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    posted a message on Overlord - Raise and command an army of skeletons

    Great mod :D

    Could you make another variant, (in crafting terms) to allow people to summon instead of skeletons "humans"?? I mean, skeletons with the base player skin on a diferent troop maker, using (for example) leather, bones, "meat" and milk on a higher cost in manufacturing? Because 3 stacks of bones per skeleton soldier it's too high for the real use of it, the good thing is that you can make them level up, but they are not cost efficient in terms of resources (if we think this: each skeleton drops 2 bones, and we need 64x3=192 bones, we will need to kill 96 skeletons for building one AND (this part I love it) craft his equipment) :/ too costly... BUT just that


    EDITED:

    Also what about a cheaper variation who doesn't level up and, maybe, lower health?? You know, for cheap bulk cannon fodder??


    Thanks for Reading :D


    SECOND EDITTING:

    I know armies aren't supposed to be cheap, but the real cost comes from the upkeep and the weapons and armor material and manufacturing cost. Recluitment isn't USUALLY the costly part.

    And in terms of pvp the skeletons are one easy target for the players who are capable of killing a lot of them easily for a high cost on bones, wich will lead to not recluit them, unless you have a bone farm, or your enemy has a crazy big army and you need one distraction... even then... wolves, a few bones, then zombie flesh in less time a bigger (yet stuppid and weak) army XD.


    So about recluiting "humans" (better living things XD) what about if they need to eat from time to time an X amount of "hunger points/food items"? (automatically, or from a specific block/chest for avoiding losing all the food of your house in 5 minutes xD). That will make them not expensive, but impose a real problem for the big armies??

    We will still have the self sustaining skeletons and the living troops, so you will be given the option to select the option you mostly need now.

    And for recluiting living troops... Just one block and ofering some food?? At least for they to come, then you will need to feed them and equip them.


    Also think... I could have an army of 20 unarmored skeletons, ooorrr an army of 5 skeletons full iron and with diamond sword/axes... the bigger cost will come from the 5 skeletons, just because their armor, but they will be the most usefull troops :D

    Posted in: Minecraft Mods
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    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!

    going to try it :D

    Also what about the kaishi weapon mod?

    They are fairly balanced weapons :D

    Posted in: WIP Mods
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    posted a message on Anyone to update and maintain Iron Fist mod

    A Little bumping

    Posted in: Mods Discussion
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    posted a message on Cove Gaming - Mature 16+ Community - Enhanced Vanilla

    Sory, but i'm still visitor ._.

    I think that when accepted i would become the other rank XD also, I need to speak about the mcmmo with you, you have it the dafault, and it's ****ing broken with the current minecraft combat system...

    Posted in: PC Servers
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    posted a message on Cove Gaming - Mature 16+ Community - Enhanced Vanilla

    1. Minecraft In-Game Name: werff

    2. Age: 22

    3. Location/Timezone: Spain

    4. Did you browse the server before joining?: A bit, rules, and that kind of things

    5. Why Citizen Cove?: I want to see if it fits my gameplay stile or not, but I think it will fit

    6. Have you ever received any chat restrictions, warnings or bans? For what reason?: Not anything that I can remember (but anyone having of this won't tell you so XD)

    7. Where were you referred from?: I was searching for 1.10 servers

    8. Any other information you would like to tell us in support of your application? No, nothing I can think rightnow :D

    Posted in: PC Servers
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    posted a message on HazardAnarchy!!! like 2b2t

    Ok login/ip please :D i want to see the server

    Posted in: PC Servers
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    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!
    Quote from Zetal»

    Okay, I think maybe there's a misunderstanding on what Obelisks' do, and what an Obelisk Zone actually does- creating an Obelisk Zone (by claiming an Obelisk) doesn't protect that area. It doesn't really do anything, in terms of player 'control'. All an Obelisk zone does is serve as a guideline for collecting taxes from the NPC Citizens that live in that area, and a 'home' for any NPC Warriors you hire.

    Once you control a zone, then you can set NPC Warriors to patrol your territory for any people trying to use your land without your permission, invaders, and even use them to clean up mobs, if you have enough of them and they're well-equipped.

    As well, 'just like in real life' there may very well be Obelisks that are less valuable, and so, less useful to have captured. Owning an obelisk is not inherently useful, and only provides access to controlling the taxes in that area.

    Ok XD I miss understood how do the obelisk work XD I think they worked a la "factions plugin" claim, sorry then :D
    Posted in: WIP Mods
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    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!
    Quote from Zetal»

    Like I said two posts ago (it was at the very bottom, so you might've missed it) farming has been changed to be more difficult to prevent a single farmer from feeding a server of 20 players for the next year and a half. It was excessive, especially compared to other classes. I'm completely against the return of bonemeal in any case- it's just too easy.
    You were a farmer? Did you receive any messages when this happened? Could be a bug.

    The reason why quality has to be visible is in the case of player-player trading. You can think of it like going to the grocery store, and looking at the fruits you're trying to buy. You can tell just by looking that the dark brown+black apple isn't one you should buy- it's poor quality. On the other hand, there's a nice juicy red one. That's high quality, and is worth more.


    Same goes for weapons/tools quality. Prevents people from scamming one another.


    I'm not sure I completely understand. :( All territory in real-life can be claimed, right? How does making only some claimable make it more like real life? Environmental interaction?



    Ok, I'm going to explain XD

    The one about the farming, i wasn't asking for bonemeal, just for making plating/seeding and using the fertilizer faster if you are a farmer, just that, not growing speed XD

    The other, I recieved a message about the animal not being able to produce meat because it's "fit"? was that "fit"? XD I can't remember now, sorry. And yes I was a farmer, but they were wild adult animals :/ Then I tested with creative spawned animals, and the same :/ Also I could find any explanation about how to make the animals worth/"fit". But well, I was just asking the animals to produce meat always, but at low cuality and at the vanilla rates. In reality a cow can feed a lot of people for a lot of time XD.

    Now, about the quality, I was saying it was redundant for armor/weapons the NUMBER (I explaned myself bad, sorry) you can just put a number, not refered to it's ingame durability directly, something like a scale from 1 to 20 or so will do the job, and the vanilla durability bar Works for seeing how much will it last.
    About the food quality I explaned my self bad (or not at all XD) again, the thing I meaned was, instead of new items, do it from NTB tags, wich will make it more compact and instantly compatible with anyother thing that adds food, or part of a food recipe.
    Still, IRL you don't know the "quality" of the things instantly, and you can (and will be) scammed if you don't know about what you will be buying.
    REALLY! I do armed and armored martial arts, and takes time to diference a "decent" weapon and armor for a "good one". Diferencing Wall hangers is easy, but still requieres some knowledge and even with that it could be trapped to like a good one, but I REALLY KNOW why you want to put it THAT VISIBLE but making it not really hidden, but not so "plain" would be more fit for the MMO-RP/RPG part.

    And the thing about the obelisk, IRL all land can be claimed? Yes and no, you can, but some places are worth of it and others no, also even if you "reclaim" some part of the world the people can use it even without your permision. That's why I was explaning you that XD, it's pretty hard to grasp if you are not very "expert" on history and warfare history :/ and this is not my native lenguaje sorry for that :/


    Also thanks for the acceptation of my suggestions/dobouts

    Posted in: WIP Mods
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    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!

    I'm interested a lot :D

    The only thing i see "some-what" bad is the "high" multiplayer orientation, but I can feel and understand why... You should add some options making it more "usable" by solo players :D (even if it's only for testing some features, until you get a server XD)


    Still this "Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD)." needs to be explained or fixed, at least for the farmers oriented "clases/bonus"


    And you don't really need to add obsidian tools, you could make your mod compatible with others, and be capable of using the base metals mod with other armor and tools/weapon mods keeping the need of making your own weapory at bay and thus optimizing your resources.


    For example: Kaishi weapon mod and the Base metals mods (which are compatible because I asked the maker of the first one to do so XD) offer a lot of already multiplayer and singleplayer balanced tool, armor, decoration and weapon options :D


    Aslo, I fell like the current food system (and the quality system on weapons and armor) is a bit redundant (the second a lot because it only shows durability removing the "mystery" of the items needed on an MMO-RP/RPG) you could do it by ntb tags or by hidden data, and let the players find out what is best, or worse by doing and testing...


    Also, I hunted a few animals... No one dropped food XD that's a problem, I know the need to encourage players to do something, but at least give the MC minimun drops, but in bad quality, not simply a no drop :/



    Sorry if I'm being anoying, but I only want to help into the make of this great mod idea :D

    Also, I like the obelisk system, but what about puting obelisk covering some areas and lefting others uncovered, like in reality?


    Example XD

    X--> 32x32 with no obelisk not covered

    O--> 32x32 with obelisk covering it


    XXXXXOXXX

    XXOOXXXXX

    XXOOXXXOX

    XXXXXXXOX

    XXXXOXXXX

    XOOXXXXXX


    With this system obelisk with get more importance, as control-vigilance points instead of just terrain claiming tools wich will make the fights for them more important and make the owners cover the exterior with troops, or maked decent walls enforcing one extra dimension of player/environmental interaction thus making all the obelisk important, not just a "claim all you can" but a "claim what you want and are willing to defend"



    Still XD

    "Sorry if I'm being anoying, but I only want to help into the make of this great mod idea :D"

    "And sorry for my gramar mistakes"

    XD

    Posted in: WIP Mods
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    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!

    Ok, i'm glad to hear that :D


    The thing is, i want to play as a monk/brawler (no armor nor weapons) and be "decent" on a fight... Will I be able to do that using some skills? I don't mean to be a real monster in damage, but decent in terms of damage and resistance, with some "bonuses" to counter the no armor no weapons (speed, jump higher, a bit of dmg reduction, etc) but nothing to over powered.


    Also, I helped on the balance for a mod called Kaishi weapon mod (on curse forge) because I'm a somewhat veteran on pvp, on 1.9 pvp even more because I love it an adaptated mcmmo and some other plugins for some servers, so if you need help on that please count on me, it will be fun to try and test :D

    Posted in: WIP Mods
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    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!

    Only one tiny question (well two XD)


    Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD).


    And now, what about two tipes of classes??


    Workclasses

    Combatclasses


    I mean, you can choose one of each, each one with his own benefits.

    Rightnow i fell all of them are workclasses, but if we can add for example (I know it is going to be some D&D, but it's the most know example for it) warrior, barbarian, explorer, monk, cleric, paladin, ect??


    For example:


    Warrior: All weapons and armor more effective, not a high bonus to health

    Barbarian bonus with axes/clubs lighter armors (up to chainmail) and high life

    Explorer: bonus with bow, base health, and tamming combat. Light armor

    Monk: no armors now weapons (or efficiency lowered) highder unarmed damange and base armor per level. Higher speed and jump.

    Cleric: healing **** XD all armors, bonus against undead. Base health.

    Paladin: A mix bettew warrior and cleric


    thanks for Reading and sorry for my grammar mistakes.

    Posted in: WIP Mods
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    posted a message on [1.6.4 - 1.8.9] Dynamic Sword Skills (updated 3/11/2017)

    Even if i like the sacabard thing, that's something more in the lines of the full zelda mod, this is mostly for sword maneuvers XD


    Still... UNARMED MOD!!! XD I'm waiting mr coolAlias

    Posted in: Minecraft Mods
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    posted a message on Anyone to update and maintain Iron Fist mod

    Sorry, but it's not the same mod, not with the same capabilityes (whatever XD)

    In the zeppeling mod you can WALK while your SHIP is moving, and breakblocks while traveling. So it's not the same mod. Please, don't try to say thing you don't know how do they work at their fullest capabilities.


    Still, thanks for Reading and responding.

    Posted in: Mods Discussion
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    posted a message on Anyone to update and maintain Iron Fist mod

    This is the mod, all explanations on the link.


    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2273734-ironfist-smash-things-like-a-man?page=3


    The autor told me, a lot of time ago that it was open-sourced, so just that. Thanks for Reading.




    And this as a simpel question, this mod http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1438934-1-2-5-zeppelin-0-31-wip (zeppeling mod) is open source? Because the creator has abandoned all related to MC, he even deleted (two years ago) it's former Skype so... Could be updated to? Or updated as a non-profit proyect via "fans"?

    Posted in: Mods Discussion
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from DagonDraconis»

    Apologies for the double post, but I couldn't resist.

    You could make them compatible, but in a different way than what the what the others are saying. My idea for the matter of breeding the two dragons is, 1. Both parents must have near 100% like to their owners for the dragons to even tolerate each other, even less than mate.(It should be a really rare event for them to.) 2. If they do mate and create offspring, said offspring would be unlike ether of its parents, and due to its parents being largely different than one another, would be stunted and "malformed". 3. Said offspring would be a Brown Dragon, one who has no breath attack and can only grow to the size and power of a T3 or T2 dragon. However brown dragons can be considered a Tamed species and are easier to take care of and deal with.

    Essentially they are a weaker and smaller breed of dragons that are unnatural and don't ever spawn in the wild, but they are "cheaper" and easier to train due to them being calmer than they larger parents/cousins. And they don't eat as much, since they don't need to "refill" their breath attack.

    In essence a Brown Dragon would be the inexpensive and simpler means of having a dragon, and would go great in a multi-player economy as a dragon breeder profession.

    Hey I like this idea and, as far as I'm aware of, it should go well with the "mod" in terms of dragon making-breeding for "armies"
    Posted in: Minecraft Mods
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