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    posted a message on The Update Civilis
    Quote from AMPPL50»

    Rather than Villager cities, there should be specialized villages, such as villages built on large ore veins that have lots of mines, strongholds filled with Guardsmen, etc... They would have more of specific types of villager, to the detriment of other villager types, and would even have items only found there, either by having unique variations on events. This is a solid concept and I will most certainly add this to v4.0.

    Additionally, there should be a "village grouping" that is made up of several villages spawned close enough to each other that they could be treated as "cities", but with each village being somewhat independent from each other, with them having unique offers to show that, along with a few structures between the villages, such as inns and small outposts. This sounds difficult to accomplish from a processing perspective, and since they'd be so close it would basically be a city itself. I don't want cities to be just giant Villages, I want them to have unique features and mobs. I was thinking something like a city wall that would generate first on open terrain, then a grid of gravel streets, then randomly generated buildings inside, with a castle of sorts at the center of the village. These cities would be the only Villages with proper leaders, I think they would be "princes" or "governors" since I don't want to imply that Villagers have huge nations (which "lord" or "king" would imply), but at the same time "mayor" seems too 'advanced' if that makes sense.


    The chance of Arquebuses misfiring in rain should be removed, as that is more of an annoyance than anything, specially as such an issue can be avoided with a few blocks over the Player. This sounds good from a gameplay perspective- I'll do that. Funny note- the Japanese in real life figured out how to stop their arquebuses from misfiring in rain, by attaching lacquer boxes over the matchcord and lock mechanism. I'll just consolidate that with the Arquebus without changing its look or description, because it should be kept simple anyways.


    Responses in bold. Thanks for the feedback- some of this is certainly making it into v4.0.
    Posted in: Suggestions
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from fishg»

    I know that they spawn in villages and have unique behaviors, but they are still a bigger than the player mob. Maybe I'm the only person who has a problem with this but imo they both take up the space of "big creature with high health and damage".

    10-15 blocks is really tall, especially if there's going to be multiple ones at the same time. 6 blocks might work. The villages must be huge to accommodate that size. And Jotuns keeping Frores as pets is kind of interesting but also diminishes the Frore's impact. Maybe a single Jotun could be a summonable boss, but even then we already have the boss slot taken up by the Engineer.

    I think that the Jotuns should be wandering ice giants instead of village types- we already have the tiny Tundran hamlets/trade airships and (repopulated post-Engineer) abandoned villages, as well as the Gear itself, to lend a little civilization to the environment. People would be confused if they saw giant villages when they already saw normal-sized ones, and frankly the Jotun doesn't bring as much to the table of those two in terms of features and content, IMO.

    The Jotun boss itself could mix elements from other Norse mythology. Perhaps it could summon Frores or something like that. Even if such a thing would also be difficult, I think that the Engineer and its machines would be hostile to it as well, so you could lead it to a Gear or at least some hostile Automatons or Juggernauts to try and bait them into fighting.
    Posted in: Discussion
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    posted a message on add chat bubbles to minecraft
    Quote from J3llly»

    it would be cool XD


    That's not really a justification for a suggestion.

    Something more convincing would be "It would let people see when someone is typing, which would cut down on, say, text kills on those servers that disallow it, and it's a simple enough addition that I don't see why it would be bad."
    Posted in: Suggestions
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    posted a message on [SUGGESTION] [REDSTONE]: The Pacer Block

    Sorry, but I'm having a bit of a problem trying to decipher what this block exactly does. You have some run-on sentences and poorly defined sections that make it difficult to process the information here.

    Posted in: Suggestions
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    posted a message on Small Suggestions for Update Aquatic (W.I.P)
    Quote from PixelParty»
    to make a small suggestion for update aquatic which is coming up soon. It's not much, but It might be useful.

    General:

    Seashell

    These fun little shells found on the beach or in the ocean (Quite rare. More common in lukewarm/warm oceans.) which can be used for decoration. That's cute. I like it!


    Algae Covered-Stone

    A stone block with algae all over it. It can be found in deep oceans. That's pretty much it. More decorative stuff is generally OK. I like it.


    Sunken Treaure

    These can be found in deep oceans, which are at the ocean floor. These are covered in chains and they need to be mined off to access the treasure. The challenge here is if you can break the chains and get all the loot before you drown. It can have a Pirate Hat, (Next Idea) Gold and iron nuggets, (Rare.) Diamonds, Emeralds, and even potions and enchanted books. That's a nice idea.


    Pirate Hat

    This is a hat that can be found In shipwrecks and sunken treasures. It gives half an armor bar, and that's it. It looks cool, though. :)


    Ore Deposits

    There can be gold, iron, and (rarely) Diamond deposits under the sea. More common in deep lukewarm/warm oceans.


    Revolver

    We all know pirates used revolvers. (At least, In Jack Sparrow...) So, here they are! They are found in shipwrecks and consist on bullets. It has less of a drawback time, and more damage, but It has a cooldown. You have to wait 10 seconds to fire again. Just to balance it out. ...Pirates didn't use revolvers. The first Colt revolvers were products of the 1840s and 50s, and pirates (in the Golden Age, Pirates of the Caribbean sense) operated in the 1690-1730s. What would make sense for Minecraft would be a form of flintlock pistol, or more likely a matchlock musket of some kind, which would justify its painfully long reloading time.


    Bullets

    Some plain old bullets for the head. Acts like arrows. They should fly faster, ignore some degree of armor, and not be able to be picked up again to make them more like bullets. Naming them "cartridges" or "musket balls" would also make them more distinct than just generic "bullets".


    Full Turtle Shell Set

    There's a helmet, so why not the rest of the set? All of this seems OK. I like it.

    Chestplate: More protection from underwater mobs. Gives you slowness on land.

    Leggings: Increases speed underwater while swimming. Lets you navigate faster, like aqua affinity. Movement is lowered on land.

    Boots: Faster on the ocean floor and swimming up underwater. Can't think of any negative effects.


    Cutlass

    A sword for the pirates. ALSO found in the shipwrecks. It does slightly more damage than the iron sword and is extremely quick. Seems kinda OP. I think that removing the sweep but adding the old sword-blocking system would make this a nice and distinct weapon.

    Narwhal Helmet
    A helmet combined with (You guys choose.) and a narwhal horn to make a narwhal helmet! (+half a armor bar plus a neat horn!)

    ere. Eh... Why bother? Maybe making it deal a few hearts of damage when you sprint into somebody would make it unique (since you're charging with a spike on your head).

    Mobs: (For some reason they're Seperate.)


    More Fish

    Carp.

    Siamese Fighting Fish.

    Ocean Sunfish.

    Swordfish.

    For distinction, I guess. But I'd rather have more unique sea creatures (like jellyfish, octopi, or snails) than more fish.

    Undead Pirate

    These are skeletons with pirate hats on, and pirate clothes. They can be found holding either a cutlass or revolver. (10% drop chance on both, 50% On bullets) Found at shipwrecks or strayed around (rare to find strayed pirates.) Sounds okay, but once again, pirates used flintlocks or matchlocks, not revolvers.


    Narwhal
    Everyone loves narwhals! Plus, you love adding memes, so why not the narwhals meme? They can drop their horns, (70% drop chance) which can be combined with (you choose) armor to make a narwhale hat! Fun. A meme is not a sole reason to add something, and as a mob they don't seem to do anything. Why not make them neutral (they would charge at you with their horn if you hurt them) to improve them a little?

    Well, that's all I have (for now, this IS W.I.P...) I hope you enjoyed this suggestion and I hope this gets into 1.13, but for now, Bye!

    I have yet to put in Biomes and mechanics for now, It'll be there soon! ^_^





    Responses in bold.

    You have some good ideas, but also some weird ones.

    I'll go with partial support for now.

    Posted in: Suggestions
  • 1

    posted a message on The Update Civilis

    Nice idea! It seems unlikely that Mojang will add this to the game, but a modder can make this into a mod!


    Thanks!

    Mojang is unlikely to see anything on this forum, it being unofficial, but there's always the chance. And if a modder sees a suggestion and figures it's cool enough to make into a mod, it's basically the same result (in that you can play it instead of writing about it).
    Posted in: Suggestions
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    posted a message on The Update Civilis

    I have gone ahead and added two polls (on Villager leaders and cities). I will delay v4.0 by 3-5 days to get responses on this.


    If you have other suggestions, content you made, or just your own two cents on anything- as always- feel free to post them.


    EDIT: Recreated poll #2 after it was accidentally closed before anyone voted. Derp.

    Posted in: Suggestions
  • 1

    posted a message on The Update Civilis

    1) I would say... for the very first part... village generation. Instead of completely negating villages being built on the sides of hills and if water is in the foundation and such... separate Villages into 2 classes... Cities, and Villages. Villages follow the current generation rules as they CURRENTLY are, with a few minor tweaks to make them not generate buildings completely under ground where the door is hidden, or being built 50 storys tall on the side of a sheer cliff with the front door off the side of said cliff, etc. Sounds okay.


    Cities however, will be just big to massive and generate in large open terrain and do all that stuff about flattening terrain and such you suggested. Eh... I really am unsure whether or not cities (in the proper sense of massive villages) would work, because people have mentioned before that they would be absolute resource fests and basically secure you permanently, as such an establishment wouldn't even have a threat of being attacked by monsters without its oversized garrison wiping them out. With a normal village you have to at least make some form of preparation for things like zombie sieges, be that creating guardsmen, building walls, crafting golems, etc.- you can't just leave them on autopilot, because the village militia will only really work for basic night to night defense, and if they DO survive a zombie siege then they might contend with Illager sieges later, which are far deadlier. However, a proper city might come with some nice, unique threats. I think that "criminals" of some kind would be one, and far greater sieges. I will put up a poll for this.


    This keeps the little trading outposts and ALSO gives a new dynamic type of village that conforms the landscape to the city, instead of the city to the landscape... to a certain degree. In an Amplified map for example, a city may conform to the terrain somewhat, like even building UPSIDE DOWN STRUCTURES under cliff overhangs for example. ...What? No. Literally nobody in their right mind will build a village on the side of a steep mountain or in the middle of a river.


    2) For the BUILDER Villager... I would say make them ALSO REBUILD and REPAIR buildings. Okay, that sounds quite reasonable. I think I'll include this. If a building is damaged by a player and hat building is not acted upon by any player within 1 day, the Builder Villager will attempt to rebuild the building using a randomly generated blueprint that will fit within the space the building is still standing in, as long as there is a 2 air gap space between the outside of the new building and any adjacent solid blocks, glass, water, or other structures. Builder will call the miner and the lumberjack to remove anything that the builder is not equipped to remove or destroy. The three will work together to build the new building. This wouldn't work if there wasn't a Miner and Lumberjack. I don't see why the Builder couldn't just take out a hammer and break the offending blocks himself. Also calls on the engineer to "oversee" the building and the Engineer villager will grunt and whine and moan at the builder, miner, and lumberjack as if they are not doing what he is telling them quickly enough. His grunts and whines will be high pitched and squeaky, like a mixture between a villager squeak and a wolf whine. High and nasally sounding. Can be heard whining and nagging from up to 16 blocks away. The Engineer is not a foreman of builders, he's a Leonardo da Vinci type that does things like fiddle with redstone and gears, and study the surface of the Moon with his telescope from his house's roof at night. He wouldn't know the first thing about building a house, because that's not his field of expertise.


    3) NO GUNS. Why not? Matchlock arquebuses were present after 1450-1475, and armor plates in various forms didn't fully vanish until the early 1700s. At a gameplay perspective, they offer a unique offensive weapon for Guardsmen and Brigands that allows them to be a threat to players wearing armor, disincentivising you from just rushing in and killing everybody unless you have a good plan. The extra damage and range also lets them defeat Skeletons.


    4) Guardsman Villager: Will have a full suit of iron armor and a sword and shield (if they are from a village they will have no cape, if they are from a CITY they will have a cape with a coat of arms randomly selected for that city by the procedural generation system), or a helmet and breastplate of leather armor and carry a bow and arrows (again, village no cape, city with cape). Both will work together with the Iron Golem to defend the village and will patrol a dirt and grass beaten down path around a Village, or a fenced and walled in road around a City. I'm not having knight/heavy man-at-arms type Villagers whatsoever. The entire point of Iron Golems is to both take it and dish it out, letting Guardsmen fire without pressure being placed on them by Skeletons and Zombies. You throw in armored and melee-armed Villagers, you both clash with the sort of cowardly, non-action guy feel they have, and also defeat the purpose of Iron Golems. I get that Armorer villagers produce various melee weapons and armor, but I could consider doing something like giving the Guardsman an iron chestplate to reflect that (after all, iron cuirasses were used by arquebusiers in the 1490s to the 1600s). As for the beaten path, I don't see why it's necessary when they already patrol the village in a manner similar to Iron Golems. That lets them catch monsters inside without constantly skirmishing with mobs that were just wandering around and inevitably getting themselves killed with prolonged battle.


    5) Alchemist Villager: Some will be in Purple robes that shimmer as if enchanted at all times and will be civilian Alchemists. These will work in shops and can be hired as free lance mercenaries if they do not have a shop of their own or are wandering about the village or city. Alchemists can already be hired. No hired Villager is a "mercenary" (in the sense of a soldier who fights for money) with, perhaps, the exception of Guardsmen. They're coming with you because you paid them, yes, but they're mostly civilians.


    -- A second variant will be the Cleric Guardsman - This Alchemist Villager variant will have robes made of white leather armor with a red cross on their chest plate (and on their cape if they are from a city, cape will be plain if they are from a village, but they will ALWAYS have a cape), and they stand behind and work to heal their fellow guardsman as well as cast potions of harming and poison at enemy mobs. If you fight with them against a mob, they will also heal you by throwing splash potions on you as well. These CANNOT be hired as they are City and Village Guardsmen loyal to their people. That would clash with the ability to hire any Villager. Besides, Alchemists already throw potions of healing and harming (though they don't really fight as part of the militia, only if they are cornered or hired).


    6) Captain of the Guard: Will always have a big bushy mustache... and never wears a helmet. Villagers wearing helmets look dumb anyways, hence why Guardsmen just have those cloth caps which are part of their texture. Has fully enchanted Diamond armor (minus thorns so he does not damage everything that comes in touch range of him) and a cape that shimmers as if it is enchanted... and carries a fully enchanted Diamond Longsword (Longsword soon to be implemented in a recent snapshot apparently???) and shield. REEEEEEEEE NO KNIGHTS Villagers shouldn't have diamond anything except for diamonds themselves, and only then as currency that Financiers are wealthy enough to have. Their military weapons are iron- from arquebuses to swords. Neither are they enchanted. Diamond, enchanted weapons are the hallmark of the player and the player only (with the exception of super-rare Zombie generations), and I like it that way.Font of chestplate, cape, and shield will ALL have the City coat of arms (mentioned above and chosen by the Procedural generation system of MineCraft), and can ONLY be spawned in a City. Stands back and directs his guardsmen where and what to attack and can be heard bellowing loudly during combat. Always grunts in a low baratone voice... a mixture between the pig grunt sound and a villager grunt sound. Never makes any other sound... but during combat that grunt gets LOUD and VERY forceful sounding. Can be heard clearly from up to 32 blocks away. Has 2 tamed wolves that follow him everywhere. This just sounds absolutely unnecessary. Not only do you technically fulfill the role of "Captain of the Guard", but having some random guy with full diamond armor, a cape, an enchanted sword, and two wolves following him around sounds less like a Minecraft mob and more like the sort of OC a 13 year old would make on DeviantART. I just can't see this guy in any serious light whatsoever.


    -- DEPENDENT ON CITY SIZE, when the city is spawned: The Captain may ride different things. If the city is Massive, he will ride a very slow and nearly hobbled horse with shimmering (as if it is enchanted) diamond armor. If the city is just huge, his steed will be a donkey. If the city is only big, he will ride a llama. If said "city" is small enough to only be little bigger than a hilltop village... he will ride a saddled pig and direct it with a carrot on a stick,and have to dismount when he gets to the combat area. :-P ...That's an image that's never getting out of my brain. Besides, "mounted" Villagers shouldn't be. The existing guard mobs already draw some controversy, having a full Renaissance-era armed force with a captain, infantry, cavalry (though not artillery) would turn quite a few people away I believe.


    7) City size will depend on building count. Players can convert a village into a city... but such a process MUST be done THROUGH THE VILLAGERS THEMSELVES. The PLAYER building buildings does not a city from a village make. ONLY the villagers can upgrade and convert their village into a city by building more buildings. The player can HELP build buildings, but this will automatically convert that building into a player built building and the villagers will not work to construct it unless they are hired specifically to do so as a work crew. "Cities" can already be made by villages slowly expanding themselves. Player buildings will count for size, but will only be repaired after village buildings, and only to the exact form in which they were originally made.


    -- Work crew for a building must have at least one Engineer, one Lumberjack, One Builder, and One Miner Villager. Player built structures do NOT count towards city building count and will simply be built around as if they are a lump of bedrock. Which means you have to constantly breed villagers until you get all three. I'd prefer if the Builder could just do his job himself, like all the other Villagers.


    8) VILLAGE building foundations are made from dirt and hardened and colored clay ONLY. CITY Foundations are built from Sandstone, Stone, Cobble, Granite, Andesite, Diorite, Hardened and Colored Clay, and Concrete... depending on where the City is located in relation to what biomes. If it crosses between 2 biomes... the City on one side of a biome is one type of materials, the city half on the other side of the transition be twen biomes is another type of materials. Building style does the same thing as well. Foundations are made of whatever the ground is made of, to keep things consistent. Foundations are only really just flattened or raised areas to keep the village from looking like a weird Dr. Seuss township, anyways.


    9) Village Chief: ONLY spawns in Villages. Wears a black robe and makes the same sounds as the Engineer. High nasally whining. Does nothing but walk around all day and walk in and out of his Chieftain lodge. No villager walks within 7 blocks of him as they wish to avoid his whining. People don't like the idea of a "leader" Villager very much- I think it's better to just be able to decide who runs the place yourself. I originally wanted a Governor/Lord with red robes, who could hand out random generated "quests", but that seems like mod territory, and Villages aren't part of nations anyways, just their own sort of "city states" that might have trade agreements or defensive alliances at the very most. Might not be realistic, but Minecraft was never a realistic game.


    10) City Mayor: ONLY SPAWNS IN CITIES - Same as the Village Chief except he wears a cape with the City Coat of Arms on it and goes in and out of the City Council building all day. All city dwellers avoid him by no less than 10 blocks. When bumped into, stops walking, starts to whine and grunt and complain for 5-15 seconds while spinning around in circles. Can be bribed for lower cost with trades for up to 1 in-game day. May be followed by a Financier in Massive Cities only. For the same reasons as the Village Chief, I'm gonna have to reject this one. The idea of him being a useless screechy twit who can only be really used as bribery fodder would also make quite a few people intolerant of him.


    -- City Council Person: ONLY SPAWNS IN HUGE AND MASSIVE CITIES - Same as the City Mayor, only with Charcoal Grey colored robes instead... constantly walks within 1 block of and is constantly bumping into the City Mayor. Every time they bump into the City Mayor said Mayor grunts, moans, or whines. Can always be heard grunting, moaning, or whining at all times... never shuts up. Every time they bump into the Mayor they bow (crouch) 3-5 times while whining loudly. Causes all City Villagers to avoid the Mayor by 1 extra block per council person. Will never spawn with less than 2. Huge Cities spawn up to 5. Massive cities spawn up to 10. Never more than 3 blocks away from the mayor. Never stops walking. Can be bribed for lower cost with trades for up to 1-in game day. Totally unnecessary except for realism, so I don't see why I'd include these.


    Responses in bold.
    You have some solid ideas- such as cities and Builder repairs- but other stuff, I'm sorry to say, treads mod territory or is incompatible with the concept of the mod. I will try and see if I can include the two aforementioned items in v4.0, but I can't say that Villager knights, diamond-armored Captains of the Guards, and bows/swords instead of arquebuses would work well with the Update Civilis.
    Posted in: Suggestions
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    posted a message on The Update Civilis
    Quote from AMPPL50»

    Do Builders have a limit on how many houses can they build of their own accord? They should have each a limit of 2-3 houses and 4-5 Misc structures (Such as farms), with them then procceeding to add more floors to existing buildings, up to a varying limit per building. Hm... I'm not sure how that'd work, since there would be special tags required to tell a generated building apart from a player made one. I think that they wouldn't have a limit for how much they build, but either way they take 3 days between each construction, so it's not like Villages will geometrically explode in size.

    Guardsmen should have a SSP perk. A simple one would be to make them outline hostile mobs in sight while using an Arquebus. I think the ability to shoot is enough for them, since that already makes them a very strong contender to take along compared to the other Villagers.

    Rusted Golems should have some sort of reaction if a Zombie Villager belonging to the village they spawned in is cured, and an additional one if there's enough cured villagers to re-form a village. That's a great idea. I will include that in v4, which'll come some time today or tomorrow.

    Posted in: Suggestions
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from fishg»

    I think the second option makes the most sense. We could still have the Tundran Villages, but how about instead they're abandoned? The only Tundrans for now would be inside the Gear prisons, which you could free. After the defeat of the Engineer when the biome "resets" to it's uncorrupted state Tundrans could spawn in these villages.

    But if we have Tundrans who can be rescued, we might have to drop hacking Automations. Two support mobs seems a bit too much.

    Hacking itself sounds weird and unnecessary. I tried to balance it by introducing the running light concept and the heavy Coal usage required, but frankly it's appealing less and less (since at least a Tundran, who can be hired/who spawns when you attack the Engineer, doesn't just stop moving and reacting if they aren't right clicked on every 30 seconds). Personally I think hacking is just a bad idea, since it requires you to babysit an Automaton to keep it going (compared to Tundrans, who can sort of look after themselves by dint of being armed, if not any more intelligent than Overworlders hence why their airships have full railing, so they don't fling themselves off the sides.

    I think that there could be tiny villages and trade airships (maybe just trade airships themselves, which would be a nice and unique introduction to the Tundrans compared to Overworld villagers)- basically stuff that's small enough for the Engineer to overlook- and then the "proper" sized (overworld equivalent) villages which would make use of the flatter Frist terrain to be quite nice and expansive (owing to the fact that they had better technology, and thus bigger populations).

    Once you defeat an Engineer, there's a wide radius around its Gear in which the Frist becomes "uncorrupted". The snow no longer is brown and dirty, and the Gear itself is inhabited with Tundrans from the prison cells, who become armed again (since they took muskets from downed Automatons). All villages that were once abandoned will be repopulated with Tundrans, who are still armed and neutral at best (the occasional robot siege happens, but since Enginerless automatons are unable to be repaired, they would be rusty, slower, and if they shot at all it would be inaccurate- so much more like a Zombie Siege, but on more equal footing), but who are no longer under crushing slave labor or the threat of a robot apocalypse.
    Posted in: Discussion
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from fishg»


    Of course.


    EDIT: What if following the defeat of Engineers, Tundran villagers can generate in Tundras (Overworld)? All this would take is one boolean value. You can imagine the Villagers somehow traveled to the Frist, scavenged the Gear, and then started their own (miminal) steampunk enterprise.


    That could be quite interesting (seeing the steampunky tech of the Frist flowing over into the Overworld), and it would mean that the buildings and airship I created wouldn't go to waste (which would be quite important once we reached Reddit, because actual creations- e.g. our models, or the Tundran buildings- go a long way toward making a suggestion more professional and good-looking). As of now I see four potential options regarding the Tundrans:

    • The Tundrans are severely weakened. They used to have the Gear and much better living, but since the robots are now trying their hardest to kill them, they have been reduced to frontier hamlets and prison workers, with the odd trade airship floating about, where everyone has to be armed so that they don't just get eaten by the terrors of the Frist. Their future looks bleak, which is why their outlook is bleak, but that could change if you destroyed the Engineers (which would allow them back into the emptied Gears). This was the original intent. Side note- I really want to contest the "NPC" term used to refer to them. They're neutral mobs that flesh out the Engineer's backstory and who can help you under rarer conditions, as well as trade like standard Villagers, not speaking, "questing" people you'd see in, say, Terraria. I guess the "hiring" mechanic contributed to that a lot, but if popular opinion on them changes I'd be more than happy to scrap that part.
    • The Tundrans are basically just held prisoner by the Engineer and its robots to use as slave laborers, they would inhabit the Gear after you cleared it out. This was the intent before I created the Tundran Villages and the Trade Airships- around the time you made that nice textured model for them.
    • Either Tundrans escaped the Frist or Villagers took on their styles. There are now basic Tundran villages in the Overworld, and perhaps Trade Airships. This is the option you discussed. It would be nice to see the creators rising again in that fashion, but also a little extraneous compared to the Frist itself, especially when there's constant calls to pare down various mobs though I see that as quite unnecessary.
    • There were Tundrans, but not anymore. The machines made sure of that. You can find ruins but nothing else, or maybe not even that. Honestly this is by far my least favorite option, since that sacrifices a lot of nice buildings and a very interesting mob IMO, but once again I can't contest majority opinion if this is what we ultimately go for.
    • I had thought of using the Wolfman concept as a sort of "barbarian" that would inhabit ancient ruins or something similar, but since very few people liked that concept I imagine this has no place in the final suggestion.

    On that note, how do you get to the Frist? Preferably not some kind of portal, unless it's special in some manner like the way End Portals are (perhaps some kind of very small Tundran presence on the Overworld, who guard a portal through which the original Tundran colonists went- that'd explain how they got there and how you get there, though that's just a random idea of mine)

    Posted in: Discussion
  • 1

    posted a message on The Update Civilis
    Quote from PixelNinja112»

    I like the ideas, except that I think you should work with the items we have now instead of adding more items and blocks. Also, I like the hiring idea, but I think it should be specific to guardsmen/Arequebusier, so in a sense they're mercenaries that you can hire and help you fight. I figured that it would be fun to have other Villagers able to follow you, not just guardsmen, and that if that was so, there should be some perks themselves to make up for the hiring costs.They would also have to be expensive though, so that it doesn't get too unbalanced. And to finish balancing it, there should be a hireVillagers gamerule to be able to disable that feature on factions-type servers or servers where you don't want that feature. That sounds like a good idea. I will add that come next update.


    Also as a nitpick, I don't like the musket, I think you should stick to a bow. Another option however might be a crossbow, it's just a variant of the bow but with faster reload and more damage. It would be guardsman exclusive, however it is dropped by guardsmen if you want to go the rogue route. The primary reason for the Arquebus is its armor piercing power. Iron armored players and above don't find Skeletons threatening anymore, and a few more hearts of initial damage doesn't change that. If 50% of your armor is ignored by that 4 heart strength shot though? Suddenly you have to actually prepare to be able to take down a village militia, because they can do actual damage to you. That, and a musket fires longer range, so they can hit skeletons first instead of always losing 1/2 health in a shootout. Finally, villagers go a little farther into the Renaissance with this update, so I figure if they should have gunpowder naturally appearing in the world, they should have figured out how to use it.


    Besides that, I really like the ideas for new villager types, and the idea of hiring is pretty good. Also, didn't mention this but there should be a guardsman variant for the illagers which you can hire, which would be better but require attacking villagers, and be a lot more expensive. That's the Brigand for you. Get into the Illagers' good graces, and you can hire the guys. Not only are they capable of following orders like the Guardsmen, they can rob villagers (see the "Stand And Deliver!" perk under Rogues Gallery). Their marksmanship might be a little worse, but 4 extra hearts makes up for that.


    Support


    Responses in bold. Thanks for the support!
    Posted in: Suggestions
  • 0

    posted a message on The Update Civilis
    Quote from fishg»

    I like it! I just have a couple of suggestions. First, builders should still be able to build with /gamerule mobGriefing false, because you already have a separate gamerule for them so why have it also tied to another one. Yeah, that sounds good. I'll do that. Secondly, I think you should change the Arequebusier to just Guardsman (easier to write and pronounce). It was "Arquebusier" because that's gender neutral (makes more sense if breeding), but I think "Guardsman" works better, since it describes the role better and "-man" titles are sometimes available to any gender in the real world anyways. If you are going to have custom names, how about a custom flag to go alone with the village? That sounds good. Perhaps a red background with a Villager face in stylization. The Illagers could have the same, but with a purple background, or maybe a stylized Ender Dragon crest.


    Lastly, maybe the skin of villagers could change depending on the biome they are from. For example, desert villages have tanner skin (Arabic) and savannas would have dark skin (African). Plains villages would stay the same, and in taiga villages they could have redder skin (Native American). Tundras would have villages too, these would have lighter skin and deeper grunts (Russian). So could swamps, with their villagers having yellowish skin (Asian). You could take this further so that each "church" would change depending on the village. Of course these regions would be only visual, the different races get along with each other just fine. This sounds okay, but I am unsure about how people would react to this though; it could degenerate into a massive flamewar and I'd rather not have that in the comments.


    Responses in bold.
    Posted in: Suggestions
  • 0

    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    Quote from fishg»

    How about Frist Flute? If we chose this it would probably be silver.

    As for the poll, it appears the majority of us have voted to not have NPC's in the dimension. I will be closing the poll tomorrow. I do feel bad all of Steam66's work with Tundrans won't be used in the final suggestion, but at least we know where the Engineer came from. Perhaps abandoned villages could spawn close to the Gear, hints that once a civilized race ruled the lands before coming to ruin.

    Well, that's a massive letdown for me after the effort expended, but I can't contest the majority rule. I wonder if I can recycle those images for alternate suggestions?
    Posted in: Discussion
  • 3

    posted a message on The Update Civilis


    Just came up with some nice models for the golems added via your suggestion, along with the guard dog and village golem retexture to match the others:

    Village Golem (A little rusty, but serviceable):


    Stainless Golem, fresh outta the golem factory (Illagers and possibly player-made golems):

    Those insane Rusted Golems:


    Guard Dog:


    Massive props to you. Suggestion update 3.0 should come out some time today with these included (credited of course). That's one wonderful step toward replacing all the MS Paint art with proper models.
    Posted in: Suggestions
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