idea, but either way... I agree with having armed guards in a town.
But who knows what future updates might bring?
This is MINEcraft. Not World of WARcraft.
If they could add to their AI any ability like you mentioned above it would give a whole lot more impact on the game. Would be awesome if you supported a village with materials they'd expand/grow w/o your direct building. At this point I'd settle for any tweek to their AI that prevented them all huddling in a corner or one building even though I've built an entire town around them. Same said for the ones that had fallen in a cave under the original town before I closed it off. Built an obvious and direct stair for them to get out, do you think they'd come up? Nope, lets hob nob in the dark cave and have kids lol.
I kind of had the idea that villagers crossed their arms simply because they didn't need them. Why? Because they have telekinetic powers!
Instead of harvesting wheat with their hands, like a human would, they harvest it with their minds, like a boss!
Of course, that is just silly...
Sure, but why don't the blacksmiths also arm the villagers?
Ugh, don't even say the name. I played that game for 5 minutes before deciding never to get near it again. The idea that people buy gaming computers and mice for that is sickening.
Support shields replacing parrying here! (Click it)
Oh my god YES.
OMG NO!
That's waaaaaaaaay too unoriginal.
Support shields replacing parrying here! (Click it)
I actually thought villagers already has 'classes', but apparently the different robe colors is purely visual, which is a shame. Were I to make a list of villager job classes, I'd have the following.
*Farmer- Tends to and creates farms and generates random foodstuffs in their house. Equipped with hoes.
*Librarian- Tends to houses with bookshelves. This just makes it easier to start your enchanting. Alternatively, villages with libraries will have a small random chance to be carrying enchanted gear.
*Priest- Heals injured villagers and non-hostile mobs.
*Blacksmith- Generates random tools in their house.
*Butcher- Tends to and creates livestock farms.
*Villager- The generic mook with no particular powers.
*Guard- Buff villager equipped with sword, bow, and/or armor. Protects the village from attackers.
*Engineers- Creates Iron Golems. Iron Golems now only spawn when engineers are present. Also repairs damaged buildings with cobblestone or gravel (if a road), and fixes golems. Alternatively, they occasionally make new houses and roads, provided you supply their chests with the materials.
*Scout- Faster than normal and possibly armed, they have a wider than normal field of vision. They make noise when monsters are about, alerting other villager classes to go indoors, and guards to arrive at the point of the scout.
The progression would go as follows:
You start with only Villagers, with a small random chance of other classes whenever a town spawns. You are encouraged to increase town size (and thus population) to improve the chances of other character classes appearing. You increase the chances of said classes appearing under certain conditions:
*Farmer- Create a farm, identified as any plot of land of X by Y minimum dimensions, with tilled soil and some manner of plant.
*Librarian- Create a library, which is a house with X many bookshelves inside.
*Priest- Create a church, which is a house with (?). Can anyone think of a good item or aspects that would define a building as a church? Also, this would give the ability for "churches" to be a type of structure which spawns.
*Blacksmith- Create a forge, which is a 1 block square of enclosed lava.
*Butcher- Create a ranch, which is at least 2 animals inside a fenced area with a gate.
*Villager- N/A, but the game already recognizes the concept of houses.
*Guard- Give a villager a weapon (requires some method of interaction). Most of them will mill about and play defensive with it, but randomly they will evolve into guards.
*Engineers- A house which has X many ovens and/or workbenches in it.
*Scout- Create a guard tower, identified as a house with two stories and a top with fence alone the rim.
Growing towns is an advantage to the player as well, as they will be able to benefit from the random but replenishing items created by the Farmer, Blacksmith, and Butcher, and Engineers act as a sort of temporary anti-griefing method. Engineers will need to "remember" certain chunks and when said chunks are damaged by explosion or fire they fix them. It does not fix things removed by digging/pickaxe, in order to prevent them from stopping the player from redecorating.
Not sure how it will interact with Endermen.
Additional tweaks to their AI.... I always see them clustering, so it might be a good idea to tell them to spread out as their default behavior unless they're doing the "socializing" thing they do.
Hmm, I'm out of ideas.
I don't see what you find so wrong with the idea of Elves with bows and Dwarves with axes. They've appeared in everything, from World of Warcraft to Lord of the Rings. The game already has Undead and Dragons to support the addition of realted fantasy races.
Churches already exist, and are defined by thier Watchtower-looking nature, often confusing amateur players. They should, however, have a Graveyard next to them, which generally sabotages the Village's barrier defenses.
If they do change completely the way Iron Golems work by adding an Engineer, however, an Engineer should be trained every Fifteen Pop. Therefore, we could still create Iron Golems for free just by making a Doors out of Wood. It's cheating, practically, but that's why people like it XD