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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Quote from GruntTheDivine

    Shiva missiles are ship to ship, HAVOKs can be used on ground or mounted onto a missile.. Its the same device that the Master Chief uses to destroy the Didacts ship in Halo 4.
    EDIT: The blast radius of the HAVOK is pretty large if you ask me (Of course though, it does not just make a big hole in the ground, that is pretty unrealistic if you ask me. I am considering adding other explosives, but you all have to consider how these will operate on servers.. The HAVOK can cause major lag on SMP when detonated, and some lag on SP too. Anything larger might be to much. However, I will most likely make Anti matter charges do something similar to the HAVOC, but cause more destruction in the area were it was detonated...


    Ah, ok. If larger explosives are added, would there be any way to make it affect player-placed blocks more than natural blocks? It would decrease the size of the blast crater.
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Quote from GruntTheDivine

    Added nukes




    Havok nukes are mainly meant for ­-to-ship, right? What about adding nukes or other explosives (Covenant Anti-Matter?) that have a much larger explosion, meant for destroying much larger areas of land?

    EDIT: Nice work, by the way. Forgot to say that.
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    After the test version(s) are released, do we testers have permission to do a sort-of explanation/runthrough-thingie of the test version on the magical site of YouTube?
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Quote from GruntTheDivine

    Thanks for the idea, but I already have a shield implemented (I just need to add the drawing code for it to draw the bar)


    Always happy to (try to) help!

    EDIT: Just watched that video. Very impressive (to me, at least)!
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    I remember that in a few other mods similar to this people were bickering about how to implement the shields on armour.

    Maybe you could use the absorption potion buff? I'm not entirely sure what it does, exactly, but it looks like it would be quite similar to the shield system if you made a few minor tweaks.
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Quote from Wildblood779

    My idea for the plasma is that it does more damage against shielded enemies (elites, sentinels, etc.) and has a 7% chance of setting all other entities on fire (plasma burn). What do you guys think?

    Also, anything for the Changelog post?


    I'm not actually involved in the coding such, but that still sounds good.

    Would it be possible to have a burn decal type thing wherever it hits the body? Like arrows from a bow can stick out of a player when they hit them.
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Just curious, are you guys going to work any (non-canon) lore into the mod?

    Some form of Alternate-Universe story of some sort would be interesting, especially with the Halo rings/Reach/Space being added as dimensions.
    Posted in: WIP Mods
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    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Glad to see these mods are being contiuned!
    I'd like to apply to be a tester, if I may.
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    Quote from M0aHerder

    Hey everyone! The update will be released on or by April 3rd. While the update is taking longer than expected, it has allowed for more content to be added, so expect some cool new stuff to play with!


    Just curious, will the weapons be customizable? I'd completely understand if they weren't (doesn't really go along with Halo, and I'd image it'd be difficult to code), but I just had to ask (curiosity got the better of me).
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    Quote from M0aHerder

    Next up on the list is the new mob, the Marine. Currently the Marine is the only mob planned for 0.2. It will also feature a new armor type, called Marine Armor. There will be a way to populate your bases with these mobs, but I have yet to decide whether we'll use an item or a block to do so.



    It'd be interesting if there was a faction-type system in the mod. Do tasks for Covies, gain thier favor. Do tasks for UNSC, gain their favor. Same goes for Forerunners, Rebels, etc. Then, once your favor is high, you could craft some sort of block to call for supplies, at a cost of currency (possibly gained from tasks). Things such as soldiers, weapons, vehicles, instant-bases/buildings, inter-planetary travel (limit Covie favor to Covie planets, UNSC to UNSC planets, etc.), etc. Maybe even make other factions hostile after a set limit of favor to a faction hostile to that class. Pacts could also be made between classes, but that would require extremely complex AI, I'd imagine. I'm getting way to detailed, aren't I.

    Just an idea. Thought of the factions and it kind of branched from there.
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    Quote from M0aHerder


    Alright, time for the update!

    I have some good news and some bad news. The bad news is I couldn't get the Magnum to work like I wanted to save my life, so it will come later in the same update as a few other guns. The good news is I've chosen to use the time I could've spent on the Magnum to add more blocks and items! But I need your help to come up with more ideas! Here's what I have on my list so far:
    Items
    -Sandbag
    -Combat Knife (weapon)
    -Energy Dagger (weapon)
    Blocks
    -Sandbag wall
    -Crate (chest)
    -Reinforced Glass



    I remember reading something about a dagger/knife that Jackals used in a 'graphic novel' series of Halo. They acted similar to a Needler shard by exploding when embedded in fleshy material. That would be interesting to see in Minecraft.
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    Quote from M0aHerder

    Be my guest! This pre-release will actually be as big as some fully developed mods, so I don't think there will be a problem with a few mod spotlights.


    Thanks!

    If one is made, do you want them linked to you?
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    I was curious... will people (such as myself) be allowed to make a mod "Spotlight" of this? I was wondering If you'd be ok with it, M0a, or if you'd rather wait until the full release of 1.1.
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    Quote from M0aHerder

    I plan on keeping them this way. The recipes yield multiple (2 plates and 3 shards). The final version will have weapons uncommonly drop from mobs, and metal blocks spawn in the world as ships; obtaining them won't be extremely difficult in the final version.


    Ok, that's good to know. I completely forgot about mobs dropping stuff.
    Posted in: WIP Mods
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    posted a message on Halo: Battlefield Mod =Could be a while before anyone finds us. Years even.=
    Quote from M0aHerder

    Metal Plates will come in two forms upon release, blue and purple. They will be used in nearly every Covenant weapon recipe, as well as the formation of Metal Blocks used in Covenant ship building. Metal Plates can be crafted using one diamond and either a purple or blue dye.

    The exception to this in version 1.1 is the Needler, which relies on Needle Shards for ammo. These are crafted using one diamond and two pink dye, and stack to 16. 9 Needle Shards make a Needle Magazine, which also stacks to 16.

    We look forward to the first release, and hope that everyone has a happy new year!


    Do you plan on keeping the recipes for the Needle Shards and Metal Plates the same as they are in 1.1? Although they should be expensive, is the diamond just a placeholder for another metal/item that isn't added yet?
    Posted in: WIP Mods
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