Ok I've read to about all the first page, some of the second and all of the last page that was written to/for this forum now that i've almost everyone's opinion I would like to state my own (the one of someone who doesn't know how to code)
Jobs
For the jobs, I like how someone ( I forgot your name) said that you could give the miner specific instructions and that gave me the idea to have sub-classes (as in a sub category of someones job)
Example
Blacksmith :
- Tool Crafter (pick axe, axe, shovel, sword) could ask to craft something specific
- Armour Crafter (Boots, Chest Plate, etc., etc.,) Iron and Above (because smithies don't usually craft leather) could ask to craft something specific
- Smelter (Smelts Iron/Other ingots into blocks ) could ask to craft something specific
Farmer :
- Produce Farmer (Weath and everything to come) could ask him to farm specific produce
- Livestock Farmer (Pigs, Cows, etc., etc.,) could ask him to raise specific animals (only implemented if animals didn't despawn)
[>>-i>] Soldier [>>-i>] :
- FootMen (Sword and Iron/+ Armour, No Leather)
- Archer (Bow and Arrow, Leather Only)
- Thief, Not a Fighter (Infiltrates and steals enemies good, chance of being spotted and followed)
Now here are some ideas for jobs that have not been said
Crafter
Explanation : Crafts Leather armour,Bows, Arrows, etc,. etc., stuff people want/need
Could ask him to craft something specific for you or for someone else
[>>-i>] Men At Arms [>>-i>]
Explanation : Normal Men and Woman that will take arms from a Community Soldier Chest and Help defend the Village if Soldiers Come a Knocking
- Will either be archer or FootMen
Buildings
I thought of a way that buildings could be implemented
If blocks were place in the right position
Example :
4 wide, 4 long, and 5 tall
they could form or be officially know as a building (anything more than 3x3x1 cause something where only one person can fit isn't really a building) and blocks placed a certain way or in a certain place could create diff. types of buildings
Example :
4 wide, 4 long and at least 2 tall underground would be a underground shelter
And if patterns on a building were in a certain way it would create a certain type of building
Example :
Building with a RedCross would be known as a Hospital
Buildings formed like insert idea here would be known as the insert building name here
Oh, Oh, Oh and you should only be able to establish a colony if you have one of those flag things cause I would just drift from one town to another, and maybe you could pick up a couple friend NPCs from a village and form a little raiding party (Yes I See The Evil In This Mwahahahahahahahahah *caugh* *caugh* *choke* *dies and presses Submit while he hits his head on the desk*)
(This is my first Post on the Minecraft Forum, when I get used to this I'll become very much more organized like my Wonderking Forum Posts)
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
There's going to be more jobs than that. And the building part is easier than you've outlined. (It's under the surveyor flag, second entry). Basically, you craft a surveying flag, then dye it for the color that corresponds to that job. For example, I dye the flag green for farmer. When a NPC villager moves it, it removes the flag and builds a home at that spot, and begins farming. That way the player doesn't have to place the blocks himself in a specific, repetitive, and boring pattern. Once and done. One of the benefits to having villagers is that they can carry the brunt of the construction work. Not all... I don't want this to be easy mode.
There's going to be more jobs than that. And the building part is easier than you've outlined. (It's under the surveyor flag, second entry). Basically, you craft a surveying flag, then dye it for the color that corresponds to that job. For example, I dye the flag green for farmer. When a NPC villager moves it, it removes the flag and builds a home at that spot, and begins farming. That way the player doesn't have to place the blocks himself in a specific, repetitive, and boring pattern. Once and done. One of the benefits to having villagers is that they can carry the brunt of the construction work. Not all... I don't want this to be easy mode.
Cool but i thought you said that you didn't want to be able to control what the person does (dye the flag a certain colour and you control their jobs)
P.S. I knew there were going to be more jobs,
It'd be cool if this was implemented but the flag thing for job's doesn't really appeal to me, its like a one-use mob spawner for an NPC and NPCs shouldn't just spawn out of the blue they should be wandering around, like real people,
Lets say on your territory marker the first classified building would be called your base (idk how you would classify a building) and the newcomer that wants to join a Colony/town/what ever it will be called goes to your base and stands there, if you accept him into your colony he would randomly choose a rôle (idk if thats how you spell it in english, I'm french) or would choose a rôle that you give him, or would chose a rôle that hasn't been taken more than twice if your village is small or something like that (to stop having only miners in your colony, small but annoying chance)
P.P.S. Oh and since blue dye is rare (supposedly, i would know but i cant find my wallet so i don't have mine craft) what would that flag be for?
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Cool but i thought you said that you didn't want to be able to control what the person does (dye the flag a certain colour and you control their jobs)
It's a bit confusing. The placement of the flag is marking out the territory where a specific type of NPC may move in and build a house. You'd have no control over when they do or what specifically they do when they arrive.
Quote from Nath99 »
P.S. I knew there were going to be more jobs,
It'd be cool if this was implemented but the flag thing for job's doesn't really appeal to me, its like a one-use mob spawner for an NPC and NPCs shouldn't just spawn out of the blue they should be wandering around, like real people,
The flag just marks where they may build their house. Flag placement does not cause NPC spawning. The NPCs move in on their own terms, and work their jobs in their own terms. You're just letting them know where it's OK to build a residence.
Quote from Nath99 »
Lets say on your territory marker the first classified building would be called your base (idk how you would classify a building) and the newcomer that wants to join a Colony/town/what ever it will be called goes to your base and stands there, if you accept him into your colony he would randomly choose a rôle (idk if thats how you spell it in english, I'm french) or would choose a rôle that you give him, or would chose a rôle that hasn't been taken more than twice if your village is small or something like that (to stop having only miners in your colony, small but annoying chance)
The first flag placed is just a surveyor flag, denoting the site of the flag and some surrounding area as yours. Additional surveyor flags push out the borders of your territory. New NPCs come and build homes if there's room for them, if the territory owned is secure enough, and if there's an empty lot (denoted by flag of course) that is open. Different flags mark housing locations for different roles. Farmer, baker, miner, smith, ect.
Quote from Nath99 »
P.P.S. Oh and since blue dye is rare (supposedly, i would know but i cant find my wallet so i don't have mine craft) what would that flag be for?
I haven't yet gotten around to figuring out which flag would do what yet. In the works.
Cool but i thought you said that you didn't want to be able to control what the person does (dye the flag a certain colour and you control their jobs)
It's a bit confusing. The placement of the flag is marking out the territory where a specific type of NPC may move in and build a house. You'd have no control over when they do or what specifically they do when they arrive.
Quote from Nath99 »
P.S. I knew there were going to be more jobs,
It'd be cool if this was implemented but the flag thing for job's doesn't really appeal to me, its like a one-use mob spawner for an NPC and NPCs shouldn't just spawn out of the blue they should be wandering around, like real people,
The flag just marks where they may build their house. Flag placement does not cause NPC spawning. The NPCs move in on their own terms, and work their jobs in their own terms. You're just letting them know where it's OK to build a residence.
Quote from Nath99 »
Lets say on your territory marker the first classified building would be called your base (idk how you would classify a building) and the newcomer that wants to join a Colony/town/what ever it will be called goes to your base and stands there, if you accept him into your colony he would randomly choose a rôle (idk if thats how you spell it in english, I'm french) or would choose a rôle that you give him, or would chose a rôle that hasn't been taken more than twice if your village is small or something like that (to stop having only miners in your colony, small but annoying chance)
The first flag placed is just a surveyor flag, denoting the site of the flag and some surrounding area as yours. Additional surveyor flags push out the borders of your territory. New NPCs come and build homes if there's room for them, if the territory owned is secure enough, and if there's an empty lot (denoted by flag of course) that is open. Different flags mark housing locations for different roles. Farmer, baker, miner, smith, ect.
Quote from Nath99 »
P.P.S. Oh and since blue dye is rare (supposedly, i would know but i cant find my wallet so i don't have mine craft) what would that flag be for?
I haven't yet gotten around to figuring out which flag would do what yet. In the works.
Last thing i could think about : Since it would take a while to get dyes and stuff could there be a general flag that let's an NPC know where to move in
My Second Last Paragraph was a suggestion about how someone would move in
(and i'd do the whole wright between the quote thing but i don't know how sorry)
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Yes, it'd take a good collection effort to get the dyes you need for the flag. That's intentional. I don't want someone, starting from scratch, to be able to bring forth a fully surveyed out colony within a few game days. Colony building takes time.
That sounds like much more fun, I really hope Notch finds this idea and implements it, but he is probably busy with taking Minecraft Out of BETA (Zombie Siege and New Mobs [Assumption]), so when he is done relaxing with his free time and has some time to spare,
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
If flags would mark a land that would hopefully become whatever it was marked, then couldn't that land be a section for an overhead interface? Where the player needs flags to own the land and all land in the radius of the flag is a section. General flags(probably white) might just indicate land owned as broad sections, maybe to plant trees, herd livestock, town forum, etc. Also for the road, would you need to be on some contraption like a cart to receive road bonus speed because walking shouldn't increase. Id rather have a craftable cart/wagon-like thing you can attach to a farm animal to move your load or something, and roads(being smooth surfaces) will increase the speed of these transports(at least comparingly, considering they should move slower on non-road land).
In favor of Nath, the jobs seem interesting. Wack seems content with hiding his ideas and perfecting them first, but could you care to elaborate? How would this exactly be done, the specializing? Is it done by the AI or do players have control or what?
To be more specific, I mean we need to be specific as to how it would be programmed or even work. Something specific that makes sense to be added with little or no conflict with other components of the game. For example, if this went multiplayer with the flags, another player could wack out the flag system and confuse the AI with random placements of blocks over several flag sections.
Rollback Post to RevisionRollBack
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
If flags would mark a land that would hopefully become whatever it was marked, then couldn't that land be a section for an overhead interface?
I really don't see any kind of overhead interface happening. Nor would I recommend one for colony mode. You're part of the colony, walking and interacting, not performing some kind of grotesque zombie-stare from high above :smile.gif:
Quote from Lysho »
Where the player needs flags to own the land and all land in the radius of the flag is a section. General flags(probably white) might just indicate land owned as broad sections, maybe to plant trees, herd livestock, town forum, etc.
Yes, as I've said.
Quote from Lysho »
Also for the road, would you need to be on some contraption like a cart to receive road bonus speed because walking shouldn't increase.
As an old military man, I can tell you that you make a lot more headway a lot faster on a road than you do through the bush or even over grassy terrain. So I'll have to disagree with you here.
Quote from Lysho »
Id rather have a craftable cart/wagon-like thing you can attach to a farm animal to move your load or something, and roads(being smooth surfaces) will increase the speed of these transports(at least comparingly, considering they should move slower on non-road land).
I was thinking of a pack animal, but it's gotta be minecraft-esque. Maybe a pig or a cow with a chest on its back?
Quote from Lysho »
In favor of Nath, the jobs seem interesting. Wack seems content with hiding his ideas and perfecting them first, but could you care to elaborate? How would this exactly be done, the specializing? Is it done by the AI or do players have control or what?
I don't really hide them, you know. I update this section as I come up with things. The OP has probably been modified more than fifty times. I just haven't gotten around to writing up a new post regarding experience gain and skill trees. Perhaps tonight, depending on how busy everything is.
Quote from Lysho »
To be more specific, I mean we need to be specific as to how it would be programmed or even work. Something specific that makes sense to be added with little or no conflict with other components of the game. For example, if this went multiplayer with the flags, another player could wack out the flag system and confuse the AI with random placements of blocks over several flag sections.
Owned land must be contiguous. You can't have multiple "island" territories. I should clarify that in the op...
#EDIT: Which was just done. Thanks for pointing that out.
For the suggestions board, anyway, why not add in a "Good idea" button, that readers can hit, that'll "rank up" the page with said idea? This would make a very efficient system for Notch to sort the ideas page by popularity and read the ones that have the most promise.
Im assuming road blocks will be four box shaped gravel? Or a 3x2 shape, so it would at least require a crafting table?
There's a lot of work in AI. We have to make them intelligent enough to repair their own houses(unless it has to be done by player?) And to make them smart enough to attack houses+walls, etc.
Also if you were going for the specializing-power boxes(like one that would make all furnaces in the room cook faster/for less fuel(pretty much more efficient)), then does the room have to be completely sealed? It sounds complicated, and if one hole was popped through the building it doesn't work? Maybe then the AI should break holes in everyone's house?
I don't mean that the view will just change, its not a camera pan. Its a new interface menu that is simple showing your marked territory and sections it's divided into. Just like a little management screen if Notch can throw it in there.
We should start simple and clear, concise and to the point, short and sweet. Small, yet possible to build off of. A foundation. Perhaps just an AI that would chop, an AI that would farm, and an AI that can patrol between two selected blocks attacking on sight? They seem relatively easy(or rather easier, in comparison to mining), and just to see some of this action would be amazing. Plus since it is simple it might actually be considered and legit for the programmers, in contrast to huge, unexplained systems of flag surveyors and and a list of possible jobs, am I right? I just want to start off basic and build up because I know we all know they wont just randomly crank out a whole new level for the game without some sort of foundation.
Rollback Post to RevisionRollBack
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
Im assuming road blocks will be four box shaped gravel? Or a 3x2 shape, so it would at least require a crafting table?
I was thinking along the lines of 1 cobblestone + 1 clay = 8 pieces of road surface. I imagine they'd be laid down in a similar fashion to mining track. That being, not squares of their own, but an application to the squares underneath, with vertical diagonals to smooth out the road.
Quote from Lysho »
There's a lot of work in AI. We have to make them intelligent enough to repair their own houses(unless it has to be done by player?) And to make them smart enough to attack houses+walls, etc.
Yeah, quite a bit. Yes, I want them to be able to conduct town repairs without assistance from the player. There will be times where the player must leave the safety of the town behind to explore, after all.
Quote from Lysho »
Also if you were going for the specializing-power boxes(like one that would make all furnaces in the room cook faster/for less fuel(pretty much more efficient)), then does the room have to be completely sealed? It sounds complicated, and if one hole was popped through the building it doesn't work? Maybe then the AI should break holes in everyone's house?
That idea kind of went obsolete with the dyed surveyor flags. Flagging an area as a bakery will now improve baking done on-site. i'll have to clarify that in the OP.
Quote from Lysho »
I don't mean that the view will just change, its not a camera pan. Its a new interface menu that is simple showing your marked territory and sections it's divided into. Just like a little management screen if Notch can throw it in there.
Just personal opinion, here, but I see that as overly elaborate and unnecessary.
Quote from Lysho »
We should start simple and clear, concise and to the point, short and sweet. Small, yet possible to build off of. A foundation. Perhaps just an AI that would chop, an AI that would farm, and an AI that can patrol between two selected blocks attacking on sight? They seem relatively easy(or rather easier, in comparison to mining), and just to see some of this action would be amazing. Plus since it is simple it might actually be considered and legit for the programmers, in contrast to huge, unexplained systems of flag surveyors and and a list of possible jobs, am I right? I just want to start off basic and build up because I know we all know they wont just randomly crank out a whole new level for the game without some sort of foundation.
The most complicated part by far will be territory controls. That's already being worked on. The AI for the NPCs will be the second hardest part. And after that? Everything else is minor.
I am not too concerned about territory control, or rather not so much as I am about getting AI to play. That should be first with AI detecting a land that is already being used by other AI via some variable, and detecting use by player would be easy as well: don't build near placed, nonnatural blocks. Probably more variables. Deep territorial complexity is less of an interest than to get an actual colony. I mean, its not like we're playing Civilization here.
Gravel should have more uses, and clay is already very useful for bricks, but it could be used with gravel. Cobblestone isn't overused or underused as much as gravel is all. Plus gravel is in roads?
Yes, the overhead view is a bit more complex but it'd be be a helpful component for more veteran players and larger colonies. It really is just a side thing that would probably be at the bottom of (hopefully an) agenda.
As for enemy AI, will they have more health considering the player may be better(it would be harder to make a good AI swordsman and archer)?
By the way, good point on the road. And there should be little horses that their only function is to be used as cart carriers.
Rollback Post to RevisionRollBack
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
i think that a player building a colony would be easy enough, but the thing that i believe would make coding really hard is AI villages. i mean how would they decide where to build a a village? what if more than two AI villages were to form in a territory, and how about building placement, supposing that the AI isn't programmed to also build and make surveyor flags i imagine that AI villages would look like mixed up buildings with people living just about anywhere. and intertwining houses and whatnot. but then again that could be easily solved by giving the AI a set rule of village structures, even if that would make the game less dynamic.
i think that a player building a colony would be easy enough, but the thing that i believe would make coding really hard is AI villages. i mean how would they decide where to build a a village? what if more than two AI villages were to form in a territory, and how about building placement, supposing that the AI isn't programmed to also build and make surveyor flags i imagine that AI villages would look like mixed up buildings with people living just about anywhere. and intertwining houses and whatnot. but then again that could be easily solved by giving the AI a set rule of village structures, even if that would make the game less dynamic.
Only single AI "players" will randomly spawn and build housing. If a nearby AI "player" successfully claims territory that overlaps the other "AI" player, the second's house will be removed and he will be driven off. One town per territory, as a town cannot begin on territory it does not own.
- Tool Crafter (pick axe, axe, shovel, sword) could ask to craft something specific
- Armour Crafter (Boots, Chest Plate, etc., etc.,) Iron and Above (because smithies don't usually craft leather) could ask to craft something specific
- Smelter (Smelts Iron/Other ingots into blocks ) could ask to craft something specific
Farmer :
- Produce Farmer (Weath and everything to come) could ask him to farm specific produce
- Livestock Farmer (Pigs, Cows, etc., etc.,) could ask him to raise specific animals (only implemented if animals didn't despawn)
[>>-i>] Soldier [>>-i>] :
- FootMen (Sword and Iron/+ Armour, No Leather)
- Archer (Bow and Arrow, Leather Only)
- Thief, Not a Fighter (Infiltrates and steals enemies good, chance of being spotted and followed)
Crafter
Explanation : Crafts Leather armour,Bows, Arrows, etc,. etc., stuff people want/need
Could ask him to craft something specific for you or for someone else
[>>-i>] Men At Arms [>>-i>]
Explanation : Normal Men and Woman that will take arms from a Community Soldier Chest and Help defend the Village if Soldiers Come a Knocking
- Will either be archer or FootMen
If blocks were place in the right position
Oh, Oh, Oh and you should only be able to establish a colony if you have one of those flag things cause I would just drift from one town to another, and maybe you could pick up a couple friend NPCs from a village and form a little raiding party (Yes I See The Evil In This Mwahahahahahahahahah *caugh* *caugh* *choke* *dies and presses Submit while he hits his head on the desk*)
(This is my first Post on the Minecraft Forum, when I get used to this I'll become very much more organized like my Wonderking Forum Posts)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Cool but i thought you said that you didn't want to be able to control what the person does (dye the flag a certain colour and you control their jobs)
P.S. I knew there were going to be more jobs,
It'd be cool if this was implemented but the flag thing for job's doesn't really appeal to me, its like a one-use mob spawner for an NPC and NPCs shouldn't just spawn out of the blue they should be wandering around, like real people,
Lets say on your territory marker the first classified building would be called your base (idk how you would classify a building) and the newcomer that wants to join a Colony/town/what ever it will be called goes to your base and stands there, if you accept him into your colony he would randomly choose a rôle (idk if thats how you spell it in english, I'm french) or would choose a rôle that you give him, or would chose a rôle that hasn't been taken more than twice if your village is small or something like that (to stop having only miners in your colony, small but annoying chance)
P.P.S. Oh and since blue dye is rare (supposedly, i would know but i cant find my wallet so i don't have mine craft) what would that flag be for?
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
It's a bit confusing. The placement of the flag is marking out the territory where a specific type of NPC may move in and build a house. You'd have no control over when they do or what specifically they do when they arrive.
The flag just marks where they may build their house. Flag placement does not cause NPC spawning. The NPCs move in on their own terms, and work their jobs in their own terms. You're just letting them know where it's OK to build a residence.
The first flag placed is just a surveyor flag, denoting the site of the flag and some surrounding area as yours. Additional surveyor flags push out the borders of your territory. New NPCs come and build homes if there's room for them, if the territory owned is secure enough, and if there's an empty lot (denoted by flag of course) that is open. Different flags mark housing locations for different roles. Farmer, baker, miner, smith, ect.
I haven't yet gotten around to figuring out which flag would do what yet. In the works.
Last thing i could think about : Since it would take a while to get dyes and stuff could there be a general flag that let's an NPC know where to move in
My Second Last Paragraph was a suggestion about how someone would move in
(and i'd do the whole wright between the quote thing but i don't know how sorry)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
In favor of Nath, the jobs seem interesting. Wack seems content with hiding his ideas and perfecting them first, but could you care to elaborate? How would this exactly be done, the specializing? Is it done by the AI or do players have control or what?
To be more specific, I mean we need to be specific as to how it would be programmed or even work. Something specific that makes sense to be added with little or no conflict with other components of the game. For example, if this went multiplayer with the flags, another player could wack out the flag system and confuse the AI with random placements of blocks over several flag sections.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
I really don't see any kind of overhead interface happening. Nor would I recommend one for colony mode. You're part of the colony, walking and interacting, not performing some kind of grotesque zombie-stare from high above :smile.gif:
Yes, as I've said.
As an old military man, I can tell you that you make a lot more headway a lot faster on a road than you do through the bush or even over grassy terrain. So I'll have to disagree with you here.
I was thinking of a pack animal, but it's gotta be minecraft-esque. Maybe a pig or a cow with a chest on its back?
I don't really hide them, you know. I update this section as I come up with things. The OP has probably been modified more than fifty times. I just haven't gotten around to writing up a new post regarding experience gain and skill trees. Perhaps tonight, depending on how busy everything is.
Owned land must be contiguous. You can't have multiple "island" territories. I should clarify that in the op...
#EDIT: Which was just done. Thanks for pointing that out.
Yes. Love it
There's a lot of work in AI. We have to make them intelligent enough to repair their own houses(unless it has to be done by player?) And to make them smart enough to attack houses+walls, etc.
Also if you were going for the specializing-power boxes(like one that would make all furnaces in the room cook faster/for less fuel(pretty much more efficient)), then does the room have to be completely sealed? It sounds complicated, and if one hole was popped through the building it doesn't work? Maybe then the AI should break holes in everyone's house?
I don't mean that the view will just change, its not a camera pan. Its a new interface menu that is simple showing your marked territory and sections it's divided into. Just like a little management screen if Notch can throw it in there.
We should start simple and clear, concise and to the point, short and sweet. Small, yet possible to build off of. A foundation. Perhaps just an AI that would chop, an AI that would farm, and an AI that can patrol between two selected blocks attacking on sight? They seem relatively easy(or rather easier, in comparison to mining), and just to see some of this action would be amazing. Plus since it is simple it might actually be considered and legit for the programmers, in contrast to huge, unexplained systems of flag surveyors and and a list of possible jobs, am I right? I just want to start off basic and build up because I know we all know they wont just randomly crank out a whole new level for the game without some sort of foundation.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
I was thinking along the lines of 1 cobblestone + 1 clay = 8 pieces of road surface. I imagine they'd be laid down in a similar fashion to mining track. That being, not squares of their own, but an application to the squares underneath, with vertical diagonals to smooth out the road.
Yeah, quite a bit. Yes, I want them to be able to conduct town repairs without assistance from the player. There will be times where the player must leave the safety of the town behind to explore, after all.
That idea kind of went obsolete with the dyed surveyor flags. Flagging an area as a bakery will now improve baking done on-site. i'll have to clarify that in the OP.
Just personal opinion, here, but I see that as overly elaborate and unnecessary.
The most complicated part by far will be territory controls. That's already being worked on. The AI for the NPCs will be the second hardest part. And after that? Everything else is minor.
Gravel should have more uses, and clay is already very useful for bricks, but it could be used with gravel. Cobblestone isn't overused or underused as much as gravel is all. Plus gravel is in roads?
Yes, the overhead view is a bit more complex but it'd be be a helpful component for more veteran players and larger colonies. It really is just a side thing that would probably be at the bottom of (hopefully an) agenda.
As for enemy AI, will they have more health considering the player may be better(it would be harder to make a good AI swordsman and archer)?
By the way, good point on the road. And there should be little horses that their only function is to be used as cart carriers.
Please reply or message MinecraftEconomics your recent transactions and help build the foundations for many great ideas to come!
viewtopic.php?f=1020&t=169172
Only single AI "players" will randomly spawn and build housing. If a nearby AI "player" successfully claims territory that overlaps the other "AI" player, the second's house will be removed and he will be driven off. One town per territory, as a town cannot begin on territory it does not own.