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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    Hello! New account, but have been following your threads for a while.

    Quick question: Will this mod have a blueprint system akin to JC?


    Yes, if the JC graphic designer would redirect some effort twoards EC :P

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from seanmoneda»

    Awesome now thats next gen right there :3


    :)


    Thats what ecocraft is about. While content now is nothing revolutionary, we are building a baseline of blocks/items that will build the foundation for next gen everything, if we can ;)

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Avatar_Eddy»

    Will we eventually be able to make monarchies and democracies? I want to make a thriving kingdom where everyone is well fed and has a roof over their head. A king that stands with his people and fights for their right to be free! =D


    In the great land of Shackle-less! =D


    yes yes and yes!


    The biggest point of the civilization / governing aspect is that players will choose how well there civilians are treated. Therefore, the player will have to choose between how well their economy functions and how to defend from other nations. Choices will have to be made about how much to spend on military and public services, just like in the real world.

    It will be obvious once the game is playable, that civilizations that oppress their citizens and increase their birthrate will be a more formidable opponent, given technology is equal between the two players

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Raphezaro»

    What??

    The vannilla mobs are replaced??,Welp.....Maybe i'm late to say this,But i'm gonna say:

    Change the Vanilla mobs AI

    Change the Vanilla mobs model



    P/S:Some questions:

    Are the mobs going to have a good animation like JC mod??

    Will the Player/Human mod able to tame nearby wolf??

    This one for modelers,Do make the model from Blender and port it to Tabula??


    That's what why we mean by replace vanilla mobs ;) We will start with replacing their AI and model, and will eventually implement an entire genetic and domestication system for many animals.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from chriscuellar88»

    This mod sounds amazing!



    Thanks for the support! :)

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from leonelmegaman»

    Would i be able of making us look like heroes from some cultures?


    or making the peace with other cultures?


    Not sure I understand your question :P but yes, there will be an extensive peace/war system between towns/factions/etc

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from seanmoneda»

    I think a small release might happen cuz someone said that a download will come out at the same time when jurassicraft 2.0 is pre released dunno if this is true ?


    We are planning to have a pre-release Snapshot at a similar time as JC 2.0 (soon), however is not timed on purpose.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    will religion be all ready there or you can found a religion

    and maybe to gain trust of a village the priest must really like and for that you need to follow the religion of the village


    They will be completely customizable, to the point you could recreate any real world religion to reasonable degree. Religion will start in one town, and spread. Towns separated by geography, distance, culture, etc who share a religion may find that their religions will slowly begin to differ from eachother over time.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Glarnboudin»

    Question: Could it be possible to make Ecocraft into various 'packs'? For a good example, look at Reasonable Realism: it's got separate modules for its different realism "overhauls", for lack of a better term-one for animals, one for minerals, etc. This way, if you want more realistic animals but no realistic minerals, you can just download the Reasonable Realism animals module and the core module, rather than downloading the whole mod and dealing with stuff you don't want.


    So, would it be possible to set up Ecocraft to have separate 'modules': a module for villages, one for tools, one for animals, etc.? To make it even easier, you could also have a download that contains all of the modules together.



    (Note: this certainly not an attempt to try to make diamond tools possible while playing this mod without changing Ecocraft's purpose. Why would you ever think that?)


    I think we will probably will do something like this, but nothing has been finalized.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from deltadromious»

    will the villages evolve? like start small ant then become larger and larger building wall and more advanced buildings? oh and another thing, can you guy houses and stuff like real life? and marry people? like mca or millanare but more advanced


    Yes! It hasn't been finalized, but there are several options we have -

    1) Spawn vanilla villages like normal, allow them to grow, have offspring, and expand village naturally. Find more resources, build more houses, etc.

    2) Spawn wild humans (Cavemen, hunter/gatherers, etc) and have them go through all stages of human development. With the start of agriculture, settlements become established. Then, option 1 continues.

    We will probably have both in some type of combination. Feel free to post some of the suggestions here, to get ideas flowing.

    Yes. You will have all of those things. Houses and structures will at least have beds for a family, and chests. Houses will also be built, and the schematics stored in game. Say if the house burns, gets broken by player, or a village war, the building can be rebuilt. Additionally then, it can be expanded.

    "Official" Marriage could be added, however relationships between player/player, player/npc, and npc/npc, will exist with humans, and animals ;) (where applicable)

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    this could be like civ5 but more realistic and maybe you can become king of a village by being the richest , gaining the trust of the current king and then assassinate him and his heirs or found your own town and already be the king by hiring settlers

    and maybe better trade like slave ( by capturing other people from different villages) trade and ivory


    Politics is actually what the most interesting result of the entire system will be. You can start cities and business, and compete like normal, becoming more efficient. However, destroying all competition in your market (burn competitor farms, mines, etc) will naturally allow your business to thrive. Programmatically, as humans are essentially the same as animals (with more advanced AI), livestock can be sold, so slavery is a natural result of the system unless removed manually.

    Along with new crops / food items, there will be tons of "luxury" resources in civ terms, such as Ivory, incense, spices, rare metals, etc.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from leonelmegaman»

    so if i install this mod my complete diamond gear will get deleted.


    oh well....


    im planning on having all diamond armor, tools, etc, be converted to steel or iron. Probably iron. However Iron is much stronger / durable than vanilla, slightly less than vanilla diamond.

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    Well, depends on how many diamonds are around how much gold is... It actually will all be relative to supply and demand!

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Raphezaro»

    Add:

    Snakes:

    Anaconda

    Black Mamba

    Python

    Boa

    Cobra

    Uhh.....Reptiles??:

    Komodo.....Dragon

    Crocodile

    Black Caiman

    Chamaleon

    Big Cats:

    Lion

    Tiger

    Cheetah

    Panther

    Amphibians:

    FROOOOOOOOG!!

    Other:

    Lizard......


    Thats all!!


    Good Ideas! We have the google forms now too where your suggestions will be better available for us.


    http://goo.gl/forms/wTVGubXjXA

    Posted in: WIP Mods
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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul
    Quote from Erinbutt»

    To appease everyone running the mod...I highly suggest using google forms to have people make suggestions. It's a really nice and tidy way to have your fans make suggestions. You can have it shared between those working on the mod, and customize it to have the suggestions a little more organized. Used it a lot when I used to do surveys for the school clubs and such. :)

    https://www.google.com/forms/about/


    Fair enough! I'll look into it!

    For now the flood of ideas isn't overwhelming, so it's still okay to post (will probably regret saying this). However this google forms seems like a great idea.


    Thanks for the tip!

    Posted in: WIP Mods
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