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Post by Peter on Oct 26, 2011 1:07:11 GMT -7
Epic Medieval type become king and rule your city type mod, featuring resource trading, item vendors, in game gold coin system, epic fights against an enemy in the nether, plus a personal army that fights for you with knights and archers.
Very different to Mine colony, but a lot of points/features that cross over..
The Army/Guard system in this mod is great, and something similar in mine colony to protect you and your city would be great..
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Post by rscott6666 on Oct 26, 2011 14:05:27 GMT -7
Thanks for the reference, i'll check it out.
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Post by rscott6666 on Oct 26, 2011 19:14:49 GMT -7
I don't get what was special about the guards. Granted i didn't play it but i watched the video. You can hire guards/archers, and they go up in levels. You can have them patrol, or guard you. Anything else?
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Post by Peter on Oct 27, 2011 0:08:56 GMT -7
Nothing really, just they seemed exactly what would be useful in mine colony..
Being able to switch them between melee and archery was good too
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Post by Peter on Nov 5, 2011 7:26:41 GMT -7
I'm testing Minecollory R14 with the Tales of Kingdoms mod and they run perfectly together so far.. Phase 2 of the Tales of Kingdoms mod is to uild your own city, which is walled in, hwever having a mine colony outside of this with assistance in gathering wood and cobblestone will be an awesome addition, as each level of building upgrade in kingdoms needs 5 stacks of cobble and wood (WOOD not planks) I'll report once i've played the two together for a while if there are any issues, but first impressions are they work perfectly:)
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Post by rscott6666 on Nov 5, 2011 9:50:21 GMT -7
we just need to scan in all the buildings so we can use their floorplans without the tale of kingdoms mod.
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Post by Vega Sera on Nov 5, 2011 10:55:31 GMT -7
This mod sounds interesting. I shall try it out
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Post by Vega Sera on Nov 5, 2011 18:03:44 GMT -7
This mod feels like it has alot of potential, and I'll keep watching it as they update it. In comparison Minecolony is more of a peaceful village kind of setting, with better gathering and automation, whereas Tale of Kingdoms is more geared towards this central storyline and combat.
I mainly used my minecolony village as miners and lumberjacks (completely skipping the farmer because you can just buy all the food you want from your castle.) The ones in ToK seem pretty inefficient in comparison, since you need to guide them and command them, and there's range limits as well.
I'd imagine that if you built your minecolony village too close to the guild fort or any one of your other villages, then it would be possible for the main enemy to come out of the guild fort and set fire to your village.
Using them both, especially when ToK gets updated further to advance the story more, it would seem that minecolony would kinda exist in the shadows and such, mainly just being gatherers while you live out of your ToK city. Not quite a position I'd like seeing minecolony in.
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Post by Peter on Nov 7, 2011 2:07:34 GMT -7
I actually like the way you can combine these...
Mine Colony is great.. but other than building a large town there is no actual goal.. ToK gives you this...
I've got my ToK walled town set-up with my Mine colony as an extension to the town outside of the walled town... Have to be careful where you place it in relation to the Walled ToK town as when you expand that teh walls expand outwards and will obliterate anything in the way (note 4 stages of upgrade are originally planned.)
With ToK you can hire guards, and get them to follow you. you can then assign them places to guard. I will be using these to guard my mine colony town soon. I'm assuming the townsfolk wont be KoS to the guards... Although I want to test it further (ovserve the guards IA behaviour alongside the townsfolk when they are fighting animals and such.)
One thing I did notice is the NPC archers are pretty dumb and when fighting with me wind up shooting me rather than the mob more often than not (due to not considering my position when calculating LoS im guessing) - I assume therefore they could accidentally kill townsfolk if they get in the crossfire...
The attacking hostile forces in ToK aren't implemented yet AFAIK - will be interesting to see if they do indeed attack the mine colony and its inhabitants when they attack, or whether they ignore them.
All in all I think these two mods are great when working together, but also both work very well independently.
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Post by Peter on Nov 7, 2011 2:10:35 GMT -7
Things I want to test.. Putting Lumberjack close to city - will he harvest the wood blocks in the ToK buildings (I'm guessing not as he doesn't do that to MC buildings.) Does ToK City expansion actually wipe out MC buildings (I'm 99% sure it will) Will the MC farmer destroy the ToK wall if placed too close (Guessing yes) Ultimate planning - once my ToK town is up to level 4 - moving the delivery man's building into the centre of the town - will he path through the ToK city ok...
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Post by Peter on Nov 7, 2011 5:37:55 GMT -7
we just need to scan in all the buildings so we can use their floorplans without the tale of kingdoms mod. Their buildings use a lot of blocks that aren't handled by Minecolony AFAIK (Lightstone, Iron fences, Strongstone for instance..)
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Post by rscott6666 on Nov 7, 2011 10:51:36 GMT -7
Strongstone? Is that smoothstone? The other 2 i agree.
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Post by Vega Sera on Nov 7, 2011 12:49:12 GMT -7
I'm assuming it's stronghold stone, which is those stone bricks
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Post by Peter on Nov 7, 2011 15:33:33 GMT -7
yeah I meant the new stronghold type stone (not sure its real name )
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Post by Vega Sera on Nov 15, 2011 9:35:15 GMT -7
TMI Calls it a stone brick, good enough for me, lol
It's even craftable by putting four blocks of stone in a 2x2 square.
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