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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]

    whateverMarsman, on 25 January 2012 - 12:53 AM, said:
    Hey, thanks for testing that stuff out for me and i do like your avatar did u make it yourself?

    On topic: I have an idea to controll breeding.
    #1. U know how after sheep breed they cant be bread after that for a wile? Well do that for rapters but Extended.. like a 2 day wait b4 they are able to mate again. Also when they are ready to mate the "hearts" particals fly around like normal minecraft animals.(The oldest rapter in the group is still the Alpha)

    #2. Rapters go into "heat" at random times. Two rapters have to be in love before mating can happen. This would also reduce breeding.

    #3. another way to keep population down is to have a rapter with the atribute of "Alpha" applied to 15% of babie rapters. when it grows up it will split from herd, possibly taking some followers with it, then the diffrent packs will(when they cross paths) fight each other. keeping the population down.

    whateverMarsman, on 25 January 2012 - 01:22 AM, said:
    Just thought of some more mechanics to Pack fighting:

    #4. When one of the alpha's health is low the loosing pack will flee (sprinting to get away) loosing pack follows

    #5. The winning pack will chase the loosers a certen distance from their territory than return to their home.

    #6. If all of the pack(excluding alpha) is killed than the looser alpha becomes a follower of the winner.

    #7. Alpha's have head feathers to distinguish them from other rapters.

    #8. The alpha that splits from your herd will be wild.

    #9. In order to create another alpha loyal to you, you must hatch a new rapter out side of the territory of any pack you own. additionally all of your packs wont fight each other.

    Well thanks for suggestion.
    But the group fight between same spices will be misunderstood as :"Hey!why me raptors killing each other?"
    But the rest are good suggestions.Thank you.



    Would it be possible when an new alpha raptor spawns having some text be displayed that read something along the line of " a new alpha raptor has spawned, this could mean trouble if i don't take care of it." And when the alpha raptor attacks or runs off, having some more text appear that describes what is going on. This would be one way of over coming people's tendency not to read the nuts and bolts of a mod. I know the Aether mod did something like this- when you attacked a boss, that could only be killed by a pick ax, with another weapon it caused some text to appear that told you what to do.




    kingphoto13, on 25 January 2012 - 03:03 AM, said:
    What ever happened to the archaeology part of this mod? It seems like all of the recent updates and the fan support have been directed towards the dinosaur part of the mod. Is the archaeology part of the mod just going to be left as is or is it going to be developed further? If it is going to be developed further I think it should be better blended into the fossil part of the mod, because right now it just seemed stapled on to a mod about dinos.

    Oh.Okay.


    I am sorry if that came off as rude, I did not meant it that way at all. I should edited myself better there.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    What ever happened to the archaeology part of this mod? It seems like all of the recent updates and the fan support have been directed towards the dinosaur part of the mod. Is the archaeology part of the mod just going to be left as is or is it going to be developed further? If it is going to be developed further I think it should be better blended into the fossil part of the mod, because right now it just seemed stapled on to a mod about dinos.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from whateverMarsman

    Just thought of some more mechanics to Pack fighting:

    #4. When one of the alpha's health is low the loosing pack will flee (sprinting to get away) loosing pack follows

    #5. The winning pack will chase the loosers a certen distance from their territory than return to their home.

    #6. If all of the pack(excluding alpha) is killed than the looser alpha becomes a follower of the winner.

    #7. Alpha's have head feathers to distinguish them from other rapters.

    #8. The alpha that splits from your herd will be wild.

    #9. In order to create another alpha loyal to you, you must hatch a new rapter out side of the territory of any pack you own. additionally all of your packs wont fight each other.


    Might I had a few more suggestions?


    #10. Add this mechanic to any herd/pack animals.

    #11. Predatory animals in packs are more bold and will attack larger prey than just pigs- like mammoths ( once they are implement) or even the mighty T-rex.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    Quote from james26aus

    Actually...

    Oviraptor doesn't deserve its bad reputation. When they first discovered it, scientists saw egg shells under its bones and assumed oviraptor had been eating them. It is now known that the eggs belonged to oviraptor - it was nesting when it died and became fossilized. So rather than an egg-stealing menace, oviraptor was actually a caring parent. Poor guy. The only thing they know it ate for sure was a small lizard.

    I do like your idea about having a monster that preys on eggs/babies though. Maybe the Dilophosaurus could be tameable (which a few people would love) but still kill babies and eggs when tame? So you can have one hanging around but still have to keep an eye on it.

    Still, I made this today... ..it was meant to be Citipati (a larger cousin of oviraptor) but it would pass for an oviraptor too.

    I'd feel flattered if you (Flammarilva) wanted to include it in the mod (not trying to push it on you or anything). I was thinking of making some sound effects too. The textures could probably use a bit of work; its my first attempt at making something for minecraft. I have all the joints lined up on the arms, legs, tail and neck though.

    As far as gameplay goes, I imagined it fleeing from the player when wild, also laying 3-4 eggs at once and have the babies follow the parent, like you see modern day emus do.

    I'm really enjoying the mod, thankyou so much!
    My only suggestion would be to reduce the amount of food the dinosaurs need to survive. Or maybe you could make them so they only stop growing when they are hungry, instead of dieing. :wink.gif:




    That's cool, thank you for enlightening me about Oviraptor. I like you ideas about and I love your model of it.
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP][1.3.2]Fossil / Archeology [v6.9 P-4]
    I really love this mod and I would like to make a few suggestions:


    Add Oviraptor

    I think dinosaur would add an interesting game play mechanic. It could actively hunt your dinosaur eggs and the youngest dinosaurs. This would force you to protect your dinos, much like creepers force you to protect your buildings.






    Titanoboa

    What could possibly be more scary than a 40ft snake slithering around a swamp? It would be cool if this thing had the ability to hide in the murky waters of the swamp and ambush it's prey and you







    Have you consider having dinosaurs going rogue? Meaning that through either unplanned breeding or just bad luck a untamable wild version of a dino would be produce? These dino could just then wander the world doing their own thing and breeding. It would add an element of risk to mod and could make for some very interesting encounters.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Would it be possible, in a future update of course, to add a block that the dread swarm cannot break through, but the player can? This item would only be available via spawning it or by using the too many items mod. This block would be for people who want to do crazy things like put a dread swarm hive in their basements and not have to worry about getting swarmed in the middle of the night.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Quote from Gurgadurgen

    City generation is just about finished for now. Working on NPC interactions now :happy.gif:


    sweet
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Quote from Gurgadurgen

    No matter what one faction you choose, you will always face the fog of war at some point or another :tongue.gif:

    It will be your job to ensure that the cities you control are adequately equipped to defend themselves in your absence. This is sort of a balancing factor to prevent the player from simply creating a HUUUGE string of small cities that can then form a colossal trade route that will remain relatively safe, and provide ridiculous amounts of income for all the cities involved, growing them all to their maximum amounts, and virtually rendering the player unstoppable in one fell swoop...

    Basically, it means you have to be smart about how far you spread yourself out. It will be best not to stick to just one city, as they will not have all the supplies and personnel they will need, but getting the right number of cities under one banner, and then making sure you can maintain that, is the real challenge.


    So trade is one factor in expanding human cities.. how will the dread swarm's hives and the third races' cities grow?
    Posted in: Minecraft Mods
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    posted a message on [WIP]MoonCraft - The Moon Dimension [Preview Version Available!]
    What about having the rarest ore is only found in meteorites that randomly crash down?

    Air could be generated by a machine that consumes ice and/or water. The resulting air could then be put into air tanks, pumped into houses, down into mineshafts or whatever. The air would have to keep inside of buildings via a special door that prevents air leaking out, even when open.
    During the day the player should have to worry about keeping their heat level down, and during the night the player should have to worry about keeping from getting too cold. If the player fails to do this then they should steadily loose life. A special suit or a special attachment on to a suit of armor could be used to help the player manage heat. The suit or attachment should consume materials only found on the moon.
    Posted in: Mods Discussion
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Quote from whofan

    yea like the queen as a 100% chance for pharamon drop and workers have a 15% pharamon drop


    And the stronger a dread swarm mob is, the higher the pheromone drop rate could be -greater risk vs greater reward. Though, if there are multiple types of pheromones, then some dread swarm mobs should drop pheromone x while others should drop pheromone y.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Quote from whofan

    if i'm right whenever you kill a hive queen it drops 1-2 pharamones and you can craft the armour but plasing one pharamone next to the armour to make it pharamone infused so you would have to kill between 2 and 4 queens to get a decent armour so to do this sort of thing could be extreamly costly.


    Though it could made less costly if weaker members of the dread swarm occasionally dropped the different kinds of pheromones.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Would is it possible for the player to somehow cover their robots and armature with pheromones in order to disguise them from the dread swarm? Can players exploit the dread swarm's pheromones in other ways besides disguising themselves a swarm member? Such as covering an enemy in a pheromone that causes all near by dread swarm units to attack it or laying down a pheromone trail to in order to draw the dread swarm away from an area or towards one. Are there other ways of defeated hives other than storming in through the front door? Such as destroying nearby food sources to try and starve out the hive?

    Am I correct in assuming that players can take control of human cities and the cities of the third race?

    What can we, all of the people following this mod, do to help you out at this point in the mod ? Do you need us to generate ideas for new gadgets and tools, mob behavior, quests, names, new mobs, or anything else?

    Edit: are there any flying mobs?
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    Quote from Kamakaze

    that was probably the most on topic post so far, other than gurgadurgen's of course. I'm gonna give you diamonds for that. :Diamond: :Diamond:


    thank you
    Posted in: Minecraft Mods
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    I remember reading a post a while back that suggested a player can control a dread swarm hive- if they can build a proper disguise. If this is true, how much control would a player have over a dread swarm hive? Can the controlled hive be used only to destroy the various cities around the map or can it be used to help those cities by destroying other hives or by defending the city? Aside from taking over a hive are there any other ways the dread swarm can be manipulated by the player, such as lured into attacking a group of enemies or a city? Are different dread swarm hives helpful, neutral or aggressive towards other dread swarm hives? Are all cities on the same side or are there different factions that compete with each other over territory and resources?
    Posted in: Minecraft Mods
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    posted a message on [1.7.3][1.34]The Seasons Mod
    Do you plan on switching over to minecraft forge in the future?
    Posted in: Minecraft Mods
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