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    posted a message on TNT Cannon Science -- Revived!
    Quote from tortera9

    Can some1 show me a deisgn for a long range accurate tnt cannon that explodes and destroys in water? I play on a faction server and I need a better one than the one I have.


    Hmmm... I made a TNT/sand hybrid cannon from scratch that has about a 100 meter range. Is that what you need or do you need a longer range?
    Posted in: Survival Mode
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    posted a message on For What Reasons Do People Choose SMP Over Single Player
    I'm trying to start a discussion about the specific reasons why people play on SMP servers.

    The reason I am starting this thread is that I see dozens of large and active Iconomy/Faction/free-build/anti-grief servers, but I cannot find a PVP server that lasts longer than a couple of weeks and that has a large player-base. I want to know why people play on some types of servers and why PVP/anarchy servers fail. At some point I want to set up a PVP server and I want to know how to make it last.

    The main source of my confusion comes from the fact that SMP offers the opportunity to compete with other people (like in PVP), but instead people seem to go on SMP to create structures that are vulnerable to griefing and server map restarts (whereas playing in single player makes your creations immune to griefing and server map restarts).

    So I pose the question to the community, why do you play online with other people? The poll is at the top. If you chose other, please explain why you play on SMP. If you want to add a poll category, please tell me. If you want to comment on your answer choices, please do. I look forward to seeing all of your responses.
    Posted in: Discussion
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    posted a message on New Idea For a Real Time Strategy Game.
    Quote from Zillo7

    There's always warzone 2100...

    I was working on a (turn based) strategy game which would allow you to edit units/buildings/everything, but I stopped cause I was busy with other stuff.
    The problem you'll have is that you can't just 'make another unit'. There's always other things that have to be created to go along with that unit. What sprites/models will it use? What sounds does it make when it does something? What weapon(s) does it have? What sound will the weapon(s) make when they fire? What upgrades does it have, and where are they researched/developed?

    Edit: I'm glad you left out the 'Look at me! I'm making a game!' part... I would've gone on another rant about that. :laugh.gif:


    Hmmm… That looks like a interesting game. I will have to try it at some point. My main issue with that game is that, while customizable, I want to be able to choose the exact health and armor and attack values of the units. I don’t want to work with prefigured stats that encourage one direction of game play (towards higher cost, but more cost efficient, weapons/bodies). I want a swarm of low cost units to be equally effective as a small squad of high cost units (of course I would like tactical considerations to swing people in one direction or another, swarm is vulnerable to AOE, squad is vulnerable to focus fire and cannot cover as large of an area).

    For the 'make another unit' problem, I was thinking a Spore-like creature creator could be used to visually design a unit.

    Then there could be a large sound bank and people could drag sounds into different categories, such as Sound A for movement, sound B for weapon A, sound C for death, etc.

    The weapons would be a part of the visual creator, and visual effects to occur on attack could be dragged and dropped on the visual design of the unit.

    As far as upgrades go, you could click on a unit, click a + button to add attack strength at the cost of resources, and have a builder unit nearby to install the upgrade (or give the initial unit some builder capibilities). (This is to avoid the problem where a finite cost upgrade can add an infinite extra amount of attack power, in theory, because the upgrade does not increase the cost of each new unit or existing unit).
    Posted in: General Gaming
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    posted a message on New Idea For a Real Time Strategy Game.
    Quote from Xapakas

    Have you heard of Civilization? It sounds a lot like the game you are describing.


    Yes, I have played those games. However, they are turn based games with a limited selection of troops (outside of modding). I aim to have customizable armies in a real time strategy game.
    Posted in: General Gaming
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    posted a message on New Idea For a Real Time Strategy Game.
    What I have always wanted to do in a real time strategy game is to design my own troops; visuals, stats, everything.
    (Galactic Civilizations II comes to mind, but it is a turn based game)

    Essentially, I want to pit Star Wars vs. Star trek, or Lord of the Rings vs. Civil war troops, or Aliens vs. Predator vs. Marines.

    Them I want to face my personal troops with other people's custom troops, but I still want a balanced game based on tactics and skill.

    I propose a system where players can spend points to buy health, or damage per second, or speed. The number of points they spend determine the resource cost of the unit in-game.

    I have a few ideas on how to economically balance a lot of typical RTS stats. Any ideas on additional stats to add or how to balance them or how to collect resources would be great. What would help me out the most is for you all to tell me what person/unit/creature/hero you would like to create in a RTS so I could integrate that idea into the game.
    Posted in: General Gaming
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    posted a message on 385m long range cannon
    Good to see you all trying out long distance cannoneering! I had a run in this field once.

    I had a terribly complicated cannon that fired 3.5 Km. It used piston compression and crashed my computer with larger payloads.


    The target you all need to aim for is EC17MEISTER. Using a very simple gravity compressor, he has a shot that is nearly 7 Km!


    He used OptiFine, a mod which allows him to launch more TNT by making the game more resource efficient, but he claims that his cannon gets the same range without OptiFine.

    Anyway, these designs all fire just 1 shell. These designs are meant to give you all ideas and I hope to see some truly destructive cannons!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on TNT Cannon Science -- Revived!
    These are some great ideas for a spread range cannon!

    However, we still need a spread angle cannon. The best way to do that in my opinion is to make the repeater cannon Multi-Railed and have a multi-shell cannon.

    2 shells
    :: :tnt: :: :tnt: ::
    :Orange: :tnt: :Water: :tnt: :Orange:
    :Orange: :tnt: :Water: :tnt: :Orange:
    :Orange: :tnt: :Water: :tnt: :Orange:
    :Orange: :tnt: :Water: :tnt: :Orange:
    :Orange: :tnt: :Water: :tnt: :Orange:
    :Orange: :tnt: :Water: :tnt: :Orange:
    :Orange: :tnt: :Water: :tnt: :Orange:
    2 side loaders (and a optional third middle gravity loader)

    In optimal theory, you would fire 12 or so fuel charges from the middle rail (while firing 2 TNT shells at a time) then you would fire all 12 or so fuel charges from the left rail, then fire 12 or so fuel charges from the right rail. If this uses your all's range randomizers then we have a full spread cannon. Just food for thought.
    Posted in: Survival Mode
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    posted a message on TNT Cannon Science -- Revived!
    Quote from zerker2000

    Regarding VolcaneR's chaincannon, what happens if you use cobble to create variable-length feed belts?


    Unless we have a fast cobble generator, it will be slower than a sand fed cannon, but the cannon will have a much lower profile and can most defiantly be used to create a variable length feed for autoreload cannons!
    Posted in: Survival Mode
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    posted a message on War game.
    Quote from Ryuuzaki52

    Does anybody have the world file of the original server map with all the arenas?


    I do. School has been far too much work for me so there is no way I can continue to host the server. Here is the Map file with 90% intact arenas + weird redstone contraptions + experimental TNT cannons + that one city under construction.

    War Game Map

    Enjoy the arenas and I hope to join a War Game Server one day!
    Posted in: Survival Mode
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    posted a message on TNT Cannon Science -- Revived!
    Quote from 99seconds

    Nice, Any chance you could make a vid?

    Also, when you say that all your non-experimental cannons have been trapdoor cannons... I swear I didn't steal your ideas!
    One last thing, you said you still needed a cannon with arc for closer combat... That is the entire reason why I wanted to use trapdoors in the first place...


    To clarify, I never had a controllable trapdoor cannon, I used the down trapdoors to achieve a low arch. I never thought to raise them up for a variable arch cannon. Sometimes the simple ideas are the best :smile.gif:
    Posted in: Survival Mode
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    posted a message on TNT Cannon Science -- Revived!
    Quote from SofusTheGreat

    Redstone usage is down to 75%, blocks to about 65% and TNT usage is the same.
    The signs can be removed, it all depends on how much you trust the people shooting it


    That is great! The signs are a good idea, they only cost wood and they prevent malfunctions. Now all we need is a TNT efficient cannon, and I think that Vertical compression is the answer. (it might cost more blocks and redstone though....)
    Posted in: Survival Mode
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    posted a message on Design Challenge: free-floating, self-powered flying machine!.
    Quote from Draco18s

    I was flicking them as fast as I could and nothing happened differently.


    Just try using redstone with a one tick OFF stage, it will show the concept to you (look at my previous post). Also, the lever method has two fail points, it requires practice to overcome them.
    1. if you flick it too fast, the normal piston will detach from the sticky piston.
    2. if you flick it too slow, the BUD glitch will not activitate.

    Anyway, has anyone managed to propel more than 2 engines with this technique?
    -edit- to OP: can we have a engine type section in the OP? Like the different kinds of lever drive (like RH's barge drive and this BUD glitch drive) and redstone torch drive (I made a redstone torch drive a page or two ago)?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Design Challenge: free-floating, self-powered flying machine!.
    Quote from Draco18s

    *Flicks lever: both stickies extend.*
    *Flicks lever: both stickies retract.*
    *Flicks lever: both stickies extend.*
    *Flicks lever: both stickies retract.*
    *Flicks lever: both stickies extend.*
    *Flicks lever: both stickies retract.*
    *Flicks lever: both stickies extend.*
    *Flicks lever: both stickies retract.*


    Thats true, if you flick them slowly. Now this is my understanding of the process (It uses a BUD glitch)
    :|:
    :stone:
    ::
    :Orange:
    in this setup, the lever is powering the block and the piston IS powered, but it requires a neighboring block update to actually extend. Now it takes 2 critically timed lever clicks to make the engine move.
    intitial set up:
    :|: = lever (on)
    :Green: = sticky piston
    :////: = sticky piston head
    :Orange: = normal piston
    Then flick the lever off for one tick and turn it back on. You have just moved up one block. I am not sure why this works, but I think that when the power is off, the normal piston retracts in, then it pops out of block 36 form and updates itself just as the power is turned back on.
    If you still doubt me, make this setup:
    :: :RedShroom: = redstone
    :RedShroom: :stone:
    :stone:
    :Green:
    :Orange:
    You power on the redstone, then use some kind of pulse limiter to turn off the redstone for just ONE tick, I just made a redstone contraption that could do this with a button press. Does the concept work now? (slapping a 1-clock, repeater based, will also move the pistons)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Design Challenge: free-floating, self-powered flying machine!.
    Quote from Draco18s

    Yeah, I'm not getting it to work either. Checked the orientation ("hmm, stars are going that way, must be west") and the piston order (normal on the bottom, duh).


    Can you get the horizonal one to work? I have operated both the horizantal and vertical engines. Both of them work on the same principal. I have gotten the best results by triple clicking when the sticky piston is retracted. Too fast or too slow will cause an engine misfire. It does work, but it relies on a BUD glitch (I think) so it is tempermental.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on TNT Cannon Science -- Revived!
    Quote from 99seconds

    :/ I specificallly didn't want to use pistons to switch the plane, because I think pistons will cause the trapdoor to fall off, if my current understanding about cannons is correct. And plus, I'm trying to keep it as simple as possible, to conserve space and materials like iron. I cannot test my multi-plane idea out, but I would love it if somebody decided to run tests on the Dual-State Modification. Oh, and to see if this idea is even humanly possible, does primed TNT collide with trapdoors? Does anybody know?

    P.S. I do have one concern: in the down-state, I think the shell may simply drag along the trapdoor, as it doesn't get the extra height a half-block cannon does. However, with sufficiant force, (6 TNT) I think this can be overcome.


    Almost all of my non-experimental cannons have been trapdoor cannons, the arch on trapdoor cannons is excellent, long ranges still guarantee a ground explosion, but we do need a arced cannon for closer combat. I am pretty sure that TNT does collide with trapdoors, so this will work.

    -edit- I did some proof of concept cannons, your Dual-State Modification will work!!
    Posted in: Survival Mode
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