Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 176 177 [178] 179 180 ... 1380

Author Topic: Minecraft - It has blocks.  (Read 2447910 times)

debvon

  • Bay Watcher
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2655 on: July 16, 2010, 08:51:34 pm »

Just delete the whole Bin folder. That should force it to redownload everything, or the file named "version".

Your friend needs to read tutorials a bit closer, it seems.

That did the trick, thanks Calhoun.
Logged

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2656 on: July 16, 2010, 09:10:46 pm »

Another thing to consider. Lets say you want to settle in a small cave. at the foot of a mountain, and somebody settles at the top. Plus how exactly does a land-claim flag work with a cave? Seems like it'd need to be different.

I was thinking it creates a zone of control, like how a torch makes a zone of light.  Your ZoC would extend up and down until broken by skybox or terrain (cave ceiling, ground, cliff overhang thing).

This way, the caver's claim would claim the cave, and the mountaintop guy would claim the mountain and the skies.  First one there gets priority.

Additionally, to prevent psychic guards homing in on you from across the claim Oblivion style, the ZoC doesn't alert you by itself - it only tells guards that if they see someone doing something in the area, then the security response (the alert and attacking) activates.

To reiterate (err, I should note that I am (erroneously) picturing the claim as a big walled up castle city):
One main claim totem thing
You can set various "citizenship" at this.  You're the master of the claim, and you can set your bros as "citizens" or whatever, which let's em build on your claim.  I guess they should be immune to "restricted" tags too.

Zone control only means your guards will attack violators in the area if they see them - it doesn't give the area omniscience.

Guards will respond to uncleared people building or destroying stuff.  Later on they could respond to, like, megabeasts or whatever, too.

Three different claim flags: the Restricted flag, the City flag, and the Outskirts flag.  All flag's effects are blocked by walls.
- Restricted flags a small area, but doesn't extend to the sky like the other claims, and marks the area as high security: every non-cleared a citizen is kill on sight in these areas.  You use this in, say, your personal house, if you've got a big city thing, or the room you keep the claim totem in, and the guards will always have at least one patrol guy walking around here.
- City flags affect a medium-sized area that extends up skyward.  It marks the areas as non-vital, but important enough to maintain a presence in.  You'd use it in areas of your claim like your living rooms, walkways, and paths, or the castle walls and streets.
- Outskirt claims flags cover big areas that reach skyward.  These are the far out areas of your claim - past your house's lawn, the surrounding acres.  Patrol guards won't patrol in this area, but other guards WILL respond to building here, and scramble to stop it.  This is to prevent that "build way up and dump lava on you" part.

There're three guard types, also.  That'd be settable in the guard spawner, I guess.
- Sentry guards will stand in place and watch areas.  They'd have larger sight ranges and keep constant surveillance in an area.  On alert, they shouldn't move, so they could keep the area they guard secure - to prevent distractions from luring away your guards.  You could set the area with a sentry flag, at which point one of the guards designated "sentry" will go to it.  ...It would make sense for them to move if an enemy gets close, though.
- Patrolling guards will wander about by them selves in the Restricted and City areas.  They provide a constant roaming eye that could reach or cover areas with walls or out of range of the sentry, and would respond to alerts, but would have a shorter viewsight not watched by a sentry, and might not cover areas consistently.  Since they'll be alone they'll also be vulnerable, but could tie up enemies long enough for other guys to arrive.
- Response guards stick around by their spawn.  When the alert sounds, they all run out and to the alert's site.  They're basically muscle - since you send them in a wave instead of singularly like with patrol guards, they'll be much harder to fight.

Optionally/miscellaneous:
Guards require gold bars loaded in the spawner to spawn.
---Maybe the gold could be taken from an inventory kept in the totem?  Be more secure that way.

Guards start naked like you.  You have to smith up some armor and a weapon for them.  This means weapon customization, which is awesome.
---Equipment doesn't degrade.
-----It may or may not drop on the guard's death, forcing you to recraft a whole new set.  ...I'd make it so it doesn't, since that would be as annoying as managing arrows for your bowguards.

Repair NPCs could repair damage to your claim by recording your claim and the changes ONLY cleared people (you and citizen-cleared guys), and use that as a reference.  They could check the place occasionally, and when they see the gaping hole left by that griefer's TNT, they'll patch the thing up, just like you do.
--- Getting the AI to figure out "hey!  I should start from the inside and work out!" and how to climb up by dropping dirt or whatever
----- Do they magically create the proper blocks?  Maybe they'd have to have an inventory in their spawner too, stocked with repair stuff?

Maybe the main totem should come with some guards?



...I've probably forgotten a bunch of stuff, but that's the proposal as of now.


Also, I wish to acquire enough gold to build a temple.  That would be sweet, and totally not like Godville.
« Last Edit: July 16, 2010, 09:30:14 pm by Farce »
Logged

dragnar

  • Bay Watcher
  • [Glub]
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2657 on: July 16, 2010, 09:24:17 pm »

I like it with one exception: the flags being stopped by walls. that would make claiming a town really weird, since it would end up claiming only the outsides of the houses. then you would need more flags for every room in every construction you make. Stopping it only at natural walls would be nice, but I doubt minecraft distinguishes those from anything else.
Logged
From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2658 on: July 16, 2010, 09:40:33 pm »

Yeah, that's a problem.  Being stopped by walls keeps your restricted killzone from leaking out and making your house radiate death or whatever.  Also keeps the claim from shooting into the earth and making some oblivious miner a criminal (technically) when he mines into your underground.  If you post guards in there to keep the creepers and stuff at bay, he'll end up dead and pissed.

Setting it to check for wall thickness would probably make it processor heavy, and if the ground is mysteriously thin someplace you'll have mysterious ray of THIS STUFF'S MINE shooting into the earth.  Checking for natural walls would be able to work around; dig up a place, set it back down, and ta-da, you own the shaft.

Let's reason that you need to see the flag, so it has to be unwalled (visible) to work.  That makes sense, right?

Also, editing it for when I suggest it on the Minecraft forum.  I should probably just copy paste it into a txt file.

dragnar

  • Bay Watcher
  • [Glub]
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2659 on: July 16, 2010, 09:44:21 pm »

Hmm... maybe have only the restricted level flag be stopped by walls? Then make the others only protect things at a higher elevation than them, with the exact height above the flag being upgradeable?
Logged
From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2660 on: July 16, 2010, 10:08:18 pm »

That might work... it would sorta restrict placement, though, no?

I was thinking of having town flags be like a coat of arms or livery or something.  You could hang them way up on the inside of the town walls, and you'd have one of those Mount and Blade style flags up around the town going "THIS STUFF'S MINE, YO".

Having them on ground level makes them easily accessible.  The only other option is to bury them - very defensible, but kinda silly, and leaves no indicator.

dragnar

  • Bay Watcher
  • [Glub]
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2661 on: July 16, 2010, 10:11:12 pm »

Maybe you could use several flags to define the edges of the town, with each being a corner? Then you could place one master flag where ever you wanted.
Logged
From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Reasonableman

  • Bay Watcher
  • ...Probably.
    • View Profile
    • Twitter is dead, long live Cohost
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2662 on: July 16, 2010, 10:17:31 pm »

I'm pretty sure that the only way to really control griefing (beyond establishing game modes that make griefing uninteresting or impossible altogether) is mods, both in the sense of moderators and modifications. Garry's Mod is a pretty good example of how the combination can work relatively decently, and poorly, depending on how well the servers are run. Putting the responsibility on servers, rather than Notch, makes quite a bit of sense to me.

Mostly I just like Garry's Mod.
Logged
A sane man must be reasonable, but a reasonable man need not be sane.

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2663 on: July 16, 2010, 11:16:19 pm »

I want the multi-flags so territory expansion uses up resources.  That's the reasoning behind that.

And yeah, the best moderation is a mod watching over stuff, of course.  Even beyond anti-griefing, though, this is liek wholesale security.  And awesome.

quinnr

  • Bay Watcher
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2664 on: July 16, 2010, 11:17:42 pm »

1. FFFFFFFFFFFFFFFIIINNNGGGGG deathlag bug. Dying instantly put my lag to about 5FPS.

2. I really really want land claim flags to apply to EVERYONE. I see no reason why they shouldn't. I think using a dirt wall as your door is insanely stupid. Also, that way co-op forts would work on public servers. Ya know what, I'll just play on our server. Because bay12 is awesome.

3. Minecraft forums are HORRIBLEEEE.
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Soulwynd

  • Bay Watcher
  • -_-
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2665 on: July 16, 2010, 11:19:09 pm »

Yeah, I hate that death lag bug. >.< Mine went down to 0-1fps once.

Btw, are there any good methods to search for lava?
Logged

quinnr

  • Bay Watcher
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2666 on: July 16, 2010, 11:19:40 pm »

Ah, creepers. Just wait til you find a skeleton...

Oh GOD. I set it to normal the other day, and found it really wasn't that hard. I could sit in my little floating thing, and hit people as they got close. Fun fact: Creepers in water = NO EXPLOSIONS. But they don't die in the day either.

But skeletons. HOW THE HELL DO I KILL THEM?
They slaughter me. No matter what I do, they slaughter me. They have like super tracking systems in their brain.

@Soul: Dig down down down down down down down down down. Then spread out.
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Soulwynd

  • Bay Watcher
  • -_-
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2667 on: July 16, 2010, 11:23:16 pm »

9 down, then whore out, okay.

(Wiki said there were no more lava in the bottom of the map, so I believed the wiki)
Logged

Calhoun

  • Bay Watcher
  • Reusable-Box
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2668 on: July 16, 2010, 11:29:05 pm »

By that It meant that the bottom layer was no longer all lava, as it once was.

Now it's spread out, sometimes you can even find surface lava falls. However, it's not uncommon to find small pools of it in caves.

EDIT:

Quinnr:

Skeletons aren't too tough if you approach them right and are well equipped, I don't know of a way to avoid damage completley if you are fighting on open terrain, but it's easy to dodge arrows at up to 7 meters away, once you get in closer though, It's almost impossible. If you've got a diamond sword, then It's possible to kiill them before they can hit you, though usually you do get hit once.

Unless you've got a bow though, you are going to take damage fighting them.
« Last Edit: July 16, 2010, 11:31:24 pm by Calhoun »
Logged
I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

quinnr

  • Bay Watcher
    • View Profile
Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #2669 on: July 16, 2010, 11:33:22 pm »

9 down, then whore out, okay.

(Wiki said there were no more lava in the bottom of the map, so I believed the wiki)
Err, not 9. More like...64 or however many it takes to get to the bottom :)

...Can I just have an option to make the skeletons go away? I hate archer people. Also...how do they shoot them? It's not like they can operate a blowgun...and they don't have a bow.
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.
Pages: 1 ... 176 177 [178] 179 180 ... 1380