I Don't think they should add pre-set skins, 1. Its awful because I wanna look how I wanna look like, 2. For every different race they shoud have their know characteristics of how they look, like The tiger, cat, or wolf people should have tails and what-not, So I vote NOT to have pre-set skins.
I meant that both would be configurable... I sometimes want to have my own look too!
Ooooooohhh... I thought of having "spider creepers" and other variations at one point, but this guy looks pretty cool... I like having Creeper-textured, ridiculously elaborate monsters XD The Creeper Hydra! The Creeperlisk!
Recently I though of some ideas for a new class for Hack/Mine! I hope you consider them and thank you so much for providing us this magnificiant mod! Class Name: Conjurer Class Description: This class can either be a new class or a sub class for mage. Like mages, Conjurers use magic to summon minions. Unlike Necromancers, Conjurers can heal and buff there minions as well and have more variety when it comes to summoning minions. Conjurers have a few different minions to suit different needs. Conjurers also love to use Poison magic and Light magic to make an interesting combo of magic. Though Conjurers can't heal themselves or steal health like Necromancers. Conjurers also use wands too, they start with the Wand of Summoning.The ratio of Fortitude to Health Points is 1:7, but they get a 50% boost to mana. Spells: Summon Mage Spirit: You summon a Mage Spirit that assists you in battle. It despawns when it dies. The Mage Spirit can level and can get better. If this can't be done then, it is the same level as you. As it levels, it gets more mana, health and it's spells get more powerful. It mostly uses blink to teleport near it's summoner and it attacks mostly with Firebolt and Lightning. Like a real mage it uses a wand too. It's sorta like the wizard enemy but good. Mana:50 Cooldown:25 Summon Healer Spirit: You summon a Healer Spirit that assists you in battle. It despawns when it dies. The Healer Spirit can level and can get better. If this can't be done then, it is the same level as you. As it levels, it gets more mana, health and it's spells get more powerful. It mostly uses Self-Heal and Heal Others. It sometimes uses Smite but this minion isn't as good at attacking as the Mage Spirit. This minion also uses a wand. Mana:50 Cooldown:25 Heal Minion: You heal your minion by 50% of their maximum health. Mana:20% of your maximum mana. Cooldown:7.5 Poison: You enflict poison on your target that inflicts a 10 base damage dot(damage over time) over 10 seconds. Mana:15 Cooldown:1 Blink: Teleports the caster up to 16 blocks, randomized past 8 blocks. Mana:10 Cooldown:1 Blind: You blind the target for 5 seconds and deal 7 base light damage as well. Mana:10 Cooldown:5 Note: Conjurers might only be able to summon one minion at a time depending on how powerful 2 can be. But I think one is a good number.
This an improvement to Warlord212's idea of different villages
New Villages
Steve Villages:
Steve Villages have about 50-75 steves populating the village.
Steve Villages are located in the plains/grasslands biomes.
Steve Villages have 10-15 normal houses, 2-3 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions), 1-2 Archer Targets.
Each house/building has 2-4 people living there.
Steves living in these villages will have steve skins and have a normal model.
Elf Villages:
Elf Villages have 45-70 populating the village.
Elf Villages are located in forests.
Elf Villages have 10-25 normal houses, 1-2 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 2 Mage Shop (place to buy potions), 1 Archer Targets.
Each house/building has 1-3 elves people living there.
Elves living in these villages will have elf skins (like that elf from Lord Of The Rings), and have tall elf models with elf ears.
Dwarf Villages
Dwarf Villages have 75-100 dwarves populating the village
Dwarf Villages are located in Mountain biomes.
Dwarf Villages have 35-50 normal houses, 3-5 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions).
Each house/building has 2-4 dwarves living in it.
Dwarves living in these villages have Honeydew skins and have short dwarf models.
Halfling Villages
Halfling Villages have 25-75 halflins populating the village.
Halfling Villages are located in Forests and Jungle biomes (in the tree tops with bridges connecting the trees).
Halfling Villages have 15-45 normal houses, 1-3 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions), 3 Archer Targets.
Each house/building has 2-3 halflings living in it.
Halflings have normal skins but with torn clothes and have very short halfling models.
That is my improvement to Warlord212's idea of different villages
This an improvement to Warlord212's idea of different villages
New Villages
Steve Villages:
Steve Villages have about 50-75 steves populating the village.
Steve Villages are located in the plains/grasslands biomes.
Steve Villages have 10-15 normal houses, 2-3 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions), 1-2 Archer Targets.
Each house/building has 2-4 people living there.
Steves living in these villages will have steve skins and have a normal model.
Elf Villages:
Elf Villages have 45-70 populating the village.
Elf Villages are located in forests.
Elf Villages have 10-25 normal houses, 1-2 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 2 Mage Shop (place to buy potions), 1 Archer Targets.
Each house/building has 1-3 elves people living there.
Elves living in these villages will have elf skins (like that elf from Lord Of The Rings), and have tall elf models with elf ears.
Dwarf Villages
Dwarf Villages have 75-100 dwarves populating the village
Dwarf Villages are located in Mountain biomes.
Dwarf Villages have 35-50 normal houses, 3-5 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions).
Each house/building has 2-4 dwarves living in it.
Dwarves living in these villages have Honeydew skins and have short dwarf models.
Halfling Villages
Halfling Villages have 25-75 halflins populating the village.
Halfling Villages are located in Forests and Jungle biomes (in the tree tops with bridges connecting the trees).
Halfling Villages have 15-45 normal houses, 1-3 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions), 3 Archer Targets.
Each house/building has 2-3 halflings living in it.
Halflings have normal skins but with torn clothes and have very short halfling models.
That is my improvement to Warlord212's idea of different villages
Uhm can we like add spells to the spellbook, sorry new to the mod. Because of a recent review I saw of SCMowns2, he said we can add spells with scrolls. Can we? Or are you working on it. Oh and by the way, terrific mod, I LOVE IT, I play it with my link skin
Suggestion:
Often times when I come across those little underground pockets of water in Minecraft I think of the fairy ponds deep inside the dungeons of Zelda games. How about underground pools of enchanted water that impart a buff for a time or regeneration effect when you stand in them? Perhaps with a cool particle effect, color and/or light?
Suggestion:
Often times when I come across those little underground pockets of water in Minecraft I think of the fairy ponds deep inside the dungeons of Zelda games. How about underground pools of enchanted water that impart a buff for a time or regeneration effect when you stand in them? Perhaps with a cool particle effect, color and/or light?
Sounds like a pretty chill idea, bro, wouldn't mind seeing it in the mod. Why not make the spawning of the underground lakes a whole lot rarer, and stuff, to like balance this suggestion out, or something. I dunno, I'm not a balance tester person.
Rollback Post to RevisionRollBack
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
Gots a teensy tiny suggestion for an uber mob fight, only for multiplayer though.
Hati and Skoll.
Hati and Skoll are two large wolves that chased the moon and sun in Norse mythology, respectively. Skoll would use fire and earth, and Hati would use ice and thunder. Hati would be more focused on separating players, with abilities like teleporting players, disorienting them, and putting walls between the group. Skoll would be more focused on killing the players, with multiple high hitting attacks, powerful magic, and teleportation to boot.
Rollback Post to RevisionRollBack
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
I am wondering where I can find a 1.2.3 server.jar to download onto my mac so my friends and I can play this amazing mod. Could someone please tell me where I can get the server.jar? Thanks.
Sounds like a pretty chill idea, bro, wouldn't mind seeing it in the mod. Why not make the spawning of the underground lakes a whole lot rarer, and stuff, to like balance this suggestion out, or something. I dunno, I'm not a balance tester person.
Well, the underground ponds are pretty rare as is. If you include the little ponds above ground, then definitely, that'd be too many. I was just thinking there'd be a chance that a pond could be magical. It could be as low as 5%.
Also, I'd recommend not making this magic water scoop-up-able with buckets. Perhaps it just becomes a bucket of normal water when scooped? Maybe there's even an ultra rare bucket that can scoop up and maintain magical water? A Bucket of Truth, if you know what I mean.
I am wondering where I can find a 1.2.3 server.jar to download onto my mac so my friends and I can play this amazing mod. Could someone please tell me where I can get the server.jar? Thanks.
Use MCNostalgia. And keep spares of all your versions in the future.
PS: Anyone suggest Town Portal scrolls / tokens / mcguffins yet? Just to teleport you to the nearest town and back.
On second thought, I think you should have to have visited a town before you can tp to it. Perhaps there should be an NPC or an object that you activate to set your tp destination to that town. It'd encourage players to seek out towns in new areas and make use of them as hubs in order to 'save' their progress.
Ok thanks I will do that. I have been keeping my .jars since 1.2.4 so I will continue to do so.
[SUGGESTION] Add more detailed races and classes, for example, when you spawn and if you were to pick lets say an elf, it would bring you to another interface where you would choose, dark elf, snow elf etc... same with classes. If you chose mage than you could choose different kinds of mage, like a warlock or necromancer. Just a suggestion that would make the game more detailed and RPGish.
you use the regular minecraft server jar file to host a server... you dont use anything else and its easy to set up.
Should be the same as tekkit, if anything just re-name the original .jar.
I also propose we use a seperate forum or something to have suggestions... think it's hard for Frizz to keep track of everything.
cant wait!
Class Name: Conjurer
Class Description: This class can either be a new class or a sub class for mage. Like mages, Conjurers use magic to summon minions. Unlike Necromancers, Conjurers can heal and buff there minions as well and have more variety when it comes to summoning minions. Conjurers have a few different minions to suit different needs. Conjurers also love to use Poison magic and Light magic to make an interesting combo of magic. Though Conjurers can't heal themselves or steal health like Necromancers. Conjurers also use wands too, they start with the Wand of Summoning.The ratio of Fortitude to Health Points is 1:7, but they get a 50% boost to mana.
Spells:
Summon Mage Spirit: You summon a Mage Spirit that assists you in battle. It despawns when it dies. The Mage Spirit can level and can get better. If this can't be done then, it is the same level as you. As it levels, it gets more mana, health and it's spells get more powerful. It mostly uses blink to teleport near it's summoner and it attacks mostly with Firebolt and Lightning. Like a real mage it uses a wand too. It's sorta like the wizard enemy but good. Mana:50 Cooldown:25
Summon Healer Spirit: You summon a Healer Spirit that assists you in battle. It despawns when it dies. The Healer Spirit can level and can get better. If this can't be done then, it is the same level as you. As it levels, it gets more mana, health and it's spells get more powerful. It mostly uses Self-Heal and Heal Others. It sometimes uses Smite but this minion isn't as good at attacking as the Mage Spirit. This minion also uses a wand. Mana:50 Cooldown:25
Heal Minion: You heal your minion by 50% of their maximum health. Mana:20% of your maximum mana. Cooldown:7.5
Poison: You enflict poison on your target that inflicts a 10 base damage dot(damage over time) over 10 seconds. Mana:15 Cooldown:1
Blink: Teleports the caster up to 16 blocks, randomized past 8 blocks. Mana:10 Cooldown:1
Blind: You blind the target for 5 seconds and deal 7 base light damage as well.
Mana:10 Cooldown:5
Note: Conjurers might only be able to summon one minion at a time depending on how powerful 2 can be. But I think one is a good number.
Skip to 19:10
Muahahaha.
New Villages
Steve Villages:
Steve Villages have about 50-75 steves populating the village.
Steve Villages are located in the plains/grasslands biomes.
Steve Villages have 10-15 normal houses, 2-3 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions), 1-2 Archer Targets.
Each house/building has 2-4 people living there.
Steves living in these villages will have steve skins and have a normal model.
Elf Villages:
Elf Villages have 45-70 populating the village.
Elf Villages are located in forests.
Elf Villages have 10-25 normal houses, 1-2 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 2 Mage Shop (place to buy potions), 1 Archer Targets.
Each house/building has 1-3 elves people living there.
Elves living in these villages will have elf skins (like that elf from Lord Of The Rings), and have tall elf models with elf ears.
Dwarf Villages
Dwarf Villages have 75-100 dwarves populating the village
Dwarf Villages are located in Mountain biomes.
Dwarf Villages have 35-50 normal houses, 3-5 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions).
Each house/building has 2-4 dwarves living in it.
Dwarves living in these villages have Honeydew skins and have short dwarf models.
Halfling Villages
Halfling Villages have 25-75 halflins populating the village.
Halfling Villages are located in Forests and Jungle biomes (in the tree tops with bridges connecting the trees).
Halfling Villages have 15-45 normal houses, 1-3 blacksmiths, 1 Skill Teachers house (place to purchase or train for skills), 1 Mage Shop (place to buy potions), 3 Archer Targets.
Each house/building has 2-3 halflings living in it.
Halflings have normal skins but with torn clothes and have very short halfling models.
That is my improvement to Warlord212's idea of different villages
wow, you thoughtr that out!
Often times when I come across those little underground pockets of water in Minecraft I think of the fairy ponds deep inside the dungeons of Zelda games. How about underground pools of enchanted water that impart a buff for a time or regeneration effect when you stand in them? Perhaps with a cool particle effect, color and/or light?
Sounds like a pretty chill idea, bro, wouldn't mind seeing it in the mod. Why not make the spawning of the underground lakes a whole lot rarer, and stuff, to like balance this suggestion out, or something. I dunno, I'm not a balance tester person.
Hati and Skoll.
Hati and Skoll are two large wolves that chased the moon and sun in Norse mythology, respectively. Skoll would use fire and earth, and Hati would use ice and thunder. Hati would be more focused on separating players, with abilities like teleporting players, disorienting them, and putting walls between the group. Skoll would be more focused on killing the players, with multiple high hitting attacks, powerful magic, and teleportation to boot.
Well, the underground ponds are pretty rare as is. If you include the little ponds above ground, then definitely, that'd be too many. I was just thinking there'd be a chance that a pond could be magical. It could be as low as 5%.
Also, I'd recommend not making this magic water scoop-up-able with buckets. Perhaps it just becomes a bucket of normal water when scooped? Maybe there's even an ultra rare bucket that can scoop up and maintain magical water? A Bucket of Truth, if you know what I mean.
Use MCNostalgia. And keep spares of all your versions in the future.
PS: Anyone suggest Town Portal scrolls / tokens / mcguffins yet? Just to teleport you to the nearest town and back.
On second thought, I think you should have to have visited a town before you can tp to it. Perhaps there should be an NPC or an object that you activate to set your tp destination to that town. It'd encourage players to seek out towns in new areas and make use of them as hubs in order to 'save' their progress.
[SUGGESTION] Add more detailed races and classes, for example, when you spawn and if you were to pick lets say an elf, it would bring you to another interface where you would choose, dark elf, snow elf etc... same with classes. If you chose mage than you could choose different kinds of mage, like a warlock or necromancer. Just a suggestion that would make the game more detailed and RPGish.