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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    I did the poll about money loss. I voted % but please make it small. I don't want to go around dying and losing a ton of money. Also, if you die on a server or other world, wouldn't you lose money to because of the way the mod works?
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    For some reason npc villages (notch's emtpy kind) always spawn next to the guild
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from Tyferno

    There is a barracks in Tier 2, and you can station the people you hire there. The adventurer idea has promise though... but what do you think they would do? Search for ravines and NPC villages and compose a map of the surrounding area, maybe hung on a wall? :tongue.gif:


    I have A very similar suggestion about the Adventure Hero thing on pg 46 or 45 that gives my idea on what they would do
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from Cowsgomoo!

    I have an idea!
    A worker house, where you can summon all the workers in one place.
    Because, I've been pushing my workers in one of the houses everytime I don't need them, in fear that I would lose them.


    Why not? I don't see a down side
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from ToXiC LTd NM

    I do have an archive manager but im on linux so its the default thing. I did delete META-INF. I put the class files for ModLoader into minecraft.jar if thats what you mean and I did put the taleofkingdoms zip in the mods folder. I have installed many mods before this so im confused at why its not working. Is it anything to do with the fact that im on linux?


    An easy way to downoad mods is to put them in mods folder as a zip file. The mods folder is in .minecraft if you don't have one make a new folder and name it mods. It should work then
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from Alldares

    So I absolutely LOVE the work you have done with this mod, but not being able to hit the reficule from a distance is REALLY hindering the ability to kill them. I agree that they should be balanced for having hired a few soldiers, but at the same time, I would like to be able to kill a group solo with full diamond gear and a good bow. Currently, I can't even hit them till i'm close enough for them to fence me in and light me on fire which essentially spells death on the spot and destruction to all my hard earned gear :sad.gif: Maybe I just suck at combat but does anyone else get this same result?


    It easier to sneak around a face one at a time have a water bucket.
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from ToXiC LTd NM

    I'm not getting an error message it just stays on the mojang screen and nothing has happened. I have ModLoader and I didn't extract it into the bin its in the mods folder in .minecraft. HELP!


    Did you:
    Have a archive manager
    Delete meta-inf in minecraft.jar
    Extract the modloader to minecraft.jar
    Put tale of kingdoms zip in the mods folder?

    Note mods folder is in .minecraft and minecraft jar is in bin in .minecraft
    Note: you can make a new mod folder if you don't have one and it will work.
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Oops I got the page wrong
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from TyberAlyx

    Wait, I can't relate, is there suppose to be a suggestion that I haven't read? I was out in a vacation for a couple of days back (I go online a bit at that time span) but I may not have read yours.


    YAY! There on 46! Though some may have already posted like Brook said.
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from BrooksP

    People post dozens of ideas on a daily basis. Responding to each one would be a pain.

    A couple of your ideas have already been brought up or is something Tyber doesn't plan on doing.

    The ability to do individual saves per world has been discussed a lot and would require a lot of recoding. While I hope he plans on doing it, I don't believe its a high priority atm.

    Choosing where to place buildings for example. Would require to much recoding to make it worth it.

    The selling mod items is already in the item shop, its just mods that are supported and items that aren't to OP to sell on the market.

    Unobtainable items there are very few items that could be sold to warrant a entire building too. Selling ore blocks really isn't needed and selling things like bedrock would cause issues. Since how are you suppose to remove them if you misplace them?

    The first idea about new NPCs I do have to reread as it does seem somewhat interesting. The healer for the new mobs prob isn't a good idea atm since people are still having issues with the current ones.


    Thank you for reading them. I suppose it was a bit rude to post my last comment.
    Also I relized that gold carrys over. I started a new kingdom and i had the same amount of money form my last kingdom. Is this supposed to be?
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    I posted a bunch of suggestions on pg 46 and I think nobody readed them , so I'm a bit annoyed. I think it would be cool to add these things but of course not nessasary, but I don't want my ideas to go to waste. Please comment if you read it so I know not to post this again.

    This an awesome mod by the way
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    Quote from willxo

    I have some ideas

    1. Personal house/manison/palace
    Small luxury castle built for player. Things the player places in there won't disappear when upgarding tiers.
    2. House Rent
    This may be in the game but i cant tell. Basicly houses give you money every once in while. Well increases rent. The palace increases rent and you can raise or lower it there but if its too high citzens won't work for you.
    3. Farm
    The citzens need some source of food! Also it increases rent and you can buy raw foods (wheat, melon slices) cheaper than food market.
    4. Guild
    You own guild for training next genartion heros!
    5. Church
    Increasres rent priests with slowly heal slodiers that guard in there


    Those were my last suggestions
    I have some more!

    1. More Info on Guild
    It would be like the other guild but not a castle and with slightly different architecture
    Sometimes, adventures would show up at the guild. You could recruit them and train them to be heroes
    You would train them by letting them kill monsters (like normal soldiers) but it would take forever!!!
    You could also send them on quest in which gain more experience, but they would have a slight chance of dying. they would disappear until they finish the quest. You could check there progress.
    Adventures would be slightly strong than normal soldiers and have a special ability. Heroes are MUCH stronger than adventures and their ability is improved. Heroes and adventures have names and can do normal soldier commands. You can also give them money to improve their equipment or give it to them directly. Some types could be....
    FireSword
    Has sword. Attacks are powerful and check enemies on fire.
    FireBow
    Has Bow. Same as above.
    MasterSword
    Has Sword. Has lots of health and attacks are VERY stong.
    MasterBow
    Has Bow. Same as above.
    KnightCommander
    Has sword. Has a squad of 4 knights
    ArcherCommander
    Has Bow. Has a squad of 4 archers.
    StealthSword
    Has sword. Fast and enemies don't notice him till he's very close
    StealthBow
    Has Bow. Same as above
    Monk
    Fist fighter. Heals other unit a lot
    AlphaWolf
    Fist Fighter. has a squad of 10 wolves.

    My names aren't creative

    2. Choosing which plots'o'land to put your buildings
    Instead of the builder just building in certain places, some areas would be surronded by fence, and when you ask the builder to build something, he'll follow you. You would go inside of one of the fenced areas and right-click the builder and you'd have the option of BUILD HERE or CANCEL. Build here would build the building in the fenced area and delete the fence.

    3. Have multiple Kingdoms at a time.
    When you start a new world, it would say "Continue Kingdom, New Kingdom, Cancel" Continue Kingdom would continue your last kingdom, New kingdom would make a new one without deleting you old, and cancel would just make you play normally.

    4. Not having to "Start Your Conquest"
    Some people might not want to on their first world.

    5. Mod Shop (building)
    Would sell things for mods you have

    6. Unobtainable Shop (building)
    Would sell items you can't get normally like redstone-ore and bedrock. Of course it would be VERY EXPENSISE!

    7. Reficule Healer ( maybe reficlue witch doctor)
    Heals Enemy Reficule. Reficlue Unit

    8. Workers being able to hunt and Miners sometimes give other stuff
    you could order your workers to hunt near wild animals and they would attack the animals and give the loot to you.
    Miners would sometimes give you iron ore, coal, redstone dust, lapis lazuli, gold ore, and diamonds depending on their rarity and the miners deepness.

    9. Kennel (building)
    You can buy tamed wolves at the kennel



    This is an awesome mod
    Posted in: WIP Mods
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    I have some ideas

    1. Personal house/manison/palace
    Small luxury castle built for player. Things the player places in there won't disappear when upgarding tiers.
    2. House Rent
    This may be in the game but i cant tell. Basicly houses give you money every once in while. Well increases rent. The palace increases rent and you can raise or lower it there but if its too high citzens won't work for you.
    3. Farm
    The citzens need some source of food! Also it increases rent and you can buy raw foods (wheat, melon slices) cheaper than food market.
    4. Guild
    You own guild for training next genartion heros!
    5. Church
    Increasres rent priests with slowly heal slodiers that guard in there
    Posted in: WIP Mods
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Quote from Xenuka

    "I have a glitch of some sort. I got to where I could build my own city ,and had the man follow me to where I could build it. Well I had him follow me and right before I left the city; I saved, exited, created a backup for my world in case it didn't build in the exact spot I wanted it to. I got back on minecraft, had him follow me ,and built the city. I didn't like where it was at so I changed my mind and replaced the current .minecraft/save/world with the backup. Well when I got on, the builder man wasn't there. I saved and exited, reloaded, and he wouldn't spawn. So basically I'm stuck with being able to build a city, but there isn't a city builder in the inn. Can someone please help me?"

    Copy and pasted an earlier post of mine. Is there any new suggestions? Can someone please help me?


    I no expert but did you check the guild
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Tale Of Kingdoms Ver 1.0.5
    Quote from Jeir

    59.




    Oh, I don't know. It's kind of cute when they jump up at a tree. :happy.gif:



    I'm just saying they need to be able to get through gates better and not get stuck tring to run though blocks (though the jumping is cute now i think of it)
    Posted in: Minecraft Mods
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