There are NO Siege Weapons in the 1.7.10 version of Ancient Warfare, and it is likely that there will never be. PLEASE TAKE A SECOND TO READ THE OP (ORIGINAL POST)
Well then this mod is a monumental failure. The only unique thing it added that garnered so much attention was the seige weapons. The modders who picked this up deciding to focus on the npc elements which are barely functional was a pretty pisspoor choice and whats left is a hollow shell of a mod that brings nothing new to the table.
I was working on this for quite a while and adding a lot of features and improvements for our modpack, the AW2 fork I made became too dependent on other mods as a result of this though so it's not really usable. 1.7.10 is just too old now, and the original AW2 mod was trying to do too much for me to understand. I lost interest a few months ago and gave up because the AI code in 1.7.10 is so bad and all my fixes to make NPC's half decent was just too heavy.
But since 1.12.1 has had a lot of performance optimizations, and it seems like it might be the "plateau version" for modding (i.e. the next upgrade from 1.7.10) - lots of big mods are being updated for it or planned to.
So, I'm working on a brand new mod for 1.12.1 which will be heavily inspired by AW2. It will only contain automation NPC's at first (couriers, farmers and other workers) but will have a strong emphasis on building an empire/colony with territory and management mechanics. First though, baby steps - there will be NPC's that help you do stuff.
Eventually there will be addon for combat NPC's, or it will be in the base mod.
And eventually, MAYBE, I will make another mod that adds siege weapons. It may be based on Open Modular Turrets. It could also have integration with the combat NPC's. But this is very low priority and very far future - like a year - because I have real life commitments and will be doing this all myself. I would prefer if someone else made a mod for this so I can focus on the NPC aspect instead, though....
I also want to make a mod that re-creates the kinetic energy system (gears and shafts) of AW2, maybe with a little bit more technical involvement with it (but not as crazy as RotaryCraft's power difficulty). This is of higher interest to me than siege weapons and will almost certainly come before it (as a different mod though).
I'll post here again when I have an initial release of this new mod. Maybe it can catch the attention of another modder who wants to create siege engines.
Or maybe,crazy thought, one of you many people complaining could learn Java and make one yourself. Because it seems nobody else really wants to.
Does anyone happen to remember how to apply the tool upgrades to the quarry? It has been so long, and when I right-click the quarry block with the upgrade tool in my hand, it just opens the quarry GUI.
Ok, Nevermind. I actually did some testing, and it turns out that you cannot add the upgrades while in creative. I just ctrl/rght clicked and it took the upgrade, but only after I changed out of creative.
Been awhile since I've stopped by here (and I'm not sticking around for long...). I was recently contacted by a developer who was interested in picking up Ancient Warfare development and continuing the mod for recent Minecraft versions. I wasn't aware that the mod had been abandoned (having left it specifically under someones care), but looking over the commits, it was apparent that there had not been any recent updates.
So I am pleased to announce P3pp3rF1y has offered to continue development. I have given him author-level access to the existing Github master repository for AW2 (non-forked) - https://github.com/shadowmage45/AncientWarfare2 - as well as authorized him to create new releases on CurseForge. Sounds like he is possibly only a few weeks out from having the first usable releases -- though I cannot give any more concrete timelines, I'm sure he'll be glad to share whatever information that he can.
Hopefully under its new developer and management Ancient Warfare may continue to be around for years to come. Its quite something to come back after several years away and see the thread still being active
I hope that P3pp3rF1y reads this, I ask that you back port the mod to 1.10.2 with 1.13 on the way, the 1.12 versions that are in progress will then become obsolete (thanks Microsoft for the super fast updates) and with 1.10.2 having a decent mod community behind it, I see not why you forego modding for that version of the game. I hope you take the time to read this. Cheers.
(1.7.10) Hey everyone, i'm having a strange issue I can't figure out where almost no structures whatsoever are ever spawning in my multiplayer server and i cant figure out why... ive seen a few markets, some towns but with zero automated structures like i used to see, and never any castles. Below is an example of the console code when i start up my game but idk what to do about it or if this is relevant... I would love as much world gen as possible
ok, so idk if this got reported or im doing sthign wrong here but, in MP when i set up a warehouse, im the only one that can access the warehouse control block, no one else can, am i missing something?