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Author Topic: Minecraft: Nations at War ~~Applications now open~~  (Read 47931 times)

TolyK

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Re: Minecraft: Nations at War
« Reply #135 on: May 25, 2012, 03:13:58 pm »

I'd still be Empress :P
I've no problem giving you a rank as war leader or some shit.
That works.
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The Merchant Of Menace

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Re: Minecraft: Nations at War
« Reply #136 on: May 25, 2012, 03:15:34 pm »

Hell, you were a Governor last time, which equates to Moderator rank on our forum.
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Duke 2.0

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Re: Minecraft: Nations at War
« Reply #137 on: May 25, 2012, 04:13:39 pm »

 I could probably pull some connections to get into specific factions with dudes I used to know, although I'll probably have to explain the name change.

 Either way. I may possibly just hop in to build a secret Earth shrine due to history
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The Merchant Of Menace

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Re: Minecraft: Nations at War
« Reply #138 on: May 25, 2012, 04:14:23 pm »

Pff, you guys with your Season 1 and your preexisting affiliations with people.
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jesusmod

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Re: Minecraft: Nations at War
« Reply #139 on: May 25, 2012, 05:45:48 pm »

You two with the penguin avatars... getting me confused.

now, to try to rerail this thread from the minor derail it had: what are we doing for defence? a wall is standard, but something like making it so that each house that is closer to the centre is higher than the others, giving a sort of tier effect could prove useful for defending archers, and detrimental to other archers.
well, I've got a plan that's all about defense, but it's moderately complicated. 

Spoiler (click to show/hide)
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Duke 2.0

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Re: Minecraft: Nations at War
« Reply #140 on: May 25, 2012, 05:49:26 pm »

 Who gives a shit, a city built on staggered tiers so it appears to rise out of whatever landscape you have and grants views to all the residents is rad.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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IronyOwl

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Re: Minecraft: Nations at War
« Reply #141 on: May 25, 2012, 06:27:49 pm »

Who gives a shit, a city built on staggered tiers so it appears to rise out of whatever landscape you have and grants views to all the residents is rad.
This largely sums up my views on defense in general. :x



Spoiler (click to show/hide)
And of course, this is assuming notified base assaults are a common occurrence, which we're not sure of.
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andrea

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Re: Minecraft: Nations at War
« Reply #142 on: May 25, 2012, 06:56:58 pm »

also, the giant column of magma for the doomsday device would lag everything.
there are better ways.

jesusmod

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Re: Minecraft: Nations at War
« Reply #143 on: May 25, 2012, 07:20:46 pm »

yeah, you got a point with the specialization thing. I hate thinking about it, I was just listing how to make an efficient defend-able fortress. now that I think about it, if specialization were to happen, we'd be nothing better than urist mcminer and nonesuch. but the lava doomsday device I still support. how else are we gonna doomsday it? tnt would probably crash any server I know of.
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TolyK

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Re: Minecraft: Nations at War
« Reply #144 on: May 26, 2012, 03:17:53 am »

Spoiler (click to show/hide)
Um.
That's... pretty complicated. :P We'd want reundant systems.
« Last Edit: May 26, 2012, 03:25:02 am by TolyK »
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andrea

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Re: Minecraft: Nations at War
« Reply #145 on: May 26, 2012, 03:38:03 am »

a doomsday device can be done, but I have seen magma on N@W server. if you drop it from height limit, it will take ages before it reaches the ground and spreads. may take days to clear after the source is closed. and I don't mean minecraft days.

I found that the server handles TNT well, but block damage is disabled, so there wouldn't be much doom.

if we are going to use magma, I suggest many sources hidden in the city, not much above ground level.
but keep in mind that reclaiming would be terribly hard.

however, I was thinking about roads that collapse. it would need a lot of pistons, but I am sure it is possible to build our roads so that, if a lever is pulled, collapse leaving a deep moat. it would turn the city into many isolated islands.

TolyK

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Re: Minecraft: Nations at War
« Reply #146 on: May 26, 2012, 03:44:26 am »

I wish we had redpower frames...
But since we don't, how about we just make a giant control panel thingie?

AND WIRELESS REDSTONE. MUST... USE...
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electronics

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Re: Minecraft: Nations at War
« Reply #147 on: May 26, 2012, 04:14:20 am »

Lava only tends to go into problems of not dissapearing when spreading horizontally. If a verticle wall of lava is made going into a 1 deep hole, and the lava is turned off at once it doesn't take that long for it to dissappear. Also, it is possibly to have wireless redstone in vanilla minecraft see here: http://www.youtube.com/watch?v=ynhfAt-4U5I Unfortunatley, it does require a redstone timer for all the recievers which could create lag... I wonder if there is a version that doesn't need a clock?
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TolyK

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Re: Minecraft: Nations at War
« Reply #148 on: May 26, 2012, 04:30:24 am »

Yeah, that one. I don't believe there's another version though... could be cool to try it out though.
(Using iron bars instead of glass ones would be nice).
Fences maybe?

And we should not do redstone constructions without having VERY secure entrances :P
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TolyK

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Re: Minecraft: Nations at War
« Reply #149 on: May 27, 2012, 08:57:18 am »

Commencing SSP testing.
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