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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from xcastzcast»
    OMG. 1.0, 1.8 please tell me. Unitato, does this update have the dragons, and if not. An arrival time?

    Afraid not, sadly. We don't have any models but Wiz says he has something up his sleeve for those; whatever that means. :P
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Yes, I definitely understand that you would have a personal life. All of us do. :)
    Oh, I thought I would let you know of a bug I found in the older versions of shurtugal. The controls are really bad. I look up a little bit and it goes all the way up and trys to keep moving up. I look down it goes sideways and around. Its really though to fly around with controls like that. But, other than that, it would be cool if they could breath fire and I like that they can swim with you on their back, and I hope you can have more than one dragon too. :)
    Hope this helps with maybe some of the shaping and what would be available in the mod?
    No, need to rush, you can take your time.
    Yeah, it might be taking a long time, but seriously! Give it some time! If wizght210 rushes, there might be a ton of really bad bugs that could be hard to fix. An old saying, "Patience is virtue". That means it important to wait, if you want something good and complete. It can be much more satisfying too.

    Wiz doesn't code. I'm the programmer and the person you have to worry about if he rushes. :P
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Sorry all! I wasn't receiving any updates to the form via email for some reason otherwise I would have been keeping everyone updated with what was happening.
    Strange... it worked for me... :huh:

    Oh, just checked. It's fine. Type in "shurtugal", press enter. Click on the "Shur'tugal (Eragon) Revived". It seems to only work for the 1.7.2 for some reason. I checked both and 1.7.2 is the only one that works, right now.

    The new update coming out will support 1.8.

    what program are you using for coding? I could help with the dragons, apparently I'm pretty good at drawing dragons and I love this mod, and if this helps i am taking a web design course i know it's not the same thing but it's something...





    I use Eclipse for modding/Java work. There are others you can use like NetBeans and InteliJ (or something like that). I just use Eclipse because it is how I was introduced to programming. To mod Minecraft, you'll need Forge (as trying to code directly in Minecraft is illegal, difficult, and plain annoying).

    Sorry again everyone! I'm almost done the new update coming out. I'm not sure if Wiz has told everyone yet so I'll just keep quite. :iapprove:
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quick little update to you all: It'll take 1.3 some time. We're implementing new features that are quite big/will take time to do (furnace). I expect early-mid of next month with a full release. I'll send a beta of 1.3 of what I have to Wiz by the end of first week of September. Thank you for your patience.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from Shiroinatora
    Using the ender model is a backwards step that would still require work. The ender dragon has little in the way of what it does in animation and functionality... it flies around and looks at you, so it has to be re-manipulated and readjusted for the version. It would look half done if they just tossed that in there... what would be the point of the work so far? It would border on double handling when they eventually did get a modeler.

    It sucks that they've had trouble with modelers, but waiting for something new and fresh is not that bad surely? Dragon Mounts started out similar, but look at those models now. Well animated and smooth functionality, (version moving bugs not withstanding!) the diving is brilliantly done. Worth the wait for each version transition. This mod will be almost all about dragons, so taking a shortcut would cut out most of what this mod is about (my personal opinion, of course!). Sure, it started out that way... but it should not have to again. Unless this mod has ground to a halt, I would say wait on the dragons if there's no one working on them currently. It is not like there's no other work that has to be done!

    Hopefully, luck will find them in the shape of a committed modeler!

    The mod's content has not grounded to a halt at all. If we can't find a dragon modeler, I'll see if 1.3 should add in the cities/other mobs/races of Alagaseia.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from HammerGames
    Wait are dragons in 1.3?

    They will be coming out in 1.3, why?
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived

    There is no support for other mods at all (unless they do not have any items we already have). I do plan on adding BOP support and other mod support as needed in the future.

    Check that; because the Magic API and Shur'tugal Main are using the same gems but are being implemented differently in both scenarios (gems will be magik in the API and mainly decoration in the main, I'll post (a) screenshot(s) on what I mean soon), there is now mod support for ores. Hopefully any mod that uses copper, silver, or gem ores will be supported (unless they have steel tools. Those are still not compatible).

    Also, I am going to send Wiz a zip instead of just the mod file that contains both the mod file and a document on the crafting/other recipes for 1.3 and on. I do not expect many of these to change soon or, if they do, heavily.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from dkluin
    Will there be support for Biomes O' Plenty? Or is there a support already?

    There is no support for other mods at all (unless they do not have any items we already have). I do plan on adding BOP support and other mod support as needed in the future.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from HammerGames
    Do I have your permission to use this mod in a machinima series? It'd only be for the dragons.

    I'd say yes but I'm not the head of the mod. :P (Also because our dragon's modelers bail on us so we have no dragon models.)
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from RogueDragon824

    Sorry if I have been too active today. ^_^ This is my last post however, and after contradicting your post about the RPG element, I would like to point out sme of your ideas that I liked.

    1. I have already pointed out that I liked the idea of the dragon rejecting you. However, if it were based on personality, how about mixing the two. To make it easier though, if you have a compatible personality it would add, say, +3 points to your total, but for an incompatible personality, -3. That way if you can only find one egg, and it doesn't match your personality, you can just do a ton of monster fighting or mining to get it to hatch. Of course, since this dragon is the partner of your heart, perhaps having a compatible or incompatible personality could have greater consequences. The same could be used with your 'villagers.' With a higher total, you gain access to more trades, and can possibly get discounts. However, how to determine a personality? By choice, quiz at the beginning, or random?

    2. Like the idea of the timeline, however we have already stated how there couldn't be a timeline system. As a replacement, I have two different ideas that sort of implement these ideas. #1: Eras. You could have the Rider Age, Imperial Reign, or New Order. These eras affect spawn rates of brightsteel ore, how common cities and villages are (I would like you guys to implement small villages as well as your cities, as there are always insignificant towns where people do in fact live), and their types, and the amount of monsters that spawn. In the Rider Age and New Order, there could be NPC Dragon Riders that you can befriend or fight. Trading with them will get you valuable items such as Eldunari (previously mentioned to increase your magic capacity past 40, or whatever low cap you would like to set, all the way up to 80, or your maximum capacity of magic that you would feel is ideal), eggs (if you already have a dragon you can take these to a child 'villager' of any race and make a young NPC Dragon Rider), and perhaps a special compass that leads to the Menoa Tree (because if only one spawns, it would be the luck of the draw to find brightsteel). In a duel, they drop an Eldunari, Rider Sword (about 25% chance because of their value), dragon meat, and perhaps common supplies like wood and food. If you kill either the dragon or rider first, the other one will gain a blindness effect, as well as strength for about 5 minutes. This means that you can escape the rampaging dragon or Rider if you are not equipped to handle it. Now small quests can appear. The many different 'villagers' have a rare option to offer a quest instead of a trade, such as obtain such item, kill so many of this mob, and even attack another nearby city (I was thinking humans and urgals would use the third option on eachother quite often...if another city is in a certain block radius). Anyway, just a thought, but I would like to see these small quests implemented.

    3. Your inventing system is more properly a more advanced magic system. Perhaps only specific spells are compatible, such as a spell that kills nearby mobs and one that increases loot from them (just ideas). That's all the ideas I have on those two.

    4. Difficulty affects how magic works-aka damage and range reduced with higher levels, and costs increased. Perhaps also the training system is less efficient in harder levels.

    That's all I have. Thanks for reading my extensive number of posts!

    (and yes, I know I could have put them all into one post-but I had the ideas at different times and didn't feel like doing all that work ^_^ )

    It's fine. I like reading other's ideas on what road the mod should take. And don't worry about how often you post. I like all these ideas and I'm sorry for not saying about coding in hamlets, etc. more specifically. :P A small quest/quest line between AI and player is a concept I was looking at. The eras thing is new though. I haven't thought about it and Wiz never discussed it with me (which leads me to believe he never thought of it either).

    As you said, "the dragon is the partner of your heart." This would mean that, no matter what you do, you could never get a dragon to hatch (-9000 modifier :P) due to the incompatibility of either some or all of your personality (or maybe I could code the mod like a marriage? The better (or worse) half of a rider is the dragon :P).Villager-Player personality compatibility is really only good if you have a close relation with the villager (i.e. you've run multiple quests for them or saved them or etc, etc).

    And you never really talked about idea #2 in your second idea. :P
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from RogueDragon824
    Quick bug report. I am running the 1.2.2 version of the mod, and have come across a couple of minor bugs.

    1: In creative mode, if you go to the survival inventory the border for everything turns white

    2: The crafting recipes for the blue and pink swords have been accidentally swapped

    Also could you post a bunch of crafting recipes, or possibly update the old shur'tugal mod wiki?

    1: That one I'm not too sure is a mod problem. I run it in the Minecraft builds (albeit, a little laggy at times) and Wiz hasn't reported any error of that to me. I'm sorry that I can't help you there. ):

    2: Yep. That's what you get for working the day you come home from vacation and start working on the mod at midnight. I'll have it fixed in a jiffy. Though, since I've already started on 1.3 and am far into the development of it (with the exception of dragons seeing as we have no models), I'm a little weary on releasing a bug fix. If we don't get a dragon model in by the appropriate time (essentially, if we don't have a modeler working on a model in 2-3 days), I will code and release a bug fix.

    I will post the crafting guides soon but as for the Shur'tugal mod wiki, I can't do anything about it. Wiz would have to ask Taklok for either the account to that or ask to be made an admin on it.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    In it's place, I will leave you with this picture to make you all guess at what 1.3 will have:


    https://drive.google.com/file/d/0BzGyT2nHU94ZdWN6UkkwQzJiSlE/edit?usp=sharing


    (Can we please catch a break with modelers?)
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from DimensionalT
    I have a few ideas for this mod

    1. Difficulty affects how magic works (harder difficulties make magic more costly if you screw up and/or magic drains more of your magic energy)

    2. Make dragon eggs more accessible and you will be able to choose what color the dragon is but there is a chance based on (possibly a personality system) what you did before you got the egg that the egg will reject you.

    3. Maybe some kind of personality system that decides how well people treat you, if an egg rejects you and how well you can cast magic ( for example, there could someone trying to enter your mind and if you are an excitable person there would be less of a chance to succeed in defending your mind because you woulden't be able to focus on one thing) Also, your dragon would be based off your personality

    4. Possibly a sort of timeline system where (if the mod takes place during the story) where based on your actions the story changes accordingly ( example, if you choose to help galbatorix and kill Eragon galbatorix continues to rule Algeasia)

    5. A story system. As I said in number 4 you could change the original story based off what you do. You could put something in the optioms so that you could turn the story on or off. Maybe in hardcore mode when you die you could see how characters react and if that changes the story or not and you could see the ending.

    6. An inventing system. Do you remember in the books when they invented new spells? Well maybe there could be a menu of sorts that showed all the words of the ancient language (not literally all but you have the general words) and you have an option to combine them and see what their effect is. You could get a new spell or something horrible happens... Possibly funny

    7. Talking. Maybe you could add options when talking to villagers (much like the sims) for example, greeting them, talking about something and maybe asking them to go on an adventure with you.


    I understand that if you do consider these ideas and/or already thought of them already that they will not come out instantly. Please take the time to read this carefully if you do read this.

    I am a thread shark, I read everything I am apart of; regardless of whether I comment back or not.

    Much of the magic things you ask of I have to talk to Code about (he's working on the magic part, I on the dragons, etc.).

    The story system/RPG element is something Wiz and the rest of the team don't want to implement. However, if some people would like to write a storyline (that makes sense, I will add) I will most definitely work on the RPG aspect and, if the team doesn't want it on this thread, I will create a sub-thread thing and post it up myself with credit to the writers of the storyline. I'll help write it if people are willing to work alongside me. I'm not really one for rewriting the original series because, to me, something like that is easily predictable. On a custom storyline, it's much tougher to predict and keeps people guessing. Of course, I'm really only going to start implementing a story line at either beta or Alpha 2.0 if there is one.

    Talking between AI's and the player and between AI's (if you meant this last part as well) is an interesting concept. The only problem is making them speak intelligently and not repeating themselves.

    Personality system is interesting as well; but what you're mainly talking about on the "how people treat you part" is actually a reputation/respect system. And the magic influencing your magic abilities will take some doing on both Code and I's parts.

    Dragon eggs/Dragons being a color YOU want is a meh. Did any dragon rider ever get to choose their dragon's color (I do not consider being doused in blood if you're any other color than red choosing a color)? Accessibility will definitely change as the mod progresses but I am not sure how. We could have some dragons this way, others spawning in days-long dungeons that you have to explore.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Quote from RogueDragon824
    Thanks for upping the damage of the Rider Swords, and I love the new textures! With only the same ammount of damage as the diamond sword, unlimited durability hardly made them 'superior to all other blades.' With mutton coming out in 1.8, you can remove your version of it. It was a good idea though :)

    Now for the villages that you plan on adding...you should make an additional currency (instead of emeralds) that you can use. For example, the Empire used 'Crowns,' so make crowns ;craftable with...say...gold nuggets in a 2x2 square in a crafting table. These could be stored in a 'coin pouch' or something to that effect so that stacks of them don't fill up your inventory. Now to add the Eragon feel to the mod, I would suggest 'elven bows,' which are similar to the original bows, but can only be drawn by those who selected the 'elf' race or are currently dragon riders. These bows are perfectly accurate (always shoot in a straight line towards the crosshairs), but after a random or set number of blocks the arrow stops and drops to the ground. This bow is crafted the normal way, but instead of three sticks requires only two, and has a brightsteel ingot in the center stick, and, if you want to up the price more, 'elf hairs' instead of strings. (if you do this make elf hairs obtainable in dungeons or by trading with the elven villagers, but cannot by obtained by killing elves-that would be cruel punishment to those that tried^_^) They could also be only able to use 'elven arrows,' perhaps crafted with swan feathers like in the books? I think its swan feathers...if it isn't don't be mad. I haven't read the books in a while.

    For magic combos with weapons, they can only be done by combining a spell in your spell hotbar with either a rider sword or elven bow (before use, and when you use the item later the spell is applied). This could be done through an anvil or whatever you are using to make spells. Then the spell would act as an enchantment, but only can be used a certain number of times, and deplete an 'energy bar' that could be added for using spells-which is above the food bar. This can be restored overtime, and if you use a spell that consumes it past the final point on the bar it starts consuming from your health bar. This could effectively kill you. You can get more points for this by training. So, you could combine the 'Brisingr' spell with the 'elven bow' to shoot a flaming arrow (the flame being the color of your dragon) at a target. The magic activates if it hits a mob, and does an explosive partical effect - again the color of your dragon - which damages all mobs excluding you, villagers, and your dragon, in a 3-10 block radius-depending on the level of the spell. Damage could be from 10-20, also depending on the level. At maximum damage and range, the spell could consume 18 magic points from the bar (as Eragon felt depleted after using it.) With 20 magic points being the maximum (if it is the same size as the health bar) it would nearly consume a full magic bar with the 20 points. However, if you were a novice magician and had only 5 points of magic, you would die...even if the bar was full and your health bar was full. Why? Because the magic translates to health with a 1:2 ratio. That means at full strength, and no magic points left in the bar, this spell would do 36 points of damage, or 18 hearts. This is not blocked by armor. With this ratio, people who have not fully trained their magic bar could not do any high-level spells.

    So, my idea is to use a different, though still universal, currency, introduce a new, better bow (and possibly arrows), and a method of assigning spells to your weapons. I mentioned training, and this could be through using spells, gaining enchanting levels, or maybe just through time. My personal thought on this would be making a spell that adds a half-point of magic to your maximum, and this would get more costly as you go. Let me know what you think of these ideas, and I hope to see dragons added in soon! :creeperdance: by Alvoria

    Dragons are next update, first of all. We have our modeler working on them as we speak (or he is done, I haven't checked the Skype chat since I've been home).


    Wiz and I were thinking back 8-9 months ago when he took over the mod that we needed a better way of casting spells but never came up with a way/we got too distracted with the thought of dragons. I like of your idea of the weapons being imbued with a spell. But it would be stuck with that one spell; and what happens if it's not working on an enemy but the weapon works and is the only one able to kill the enemy? So, I'm probably going to make either hotkeys or a GUI that pops up and goes away when you release a key for quick access to different spells (that aren't meant to be imbued with a weapon).


    The magic cap being that low kinda bothers me. Maybe we add in some spells in the book that are a little bit more pricy than 20 Mana? Maybe you're in a long fight and have been training your mana bar for Minecraft days? I agree there should be a cap but it should be a little higher. Also, I'm probably going to program the magic so it increases over time through training from 5 (maybe) and (maybe) you will have to learn spells in regular adventure/survival mode.


    A universal currency and individual national/racial currencies? Yes. I've been looking into that. And they aren't just the villages, they're the cities from the books.
    Posted in: WIP Mods
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    posted a message on [Alpha v1.0] [1.8.0] [Forge] Shur'tugal (Eragon) Mod Revived
    Sometimes it can be bad; I just wanna fix up some things. Namely, textures and how things are handled with them.


    Should we tell him I'm under 21?
    Posted in: WIP Mods
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