Post by ldog on Jan 3, 2012 15:40:46 GMT -7
As others have noted, both mods seem to complement each other quite well.
If guards are implemented in Minecolony I hope they are just like ToK. Though they have some weakpoints (they suck against creepers, and as pmardle said the archers tend to shoot you in the back frequently) they work pretty well.
I have been building my Minecolony towncenter 100 meters west of the ToK city entrance (ToK expands south and east) and I grab a few warriors and archers and station them around my Minecolony. They fit in well with Minecolony since they help but arent overpowered(there is still an assorted mess from the elemental creepers, but I have yet to build walls for the colony and I havent assigned very many guards). The mages are very powerful but they tend to wander a bit much when left alone. I will have to try putting a couple in the center of the colony when i get home tonight. Im not sure if the healer will heal minecolony npcs or not. Something to test.
One thing I am not sure is if they fight off the hostile Mo Creatures mobs or not. My guild is in a coastal area of ice plains (seed: alexandracid - I was trying out alexandrecid from someones seed thread, I typod and I liked this one even better) and I initially setup my colony nearby as I advanced through ToK storyline. It was a full time job trying to defend the colonists from polar bears and snow leopards. Even adding a few hunters was no help as they are far too weak (I have suggestions but I'll make another thread for Mo Creatures).
I decided I better find a safer place for my colony so I dragged the kingdom builder about a km se so that I could have the colony setup right outside in a nice forest biome. As an added bonus there is a Millenaire (sp?) Norman village a few hundred meters to the west and a Mayan village a few hundred east. I havent really delved into Millenaire much so I can't compare the 3.
I think ToK supports Minecolony very well, as it fills in the gaps until more npc types are added to Minecolony. While both mods are extremely good they have different strengths and weaknesses.
The thing I love most about Minecolony is the flexibility to build what and where I want and how the npcs for the most part act like other players. Sure it is great that I sit on my ass and build IC2 stuff while my miner provides materials but they have to actually be there for him to mine and the builder cant build with material he doesnt have. Buying stuff in ToK is like a slightly less convenient version of TMI (not knocking either, it is a godsend for testing).
Sorry I got to rambling. As far as interactions between the two, I have seen the builder frequently head off to ToK town. What he is doing there I have no idea. Maybe he is shoppinhg. The chests there are all empty. I do not keep anything in the ToK since upgrading/reparing wipes the place out. As such my kingdom isnt my home, more like a place to shop. My minecolony city is my home (although I wish the builder would stop rifling through my chests, I have my shop right across from the warehouse, you'd think he would try there first).
I have been careful to place the farmer far away from the city, because I can guarantee he would start ripping the place up, and I can also guarantee he would get nuked with an upgrade/repair. My lumberjack is not too far from the gates but far enough that I havent seem him head to town.
If guards are implemented in Minecolony I hope they are just like ToK. Though they have some weakpoints (they suck against creepers, and as pmardle said the archers tend to shoot you in the back frequently) they work pretty well.
I have been building my Minecolony towncenter 100 meters west of the ToK city entrance (ToK expands south and east) and I grab a few warriors and archers and station them around my Minecolony. They fit in well with Minecolony since they help but arent overpowered(there is still an assorted mess from the elemental creepers, but I have yet to build walls for the colony and I havent assigned very many guards). The mages are very powerful but they tend to wander a bit much when left alone. I will have to try putting a couple in the center of the colony when i get home tonight. Im not sure if the healer will heal minecolony npcs or not. Something to test.
One thing I am not sure is if they fight off the hostile Mo Creatures mobs or not. My guild is in a coastal area of ice plains (seed: alexandracid - I was trying out alexandrecid from someones seed thread, I typod and I liked this one even better) and I initially setup my colony nearby as I advanced through ToK storyline. It was a full time job trying to defend the colonists from polar bears and snow leopards. Even adding a few hunters was no help as they are far too weak (I have suggestions but I'll make another thread for Mo Creatures).
I decided I better find a safer place for my colony so I dragged the kingdom builder about a km se so that I could have the colony setup right outside in a nice forest biome. As an added bonus there is a Millenaire (sp?) Norman village a few hundred meters to the west and a Mayan village a few hundred east. I havent really delved into Millenaire much so I can't compare the 3.
I think ToK supports Minecolony very well, as it fills in the gaps until more npc types are added to Minecolony. While both mods are extremely good they have different strengths and weaknesses.
The thing I love most about Minecolony is the flexibility to build what and where I want and how the npcs for the most part act like other players. Sure it is great that I sit on my ass and build IC2 stuff while my miner provides materials but they have to actually be there for him to mine and the builder cant build with material he doesnt have. Buying stuff in ToK is like a slightly less convenient version of TMI (not knocking either, it is a godsend for testing).
Sorry I got to rambling. As far as interactions between the two, I have seen the builder frequently head off to ToK town. What he is doing there I have no idea. Maybe he is shoppinhg. The chests there are all empty. I do not keep anything in the ToK since upgrading/reparing wipes the place out. As such my kingdom isnt my home, more like a place to shop. My minecolony city is my home (although I wish the builder would stop rifling through my chests, I have my shop right across from the warehouse, you'd think he would try there first).
I have been careful to place the farmer far away from the city, because I can guarantee he would start ripping the place up, and I can also guarantee he would get nuked with an upgrade/repair. My lumberjack is not too far from the gates but far enough that I havent seem him head to town.