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    posted a message on [Mod Idea] KINGDOMCRAFT- RTS conquest and organic RPG world building (INSERT HYPE AND TOTALLY NOT CLICK-BAIT TITLE HERE)

    Oh my gosh first reply since I uploaded!!!


    Thanks I'm glad you liked it :)

    Posted in: Requests / Ideas For Mods
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    posted a message on KINGDOMCRAFT EXPANSION: Sword & Sorcery

    The Following is an "Expansion Mod" for my original mod "Kingdomcraft"

    Here's the link, for those who are interested- https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/2988900-mod-idea-kingdomcraft-rts-conquest-and-organic


    Leave a comment and follow the discussion😊

    LEAVE A REPLY PLZ ;_;

    This expansion mod brings more RPG elements, to the already extensive mod "KINGDOM". It also overhauls the basic minecraft combat system by adding new weapons, as well as revamped mechanics from the old combat update. It also changes the game’s survival mechanics, and adds magic and more items.


    Players will now be able to modify their characters, with classic RPG stats and traits, using hard earned stat points. These will modify the character's in-game abilities such as mining speed, mining efficiency, crafting efficiency, the quality of the items and blocks they craft, running speed, jump height, damage, total health, and so on. Enchanting tables no longer use levels, and instead use valuable and rare materials. Points are rewarded for each level. These points are used to increase stats and purchase character traits. The amount of exp needed to level, increases with each level.


    Swords & Sorcery, also re-implements many of the mechanics from the combat update, but revamped to include more weapons. The original swords are changed into one-handed shortswords, and two-handed longswords are added. All tools now function as weapons, when not being used on blocks, but only axes have stats for combat. additionally, greataxes are added as a weapon. Maces and morningstars are also added.The mod also changes the old bow into a shortbow, and adds longbows to the player’s arsenal. Players can also block with weapons again, but only when the player blocks just before they are hit. Attacks for mobs are now animated again, and attacks for both mobs and players are now telegraphed. Different weapons, will have different stats and mechanics, making combat more complex. Items are also no longer destroyed by durability, only unusable, and can be repaired using raw materials. They can also be combined with other similar items, to increase their quality (stats). This only works with items of similar quality.


    Taking inspiration from Ar's Magicka and the Baubles mod, Swords & Spellcraft gives players the ability to craft, find, and use various spells and magical items. Over time, provided they have the required stats and/or character traits, players will be able to unlock some magical effects. Ambitious magic users can now use their enchanting tables to experiment, and create a wild repertoire of spells. This wacky arcane arsenal is stored in a Spellbook, with the number of available spells increasing with their character level. At any point, the player can open their Spellbook, flick through it's pages, and select a spell. They can then cast that spell using their available mana. Using their table's enchanting function, the player will also be able to create enchanted items, using the various spell effects they have discovered. Such items, include Spellscrolls, tools, weapons, clothing, armor, and baubles. Spellscrolls are a kind of magical item, that allow any player to cast a single spell they are enchanted with, without using mana. They are much more powerful then normaly cast spells, and are more expensive to make than other magical items, but are destroyed after being used once. Sooner or later, players will quickly find the amount of available effects lacking, and will need to go and find enchanted items in chests through out the world. After finding these treasures, the player will then have to identify the item before being able to use it. Either by taking the item to a librarian or wizard, or by going through the process of identifying the item themselves. After this, the player can then unlock the item's effects by disenchanting it, destroying the item in the process. Enchanted books are replaced with Tomes, they are rarer, and can be purchased from Wizards, or dropped by . Tomes allow players to learn their effects, without destroying the Tome itself. Enchanting Tables can also be used to increase and modify magical effects, in a similar manner to anvils and item quality.


    Additionally, The mod also brings stamina as a new mechanic. Stamina is used in place of hunger. Instead hunger will drain at a slow and steady rate, over time. But will drain at a higher rate when the player is regenerating health and stamina. Health drains significantly more food, while stamina drains an almost unnoticeable amount. Actions such as mining, attacking, shooting, and sprinting drain stamina.Too offset this, players will now regenerate health as long as the hunger bar isn’t empty. But, won’t regenerate until 10 secs after taking damage. Stamina is regenerated in a similar manner to health, but much more quickly. stamina is also drained at a much higher rate then hunger was. In addition, Swords & Spellcraft also adds mana, as a resource for using magic. Mana regeneration is constant, and isn't effected by hunger. But it regenerates at a much slower rate, than health or stamina. Corresponding stamina and mana potions are also added. Also, different foods will now have different effects. Restoring hunger, health, mana, and stamina at different rates.


    Swords & Sorcery also adds backpacks.


    As a stand alone mod, this expansion is pretty straight forward. It brings new rpg leveling and stats. New weapons, items, and magic. As well as revamped combat and survival systems that, while complicated at first glance, are built on systems that are or were present in the game, at some point. It also adds magic users to villages, replacing Librarians with Wizards. And also gives Witches, Evokers, and Illusioners more varied, or even random, spell kits.

    Posted in: Requests / Ideas For Mods
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    posted a message on KINGDOMCRAFT EXPANSION: RACES & CULTURES

    The Following is an "Expansion Mod" for my original mod "Kingdomcraft"

    Here's the link, for those who are interested- https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/2988900-mod-idea-kingdomcraft-rts-conquest-and-organic


    Leave a comment and follow the discussion😊

    LEAVE A REPLY PLZ ;_;

    This Expansion, brings more world building aspects and character creation to Kingdomcraft. Adding a new character/faction creator, and also new races with distinguishing models, traits, behaviors, and abilities. With these new additions, players will be able to flesh-out their world with religions, backstories, and other oddities. This is available with the addition of a character creator and race editor, giving players the ability to choose from one of 4 basic races/model groups.


    1. Groundlings- Small but Stout, standing only 1 block tall.
    2. Fey- Quick and Agile, topping in at 1 1/2 blocks in height.
    3. Humans- The Average Joe, standing proud at 2 blocks.
    4. Ruks- Big and Strong, hulking-out at 2 1/2 blocks high.

    Players can also create their own races with their own names, racial traits, base stats, and imported skins. Ideally, the mod itself, could even potentially offer the capacity for players to import additional models and animations, and even custom traits. Players will also be able to choose from preset races (namely the original 4), as well as custom races, either of their own creation or preset to their server. Players will also be able to flavor up their kingdoms and characters with religions, backstories, and various other world-building elements.


    If this Expansion is installed separately, It will provide players with more options for accessible character customization. As well as, new animations, and new features for world generation. Villagers will be replaced with the new races, and will have randomly generated behaviors and "favor" towards each other, as independent factions. They could generate with some procedural bare-bones history, adding further context to their existence. The player can then interact and, eventually, befriend these new communities.

    Posted in: Requests / Ideas For Mods
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    posted a message on [Mod Idea] KINGDOMCRAFT- RTS conquest and organic RPG world building (INSERT HYPE AND TOTALLY NOT CLICK-BAIT TITLE HERE)

    Leave a comment and follow the discussion😊

    LEAVE A REPLY PLZ ;_;

    This mod is inspired by classic RTS and RPG games, as well as a number of other mods.


    Kingdomcraft is a mod, that includes many elements of already existing mods but marries them together with territory based pvp-rts gameplay and potential for player-based RPG elements. In which a player, or a group of players can create or join a kingdom, claim territory, build cities and strongholds, create armies, battle for territory, or fight and survive as a humble adventurer. Allowing players and servers, to create organic player-driven worlds.


    Ideally, this mod would include overhauls too combat, as well as additional items, blocks, mobs, and bosses.


    But, too simplify the mod. I believe it would be best if this mod was divided into separate "Expansion" mods, each of which can be installed separately on their own.


    Kings, Lords, & Adventurers-

    Not all who play with this mod, will be interested in running a kingdom. When starting out, the player can choose whether to start their own kingdom, or to be an "Adventurer" and play a more classic Minecraft experience.


    But not to fret, at any point an "Adventurer" can choose to either join an existing kingdom as a "Lord", or rule over a naturally generated community that does not possess a "King" of it's own.


    Also replacing classic villages, new randomly generated kingdoms and empires will naturally spawn in your world. These lordless fiefs will generally be quite small, and will neither develop or expand without the intervention of the player.

    Kingdoms & Empires-

    Kingdoms, are created by players, and are pretty much similar to server factions. But, what makes Kingdomcraft’s faction feature different, is it’s customizability and mechanics.


    To get an accurate idea of it, think of each kingdom as its own player-made “nation”, each kingdom has different names, terminology, and skins, different item styles, and even it’s own set banner. These features can use imported assets, while some are customized in-game. These elements are customized by the kingdom's “King”. Allowing each Kingdom to be visually different from each other.


    These kingdoms also have the ability to claim territory. This is achieved through a territory system based on biomes rather than chunks. Similar to the biome borders mod. This is intended to create faction controlled territory that conforms more to the world itself rather than small blocky chunks. Thus making player-made and randomly generated kingdoms feel more organic.


    Factions, Regions, "landmarks", and Cities, are visible on maps. And while the world is still generated in chunks, areas and maps are discovered based on biomes, when a player or faction discovers a new region they have the honor of naming that region. Players and Factions also have the ability to name landmarks, as well as the cities and castles they control. Maps are revealed on a per map basis, and can be traded among players and factions freely, and can be copied at a cartography table.


    Territory is claimed through the placement of a banner. New or respawning players, who are part of a new or smaller kingdom, are automatically spawned with one banner in their inventory. This banner is bound to their inventory, and can only have one banner in their inventory at a time. Once a player has claimed a region with this banner, they will no longer spawn with banners, and thus will need to craft new ones in order to continue claiming territory.


    Territory can only be claimed if it is neutral and “uncontested”. Players and NPCs that are not part of a kingdom will be limited in their ability to destroy blocks that are inside another kingdom’s territory. And all blocks placed within a kingdom’s territory or a neutral area, by a player from another kingdom, will naturally decay overtime. Blocks placed in other kingdoms will decay faster, then blocks placed in a neutral region. In order for a faction to claim a territory, they must destroy the banner of the opposing faction, and/or eliminate any players and “Military NPCs” belonging to any other faction. "Lords" without beds will automatically spawn at their kingdom’s “capital” banner.


    There also other other ways for kingdoms to claim territory. A kingdom can also purchase land from another kingdom. Kingdom can also merge with other kingdoms, as well as convert other kingdoms into vassals. "Kingdoms" that are composed of more than one kingdom, are classified as "Empires".


    Cities & Armies-

    A kingdom is nothing without its people. And players, will be able to amass populations of their own. These plebeian masses will inhabit, defend, and maintain their kingdom and it’s economy. But for such a tremendous undertaking, the players themselves will need to set this ball in motion, and keep it rolling.


    In many ways, this portion of the mod would very similar to MineColonies, and Tango Tek’s Improved Villagers mod. However, it would be really unique in it’s customization, and the ability for players to order NPCs, to perform various tasks. This includes the ability to build, and upgrade, structures based on saved building schematics. Ideally these schematics could be created in-game, as well as imported/exported online.


    In a similar fashion to other mods before it, players will need to start their journey to lordship by establishing a community, and a functioning economy. Then, through the player’s continued input, this community will continue to grow until becomes a formidable nation. But like every community, growing or conquering, your new kingdom will need a military. Not only to defend itself from various monsters and beasts, but to also protect its land and resources from invaders. Players will be able to train and amass armies of troops, to fend off invaders as well as wage war, and conquer rival kingdoms.


    Here is a list of Expansion Ideas

    Races & Cultures- https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/2990616-kingdomcraft-expansion-races-cultures
    Swords & Sorcery- https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/2990617-kingdomcraft-expansion-sword-sorcery
    Posted in: Requests / Ideas For Mods
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    posted a message on Lords of the Overworld

    Lords of the Overworld

    Mostly inspired by characters like "The Overlord" and Sauron. As well as games like Overlord and Fable.


    Tell me what you think of this idea in the comments section. And I would love to hear any kind of hypothetical lore if you got any ideas.


    The Pitch:

    Do you get tired of building stuff, by hand? Ever had a wish of standing on top of the world and Rule it like a king? Ever wanted to sit upon a throne with the respect and admiration of your peers? Tarry no more, and claim the power to build and rule an empire, become the idol of praise among your peers, and shape the Overworld as you see fit.


    Form factions, or clans, with your friends. And plant your banner to lay claim to swathes of land. Form a mighty kingdom, with your friends and allies. Then Colonize and populate your new domain.


    Interact with the inhabitants of Minecraft, become the best of friends, or pillage and plunder their little hamlets. (NPC factions, and RPG Elements)


    Battle against mighty beasts, monsters, and enemies. (Mob Factions, and world bosses (Dragons, Giants, Dinosaurs, etc.?))


    Construct various Siege Weapons and War Machines.

    • Craft Gunpowder from "Brimstone" (found in the deepest caves, and in greater abundance in the Nether) and "Saltpeter" (found in the new sandstone based underground beneath the desert, contained in sandstone veins). And craft flintlock firearms and cannons.

    Find the epic "Mighty Forge", and amass the wealth, resources, and power needed to forge your own crown. Then wield the ultimate powers of Light and Dark, and rule over the Overworld as one of two archetypal heroes....

    • Defend and inspire your subjects and allies, champion the arcane magics of divine light, and rule with benevolence as the Bright-Lord: an angelic and righteous sovereign.

    or....

    • Conquer your enemies and topple kingdoms, wield the supreme might of evil and command the hordes of shadow, and reign with an iron fist as the Dark-Lord: a cruel and wicked tyrant.

    And compete against other lords and their kingdoms.


    Synopsis:

    Aside from all the other possible features. The prime focus of this mod is in it's territorial Faction-Hero based PvP/PvE, and Faction-NPC RPG elements. And could not only be a massive amount of fun in single player, but also transform the face of multiplayer. This content is mostly centralized around a particular individual, known as the "Lords of the Overworld".


    In order to become a "Lord of the Overworld" you must first locate the massive device known as "The Mighty Forge", then you must accumulate the required resources and experience points to craft a "Lord's Crown". Not only is this item expensive in the value of the resources required to make it, but also in the sheer amount of resources needed. It is also worthy to note, that in multiplayer a crown will probably be more expensive then in single player.


    Much like a furnace, The Mighty Forge requires fuel, but only wood and lava buckets alone won't do. To activate such a powerful relic, you will need Levels (like enchanting) and lots of 'em. Once this tithe is paid the forge will activate, and consume copious amounts of fuel to keep it going. Once The Mighty Forge runs out of fuel, it will deactivate. And it's toll will again need to be satisfied.


    Once your crown is forged, you are ready to transform into a Lord of the Overworld. Upon using the crown, an animation will play. Your character places the crown on their head, and after some lightning, magic clouds, and flashing lights the transformation is epic. But the appearance of your new form, the animation, and your nature as a Lord is determined between two outcomes, based on your crown's alignment. The alignment of your Crown will be determined by the way you interact with the world and it's inhabitants. This can be tracked through a "moral compass" interface.


    In general, a Lord is an imposing figure, towering at around one and half or twice the height of your average player. Unlike any other being in the Overworld, they are clad head to toe in thick armor with a mighty crowned helm atop their head, and brandishing a big magical sword. Their faces are always shrouded by darkness, with glowing eyes peering out. They have unique models and animations. And play in a 3rd person action style, similar to Smite, Legend of Zelda, and Dynasty Warriors. All Lords have the ability to build structures quickly on demand, using saved schematics. This ability does manifest itself differently between Bright-Lords and Dark-Lords, but accomplishes the same goal, albeit through different means. They can also lead and command NPCs, who owe their allegiance to them.


    "Bright-Lords" are associated with "Light". They are disposed to "righteous action" and benevolence. They have an angelic appearance, with resplendent golden armor and big feathered wings. Similar to the angels from Diablo, especially Imperious, the Arch-angel of Valor. A Bright-Lord may be the smaller of the two lords and has a weaker basic attack and slightly lower health, but its powerful magic allows it to play a supportive "mage-guardian" role, using its divine powers to heal their comrades, provide offensive and defensive support, and protect themselves from physical harm. While using their magnificent wings to get in and out of combat.


    "Dark-Lords" are associated with....well...."Darkness". They draw their power from their tyrannical and evil natures. Their appearance is very much similar to characters like Sauron and "The Overlord". They are twice the height of the average player and covered by dark colored armor, and have the highest attack and health of the two lords. However, their magical powers are somewhat lacking in versatility and are almost exclusively offensive. But they do however have the ability to summon hordes of shadow minions to do their bidding, and aid in their conquests. And they also possess the ability to knock-back and stun their enemies , by smiting them with their power gauntlet.


    This transformation can be reversed at any time, by removing the crown. A crown can also only be used, if the player in question has the proper alignment, it will reject anything else out-right. And the more aligned you are and the more levels you have, the more powerful you are as a Lord. A crown is not exclusive to one player, and can be used by anyone. But their can only be one Lord per faction.

    Posted in: Requests / Ideas For Mods
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