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Post by lubenqwebjartskular on Dec 23, 2014 21:22:31 GMT
so, no villager lighting shades...
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Post by lubenqwebjartskular on Dec 23, 2014 21:23:58 GMT
easy. better trades with villagers. now i dont know about anyone else but im more likely to trade with a human than a kull. That's a great idea! Will write that up to be looked in to. It could be done very simply too, if all we changed was the price. if the player interacting with the villager is from the human race price of villager trade is reduced by 10-30% else (The player is not a human) price is normalGreat! It looks like this might actually work!
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Post by ThatRedhead on Dec 26, 2014 5:19:33 GMT
as with rabbits we should just leave wolves as they are to roam in the spine and du weldenvarden. they are way too small to be shrrg. and we need horses, but witches should definitely be shades. To make then really rare all we need is to make it so that they dont despawn, and they when a villager is hit by lightning, voila! we have a shade! Wolves can roam in packs. From recent experiences, pack AI can be a bit laggy, but I'm sure we can get it working in a future release. Shades, Ra'zac and other difficult hostile mobs will be rare. You probably won't encounter them in a typical lifetime, but after a few hours of gameplay you're sure to have seen, or been killed by, at least a couple. There should always be at least one (or more) Shades and Ra'zac on the map. When one dies, another will be spawned in a random location. Every day at midnight there should also be a very small chance of another one spawning somewhere in the map. To counteract this you would also need to make a slight chance of the Shade/Ra'zac not spawning another when they die. This would then mean you would have to have a counter for the number of Shades and Ra'zac that makes sure there is always at least one Shade and a couple of Ra'zac in the world. As for the random location thing, there has to be some way of preventing one from respawning in the middle of nowhere. It should always be in some building or settlement, so as to prevent a random Ra'zac from being spawned in the middle of the Hadarac Desert. Also, is their AI going to be modified so that they have an "agenda" of sorts, like "Go to Farthen Dur, launch attack on Farthen Dur with army of mind-controlled Urgals" etc? In addition, are the Ra'zac going to be programmed to stay in groups for most of the time?
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Post by MCAlagaesia on Dec 28, 2014 7:22:45 GMT
Wolves can roam in packs. From recent experiences, pack AI can be a bit laggy, but I'm sure we can get it working in a future release. Shades, Ra'zac and other difficult hostile mobs will be rare. You probably won't encounter them in a typical lifetime, but after a few hours of gameplay you're sure to have seen, or been killed by, at least a couple. There should always be at least one (or more) Shades and Ra'zac on the map. When one dies, another will be spawned in a random location. Every day at midnight there should also be a very small chance of another one spawning somewhere in the map. To counteract this you would also need to make a slight chance of the Shade/Ra'zac not spawning another when they die. This would then mean you would have to have a counter for the number of Shades and Ra'zac that makes sure there is always at least one Shade and a couple of Ra'zac in the world. As for the random location thing, there has to be some way of preventing one from respawning in the middle of nowhere. It should always be in some building or settlement, so as to prevent a random Ra'zac from being spawned in the middle of the Hadarac Desert. Also, is their AI going to be modified so that they have an "agenda" of sorts, like "Go to Farthen Dur, launch attack on Farthen Dur with army of mind-controlled Urgals" etc? In addition, are the Ra'zac going to be programmed to stay in groups for most of the time? We'll make it so we can keep tabs on how many of these special mobs are on the map. If there's too many, an admin can issue a command to kill a specified amount of whichever creature is taking over. If there's too few of a mob, they could issue a command to randomly spawn some. Making these mobs only spawn in certain areas (such as populated areas like towns and cities) should be pretty simple. We'll just create a few areas where they can spawn, and disallow them from spawning everywhere else. They most likely won't have any specific agenda, or much AI at all above what the base mob already has, but we could implement this once we've released MCAlagaesia. We could, however, make it so that Ra'zac will stay close and fight in groups of 2. This means spawning them in groups of 2. If a single Ra'zac is killed and one is left alive, there'll be a 50% chance that 2 more spawn somewhere else and a 50% chance that none will spawn, which should keep the populations very stable in the long run. Of course, admins can still adjust the amount of each mob with a command if their number is falling too low.
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Post by ThatRedhead on Dec 29, 2014 2:54:27 GMT
Every day at midnight there should also be a very small chance of another one spawning somewhere in the map. To counteract this you would also need to make a slight chance of the Shade/Ra'zac not spawning another when they die. This would then mean you would have to have a counter for the number of Shades and Ra'zac that makes sure there is always at least one Shade and a couple of Ra'zac in the world. As for the random location thing, there has to be some way of preventing one from respawning in the middle of nowhere. It should always be in some building or settlement, so as to prevent a random Ra'zac from being spawned in the middle of the Hadarac Desert. Also, is their AI going to be modified so that they have an "agenda" of sorts, like "Go to Farthen Dur, launch attack on Farthen Dur with army of mind-controlled Urgals" etc? In addition, are the Ra'zac going to be programmed to stay in groups for most of the time? We'll make it so we can keep tabs on how many of these special mobs are on the map. If there's too many, an admin can issue a command to kill a specified amount of whichever creature is taking over. If there's too few of a mob, they could issue a command to randomly spawn some. Making these mobs only spawn in certain areas (such as populated areas like towns and cities) should be pretty simple. We'll just create a few areas where they can spawn, and disallow them from spawning everywhere else. They most likely won't have any specific agenda, or much AI at all above what the base mob already has, but we could implement this once we've released MCAlagaesia. We could, however, make it so that Ra'zac will stay close and fight in groups of 2. This means spawning them in groups of 2. If a single Ra'zac is killed and one is left alive, there'll be a 50% chance that 2 more spawn somewhere else and a 50% chance that none will spawn, which should keep the populations very stable in the long run. Of course, admins can still adjust the amount of each mob with a command if their number is falling too low. Sounds great! And however much I want to see good mob AI implemented, getting MCA up and running is the most important task for now. If it would be helpful, I could throw together some pseudocode for the mobs that need improved AI. I don't know much about plugic coding (although as I said in another post, I'll be looking into it soon), but maybe it could take some of the workload off of the dev team.
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Post by MCAlagaesia on Dec 29, 2014 6:14:49 GMT
We'll make it so we can keep tabs on how many of these special mobs are on the map. If there's too many, an admin can issue a command to kill a specified amount of whichever creature is taking over. If there's too few of a mob, they could issue a command to randomly spawn some. Making these mobs only spawn in certain areas (such as populated areas like towns and cities) should be pretty simple. We'll just create a few areas where they can spawn, and disallow them from spawning everywhere else. They most likely won't have any specific agenda, or much AI at all above what the base mob already has, but we could implement this once we've released MCAlagaesia. We could, however, make it so that Ra'zac will stay close and fight in groups of 2. This means spawning them in groups of 2. If a single Ra'zac is killed and one is left alive, there'll be a 50% chance that 2 more spawn somewhere else and a 50% chance that none will spawn, which should keep the populations very stable in the long run. Of course, admins can still adjust the amount of each mob with a command if their number is falling too low. Sounds great! And however much I want to see good mob AI implemented, getting MCA up and running is the most important task for now. If it would be helpful, I could throw together some pseudocode for the mobs that need improved AI. I don't know much about plugic coding (although as I said in another post, I'll be looking into it soon), but maybe it could take some of the workload off of the dev team. That would be great! We'd love to take a look and implement any ideas your code gives us. Often, pseudocode shows you things things that you've missed: "What happens when this doesn't happen?". Writing pseudocode is also a good way to begin learning how to code :-)
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Post by ThatRedhead on Dec 29, 2014 11:05:24 GMT
Sounds great! And however much I want to see good mob AI implemented, getting MCA up and running is the most important task for now. If it would be helpful, I could throw together some pseudocode for the mobs that need improved AI. I don't know much about plugic coding (although as I said in another post, I'll be looking into it soon), but maybe it could take some of the workload off of the dev team. That would be great! We'd love to take a look and implement any ideas your code gives us. Often, pseudocode shows you things things that you've missed: "What happens when this doesn't happen?". Writing pseudocode is also a good way to begin learning how to code :-) Exactly but it's not that I need to learn to code, I just don't know what language the plugins are being written in. *please say python* If it's java won't be able to help for a couple weeks cuz I need to learn java... It's on my to-do list but I need some time to finish up other stuff.
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Post by lubenqwebjartskular on Jan 2, 2015 21:18:54 GMT
We'll make it so we can keep tabs on how many of these special mobs are on the map. If there's too many, an admin can issue a command to kill a specified amount of whichever creature is taking over. If there's too few of a mob, they could issue a command to randomly spawn some. Making these mobs only spawn in certain areas (such as populated areas like towns and cities) should be pretty simple. We'll just create a few areas where they can spawn, and disallow them from spawning everywhere else. They most likely won't have any specific agenda, or much AI at all above what the base mob already has, but we could implement this once we've released MCAlagaesia. We could, however, make it so that Ra'zac will stay close and fight in groups of 2. This means spawning them in groups of 2. If a single Ra'zac is killed and one is left alive, there'll be a 50% chance that 2 more spawn somewhere else and a 50% chance that none will spawn, which should keep the populations very stable in the long run. Of course, admins can still adjust the amount of each mob with a command if their number is falling too low. Actually, i dont think that we need the whole "two ra'zac" thing. the ra'zac in the book just stuck together cause they were the last ones. it would be better that they would spawn in groups of one or two, but team up if they found another one? Of course, this would inevitably lead to massive groups of ra'zac running around, but with the whole mob tag thig its totally possible to kill of any we dont need. Also, to continue my typing rant , Do we always need shades and ra'zac on the server? in the whole of alageasia (1000-7000 years, only 4 shades have ever been killed. sure, some might kill themselvesof people might die killing them but the fact remains that the're aren't that common. of course im not saying the we shouldnt have them, just maybe a bit less.
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Post by ThatRedhead on Jan 3, 2015 2:02:35 GMT
We'll make it so we can keep tabs on how many of these special mobs are on the map. If there's too many, an admin can issue a command to kill a specified amount of whichever creature is taking over. If there's too few of a mob, they could issue a command to randomly spawn some. Making these mobs only spawn in certain areas (such as populated areas like towns and cities) should be pretty simple. We'll just create a few areas where they can spawn, and disallow them from spawning everywhere else. They most likely won't have any specific agenda, or much AI at all above what the base mob already has, but we could implement this once we've released MCAlagaesia. We could, however, make it so that Ra'zac will stay close and fight in groups of 2. This means spawning them in groups of 2. If a single Ra'zac is killed and one is left alive, there'll be a 50% chance that 2 more spawn somewhere else and a 50% chance that none will spawn, which should keep the populations very stable in the long run. Of course, admins can still adjust the amount of each mob with a command if their number is falling too low. Actually, i dont think that we need the whole "two ra'zac" thing. the ra'zac in the book just stuck together cause they were the last ones. it would be better that they would spawn in groups of one or two, but team up if they found another one? Of course, this would inevitably lead to massive groups of ra'zac running around, but with the whole mob tag thig its totally possible to kill of any we dont need. Also, to continue my typing rant , Do we always need shades and ra'zac on the server? in the whole of alageasia (2000-3000 years, only 4 shades have ever been killed. sure, some might kill themselvesof people might die killing them but the fact remains that the're aren't that common. of course im not saying the we shouldnt have them, just maybe a bit less. If you only have one or two shades in all of Alagaesia, the chances of encountering one are EXTREMELY limited, unless of course you are looking specifically for one. I think there'll probably end up being a delay between the death of one and it's spawning, maybe a day, and the population of them would be constantly controlled, so it will work out where they are super duper rare. Don't worry. It'll all work out
As for the Ra'zac, I've been thinking about the AI, and maybe they can spawn individually, but after spawning slowly make their way back to Helgrind, and then after that they can go on "missions" of sorts in pairs to do tasks specified by a staff or something. For instance, once a pair meets up back at Helgrind, they could restock their supplies like Seithr oil and such, and then go out and maybe hunt out a certain really famous player. Assassination by Ra'zac
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Post by ThatRedhead on Jan 3, 2015 2:04:54 GMT
WE WRITE SUCH LONG POSTS ON THIS THREAD. TWO PARAGRAPH RESPONSES WHAT IS THIS?!
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Post by MCAlagaesia on Jan 3, 2015 2:09:55 GMT
We'll make it so we can keep tabs on how many of these special mobs are on the map. If there's too many, an admin can issue a command to kill a specified amount of whichever creature is taking over. If there's too few of a mob, they could issue a command to randomly spawn some. Making these mobs only spawn in certain areas (such as populated areas like towns and cities) should be pretty simple. We'll just create a few areas where they can spawn, and disallow them from spawning everywhere else. They most likely won't have any specific agenda, or much AI at all above what the base mob already has, but we could implement this once we've released MCAlagaesia. We could, however, make it so that Ra'zac will stay close and fight in groups of 2. This means spawning them in groups of 2. If a single Ra'zac is killed and one is left alive, there'll be a 50% chance that 2 more spawn somewhere else and a 50% chance that none will spawn, which should keep the populations very stable in the long run. Of course, admins can still adjust the amount of each mob with a command if their number is falling too low. Actually, i dont think that we need the whole "two ra'zac" thing. the ra'zac in the book just stuck together cause they were the last ones. it would be better that they would spawn in groups of one or two, but team up if they found another one? Of course, this would inevitably lead to massive groups of ra'zac running around, but with the whole mob tag thig its totally possible to kill of any we dont need. Also, to continue my typing rant , Do we always need shades and ra'zac on the server? in the whole of alageasia (2000-3000 years, only 4 shades have ever been killed. sure, some might kill themselvesof people might die killing them but the fact remains that the're aren't that common. of course im not saying the we shouldnt have them, just maybe a bit less. Alright, I suppose that's possible! Ra'zac will form larger groups if they run into another group. We'll always need to adjust the number of these special mobs. Remember that the map is giant, and MCAlagaesia 2 is twice the size. If there's 3-5 shades in a random place on the map, chances are a player will only ever run into one every few days. Unless an admin decides to spawn one in front of your face, you could play MCAlagaesia for days, weeks, months before ever seeing one.
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Post by MCAlagaesia on Jan 3, 2015 2:12:31 GMT
That would be great! We'd love to take a look and implement any ideas your code gives us. Often, pseudocode shows you things things that you've missed: "What happens when this doesn't happen?". Writing pseudocode is also a good way to begin learning how to code :-) Exactly but it's not that I need to learn to code, I just don't know what language the plugins are being written in. *please say python* If it's java won't be able to help for a couple weeks cuz I need to learn java... It's on my to-do list but I need some time to finish up other stuff. Haha, nope! Minecraft is Java, it makes sense for the plugins to be in Java too
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Post by ThatRedhead on Jan 3, 2015 2:21:38 GMT
Actually, i dont think that we need the whole "two ra'zac" thing. the ra'zac in the book just stuck together cause they were the last ones. it would be better that they would spawn in groups of one or two, but team up if they found another one? Of course, this would inevitably lead to massive groups of ra'zac running around, but with the whole mob tag thig its totally possible to kill of any we dont need. Also, to continue my typing rant , Do we always need shades and ra'zac on the server? in the whole of alageasia (2000-3000 years, only 4 shades have ever been killed. sure, some might kill themselvesof people might die killing them but the fact remains that the're aren't that common. of course im not saying the we shouldnt have them, just maybe a bit less. Alright, I suppose that's possible! Ra'zac will form larger groups if they run into another group. We'll always need to adjust the number of these special mobs. Remember that the map is giant, and MCAlagaesia 2 is twice the size. If there's 3-5 shades in a random place on the map, chances are a player will only ever run into one every few days. Unless an admin decides to spawn one in front of your face, you could play MCAlagaesia for days, weeks, months before ever seeing one. Wait. Shades will join up too? That's definitely a bad idea! And unlikely. Shades didn't seem like very "YAY teamwork let's kill players together!" kind of beings in comparison to the Ra'zac. And any more than three shades at a time might get excessive, even on a map that big.
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Post by MCAlagaesia on Jan 3, 2015 2:26:16 GMT
Alright, I suppose that's possible! Ra'zac will form larger groups if they run into another group. We'll always need to adjust the number of these special mobs. Remember that the map is giant, and MCAlagaesia 2 is twice the size. If there's 3-5 shades in a random place on the map, chances are a player will only ever run into one every few days. Unless an admin decides to spawn one in front of your face, you could play MCAlagaesia for days, weeks, months before ever seeing one. Wait. Shades will join up too? That's definitely a bad idea! And unlikely. Shades didn't seem like very "YAY teamwork let's kill players together!" kind of beings in comparison to the Ra'zac. And any more than three shades at a time might get excessive, even on a map that big. 3-5 shades, each in their own random place. Shades won't from groups. In fact, maybe we could make it so shades perform dangerous duels with eachother if two or more are within range.
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Post by ThatRedhead on Jan 3, 2015 2:27:05 GMT
Exactly but it's not that I need to learn to code, I just don't know what language the plugins are being written in. *please say python* If it's java won't be able to help for a couple weeks cuz I need to learn java... It's on my to-do list but I need some time to finish up other stuff. Haha, nope! Minecraft is Java, it makes sense for the plugins to be in Java too Yep, that's what I figured. *sighhhhhhhhh* python is so easy though! Oh well. I already have made plans to learn Java mid-January. My dad wants to learn Java too, and he has experience with C# so he can help me with it too once he gets the hang of it hopefully I'll be coding away plugins by March! Can't wait to help out.
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