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    posted a message on The Chronicles of the Wastelands
    Quote from Lancer369

    MEEEEEEEEEEEEEEEEEEEEEEEEEEEGA -snip-


    Quote from Beu50 »



    What year is the Wastelands supposed to be set in? I want to write something that sounds less narrative and more like a history book or journal or something. Also, if we don't want to use real dates I could come up with a 10 / 12 / <Insert number here> month calendar system with weekdays and stuff that I would probably use Google to help with. I could also do some research and base all those calendar things realistically off of a hypothetical solar system that Minecraftia (which would of course need a renaming) could possibly be located in.

    Vel
    Posted in: Fan Art
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    posted a message on [WIP] "The Wastelands" [MOD]
    I have a suggestion for randomly generated structures -- If you are going to add different bandit sort of factions, perhaps look into making it so certain factions spawn in certain biomes or places of certain altitudes. An example would be having the Raiders spawn only on mostly flat lands and having some dark complexion, more "native" peoples inhabiting the marshlands. You could have a group of bandits who are slightly larger in build inhabiting higher altitude areas etc. This would probably be difficult to implement, however, but I had a thought that if you wanted to base the spawning off altitude (Raiders on flatlands, larger, stockier bandit groups in mountain areas) you could do a calculation that found the correct biome, then checked the average height of the land (treating sea level as 0), to decide what types of bandit / Raider / Wastelanders would generate in the area. Also, I think it would be interesting to see the portal to the Wastelands itself acting like a radiation source when in the overworld, and slowly have radiation leaking out (with a limit, of course).

    Vel
    Posted in: WIP Mods
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    posted a message on The Chronicles of the Wastelands

    A lone winged creature soared above the ragged, mountainous landscape, crying out with shrill, piercing calls. The mountains in the region created impenetrable walls for the collossal structure held within. A narrow path wound into a crater bored deep into the ground in a ring of mountains. The crater had to be at least 200 metres in diameter, and 50 metres deep. A slight green haze could be seen rising above the crater, and ores glowed green in the half-light of the evening. An enormous, intricate metal and stone entryway fractured the crater near the rim, stretching almost to the base of the crater, and two tower-like structures jutted out of the sides. Two lone guards could be seen patrolling the edges of the towers, looking out for the horrific creatures that roamed the wastes in heavily irradiated areas such as these. The entire entryway, and indeed the guards themselves, was covered in thick led to protect from the concentrated uraniums intense radiation. The emblem of the Church of Mor-Rioghain was inscribed everywhere, on the guards clothes, the mountains, the towers. The largest inscription was on the face of the door itself. The engravings depicted a crow with open wings, seemingly flying upwards, with some sort of light radiating from it and an open eye above it.

    This awe-inspiring doorway was the entrance to the Stockade of the Morrigna. This Stockade was a prison to all who betrayed or trespassed on the lands of the Church of Morrigna. Many had spent years, decades even, wasting away to insanity in the slum-like conditions forced upon them by the Morrigna. One could get lost amongst the screams and seemingly endless halls of the inner sanctums, however one area of the expansive prison would be the main focus on this ill-fated night. One prisoner, a man of dark complexion with black hair, a ragged green t-shirt and deep blue pants, had a plan. The ingenuity developed on his own planet allowed for swift adaptation to his situation, and he was able to help gather a militia of sorts to combat the oppressive wardens, and to escape. This would be the last night many of the inmates spent in the rathole of a prison, and the last night of many more.

    I wish I could make adventure maps, I would make this o.o Not my best work, but I am pleased with it for now. Will add more soon!
    Posted in: Fan Art
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    posted a message on The Chronicles of the Wastelands

    You slam into the ground with a heavy thud, shot out of the portal a few metres from where you came in. You feel the world moving around you, spinning as your eyes slowly fade to black and you pass out from the heavy collision. You glimpse a barren waste, with nothing in sight for miles, just an endless waste, and your vision slowly fades to nothingness.

    You awaken to the moon glowing softly and a cold breeze sweeping over you. Your portal to this strange new land has gone out, and you begin to feel alone in the chill. You are surrounded by fog, your visibility limited to about 40 metres, and you begin to feel afraid. You draw your weapon, a scratched iron sword, and with a torch in the other hand, you approach the wall of fog. You travel through the fog for what feels like hours, noises of the night torturing you in this endless void, then the thick fog clears around you. The sounds of distant machinery and shouting can be heard, and as the fog rolls back some sort of roaring beast approaches you. You worry, as you have never seen anything like it, and you are even more taken aback by the men who approach you from inside the twisted metal creature. They hold big chunks of metal in there hands, pointing at you as if they were a bow, and all have emblems inscribed into their rough iron armour with symbols you do not recognise. One of the men walks up to you, and you attempt to attack him when a flash and a crack come from one of the metal lumps, and you fall to the ground, blood seeping from your knee.

    All you remember is being thrown into the twisted metal creature, then nothing. Nothing at all.

    Just a little thing I posted on the main thread for Wastelands. The guys with emblems refers to my idea of having some sort of "government" body, kind of like a corrupt sort of church. The enemies described would be the hostile Enforcers of said 'religious' body, but there would be friendly priests or irradiated brutes following the same path of course.

    The "twisted metal creature" Steve describes is of course some sort of buggy or car, likely armoured to a certain extent and the "chunks of metal" are of course the enemies guns. Will post more when I can think of anything!
    Posted in: Fan Art
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    posted a message on [WIP] "The Wastelands" [MOD]
    Had an idea! It is not incredibly detailed as of yet, but it is something. Most people who have played Fallout 3 will remember the Cult of the Atom in Megaton, and the crazy preacher at the bomb. How about having some sort of irradiated cult, with specific enemies such as irradiated brutes and monks and the like. Perhaps there could also be randomly spawning chapels, or even the ability to discover the secrets of the powers the priests had tapped into?

    The mobs that could spawn could range between friendly priests who will preach to you or hint at the location of one of the chapels, or hostile brutes affected by the radiation that are 1.5 - 2 x the size of the player, and relied on brute force. There could also be Church Enforcers who were basically the most powerful force the Wastelands had, they could be normal human mobs that have low- to medium-strength weaponry and are capable of semi-strategic combat behaviour such as hiding behind walls or something like that.

    I think I switched between past- and future- tense at least three times in that paragraph :S Will try think up more for this idea and turn it into a proper one sometime tonight or tomorrow. It could be an interesting part of lore for the Wastelands, methinks.



    You slam into the ground with a heavy thud, shot out of the portal a few metres from where you came in. You feel the world moving around you, spinning as your eyes slowly fade to black and you pass out from the heavy collision. You glimpse a barren waste, with nothing in sight for miles, just an endless waste, and your vision slowly fades to nothingness.

    You awaken to the moon glowing softly and a cold breeze sweeping over you. Your portal to this strange new land has gone out, and you begin to feel alone in the chill. You are surrounded by fog, your visibility limited to about 40 metres, and you begin to feel afraid. You draw your weapon, a scratched iron sword, and with a torch in the other hand, you approach the wall of fog. You travel through the fog for what feels like hours, noises of the night torturing you in this endless void, then the thick fog clears around you. The sounds of distant machinery and shouting can be heard, and as the fog rolls back some sort of roaring beast approaches you. You worry, as you have never seen anything like it, and you are even more taken aback by the men who approach you from inside the twisted metal creature. They hold big chunks of metal in there hands, pointing at you as if they were a bow, and all have emblems inscribed into their rough iron armour with symbols you do not recognise. One of the men walks up to you, and you attempt to attack him when a flash and a crack come from one of the metal lumps, and you fall to the ground, blood seeping from your knee.

    All you remember is being thrown into the twisted metal creature, then nothing. Nothing at all.

    Posted in: WIP Mods
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    posted a message on [WIP] "The Wastelands" [MOD]
    Wow, the flamebreather sounds like it is coming along nicely, and I am excited to see the next update video. I am curious to know, was any progress made in terms of levelling or is the current focus on weapons? You guys are doing a great job so far, and I agree on the point that larger teams do tend to die out or get less done if it is large from the start. Good work so far, can wait to see more!

    Vel
    Posted in: WIP Mods
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    posted a message on [WIP] "The Wastelands" [MOD]
    Quote from Beu50

    If you have any more suggestions please share them; you seem to have good ideas as well as being prolific (which is great).


    -snip-

    Well, I always seem to have so much time on my hands that I can never seem to feel (I can never motivate myself to practise the stuff I know i.e. Java/guitar) and thinking up ideas for games / mods is always brilliant fun when the imagination is the limit, so I will keep in mind to post any ideas I do have. One suggestion I do have, though, involves the

    Quote from Original Post »

    <Something about skill minigames>


    Don't make it too novelty, I hated making the food to make your Pokemon happier (Poffins?) in Pokemon Pearl simply because the minigame got tedious after a few times. I can recognise it is difficult to have something feature - rich that isn't repetitive, but in my experience, making it fun but fairly quick is always the way to go. It means players are less likely to get bored making their potions or their brews, and will play it for longer. As a result, players have less negative things to tell their friends when they talk about your mod (and more potential "customers"). Of course, this is generally only something that happens in big company games, so I doubt you and your team will have any problems.

    Also, even though I am not motivated to practise Java, I do sometimes feel the need to learn more, and I was wondering if you had anywhere you could direct me to in order to learn more!

    Thanks for the reply, it feels good getting a reply from modders who aren't too "busy" to say thanks for the feedback. I will keep you posted on any ideas I get!
    Posted in: WIP Mods
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    posted a message on Futurecraft
    Holy what the crap OMG. This WIP looks f***ing amazing!! I stumbled upon this last night going through the WIP section of the forums, and I must say this is one of those things that does more than impress. Even just the descriptions of everything sounds awesome, it sounds like so much effort has been and will be put into this mod, and I think it will be worth it. One of the main things that excites me is the fact it is pretty much SMP based. My friends and I always start worlds to do cool stuff and give up when we get bored, and I hate starting new worlds with no materials as much as anyone else. Being able to do all the stuff in this would mean we wouldn't be starting new worlds, we would be able to switch between them and keep our inventories and all that. Can't wait to see a download link, I wanna get building!
    Posted in: WIP Mods
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    posted a message on [WIP] "The Wastelands" [MOD]
    Woah. Just woah. I saw this WIP a few months ago, found it from you posting on the thread for Realms of Argoth. Back then the only things you guys had done was textures and world generation. I was amazed when I saw all the progress that had been made, I think this mod is going to be brilliant, even if there was just a pre release done in the next couple of weeks.

    Not sure if you guys have decided on how levelling was done, but I have a suggestion. You could have an overall level, gotten from killing enemies or something similar, that was for improving attributes, then you could have a seperate level for each skill, where you would improve in said skill for using it. You could have it so you got a perk at certain intervals of levelling a certain skill, eg making guns with 25% less chance to malfunction at lvl 75 Gun-Smith. Alternatively, you could make it so each skill had a perk "tree", and each overall level gave you 2 attribute points and 1 perk point or something like that. The skill increases for seperate skills would simply improve proficiency, eg Brewing lvl 75 would make stronger alcohols and tastier brews than someone with Brewing lvl 10.

    I hope you guys have enjoyed making this as much as I hope I will enjoy playing it, because it looks like a LOT of effort and persistence. Congratulations on your progress thus far, I can't wait to see more finished features within the next couple of weeks/months!

    Vel
    Posted in: WIP Mods
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    posted a message on Scokeev9's Mods [13 Mods] RegenOres and Machetes for 1.3.2
    Quote from Epiclyralphy

    I believe if you reinstall ScotTools API after installing Forge (Or atleast some classes) it works fine,



    Quote from Blueblade11

    just leave out the Notch .class files [dq, au etc]


    Will I need to start the installing process of the mods again, or can I install Scot Tools with all the mods already in?
    Posted in: Minecraft Mods
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    posted a message on Scokeev9's Mods [13 Mods] RegenOres and Machetes for 1.3.2
    Quote from Blueblade11

    Unfortunately, Scokeev's mods arent exactly For the Forge yet...

    Ah, that would be the problem.
    Posted in: Minecraft Mods
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    posted a message on Scokeev9's Mods [13 Mods] RegenOres and Machetes for 1.3.2
    I installed the Premium Wood mod, along with a few other Minecraft Forge mods, and I am encountering a glitch where, if I break a block that is from the Premium Wood mod (i.e. one of the trees), or if I try to hit a block with one of the items from Premium Wood in my hand, my minecraft will go to a Saving Chunks... screen, then it will crash. I am not sure if this is a problem with Premium Wood or if it is one of the other MC Forge compatible mods, but if you know anything, I'd appreciate a reply.

    Thanks, VelouriumCamper.
    Posted in: Minecraft Mods
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