Author Topic: Colonies mod  (Read 2579 times)

Yes. I am working without the buying vehicles for now since that is still proving difficult.
If you get on Skype I'll help you in about twenty minutes.

How should crafting work? Should you be able to craft anywhere, or should you need to be near a forge?


How should crafting work? Should you be able to craft anywhere, or should you need to be near a forge?
Maybe you could craft a forge without a forge and then use that forge to craft?

A bit like Minecraft in a way.

8 or whatever wood lets you craft a forge, and then you plant the forge and use it to craft other things.

Wow i love this heed keep it up, oh and if you were to make classes like the PWMOD on mount and blade warband, use these classes:
  • Bandit
  • Soldier
  • Townsperson
  • Surf
Also a crafting station brick would be nice.
well that's pretty much it, decide on it accordingly. still great job can't wait till this mod is released.

Classes, if implemented, would be able to be chosen the second you spawn. Once chosen, they cannot be changed. Classes would allow you to create and use certain things. For example, the warrior class would allow you to excel in the most powerful weapons and heavy armor, but would cause you to be weak in agility and other things.

There would be two types of classes you could pick.
Your Primary Classes, such as Warrior, Archer, and Pirate.

Then there would be your Secondary Classes, such as Cook, Engineer, and Harvester.

For crafting, you will be able to craft a forge using 30 stone, then use that forge to craft swords and such. Woodworking tables would be used to craft parts for siege weapons such as catapults. Those parts would go into your inventory, then you would be able to assemble them anywhere. No use making a catapult in your base when your enemy is across the sea.


Classes, if implemented, would be able to be chosen the second you spawn. Once chosen, they cannot be changed. Classes would allow you to create and use certain things. For example, the warrior class would allow you to excel in the most powerful weapons and heavy armor, but would cause you to be weak in agility and other things.

There would be two types of classes you could pick.
Your Primary Classes, such as Warrior, Archer, and Pirate.

Then there would be your Secondary Classes, such as Cook, Engineer, and Harvester.

For crafting, you will be able to craft a forge using 30 stone, then use that forge to craft swords and such. Woodworking tables would be used to craft parts for siege weapons such as catapults. Those parts would go into your inventory, then you would be able to assemble them anywhere. No use making a catapult in your base when your enemy is across the sea.


Not what i had in mind for the classes but that works perfectly. Great job heed.

Will vehicle spawning require money again? I remember before you abandoned this project you had this enabled. Will you continue to implement building burning? I remember that a lot of people disliked that feature.


Also I assume that only engineers can build. Will this be true?



Vehicles will cost money, but I am considering making them spawned using your inventory, not the vehicle spawns. That way you can deploy them anywhere. Building burning will be allowed, but the cost to produce the "fire" will be increased, it won't spread as fast, and will only work on smaller bricks, not giant baseplates.

Anyone can build, but engineers would be able to build "technical" things with less resources. Lets say a catapult takes 300 wood, for a engineer, it may only take 200 wood.

Vehicles will cost money, but I am considering making them spawned using your inventory, not the vehicle spawns. That way you can deploy them anywhere. Building burning will be allowed, but the cost to produce the "fire" will be increased, it won't spread as fast, and will only work on smaller bricks, not giant baseplates.

Anyone can build, but engineers would be able to build "technical" things with less resources. Lets say a catapult takes 300 wood, for a engineer, it may only take 200 wood.
20 catapults outside your castle


what you do

Excuse me, may I have the code that uses a special variable/string to plant a brick? Thanks.

Vehicle Spawning: Done. What I did is I made it so you spawn vehicles normally with a spawn point, but can load them in some kind of oversea transport vehicle (I am working on various boats), and sail them over seas.

I would really like to also do a character appearance restriction similar to DRPG, because everyone running around looking stupid, or awesome is no fun. But that doesn't seem to be easy either.

Brick damage works great. I hosted a test server a few weeks ago and I loaded up some default saves and we spent time using the damage system to blow thing up. We blew up the beta city tower by destroying the supports and watching the rest fall.

Would a catapult's projectile destroy bricks?

It'd be nice to blow a hole in a wall and then enter from that way.

Would a catapult's projectile destroy bricks?

It'd be nice to blow a hole in a wall and then enter from that way.
Yes. Siege weapons do massive damage to structures.

Yes. Siege weapons do massive damage to structures.
Great.

Do you plan on having a passworded alpha/beta server?

Or another public to fully test out features.