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Jul 29, 2012Posted in: WIP Mods
(link for when the banner breaks: http://minecraft.curseforge.com/mc-mods/224602-ancient-warfare-2)
Full change-log, older releases, and non-adfly links for all releases are available from:
IMPORTANT NOTE FOR 2.3 VERSIONS:
If upgrading from a 2.2 version, please delete all Ancient Warfare config files and allow them to be regenerated with the updated default values.
NOTE REGARDING FUTURE DEVELOPMENT (12-15-2014)
I have decided to discontinue personal development of Ancient Warfare mod.
This is due to many reasons, but mostly a lack of time. Hard to enjoy developing an MC mod if you never get to play MC or the mod being developed.
Ancient Warfare is open source. What this means is that -anyone- is free to continue development if they wish. Just because I am no longer interested in development personally does not mean that the mod needs to stop here.
FURTHER UPDATE (12-17-14):
GotoLink has expressed interest in continuing development of Ancient Warfare. Things will likely be a bit turbulent for awhile as ownership/source/etc is transferred, but development should continue soon.
General InformationAncient Warfare is a modification for Minecraft that adds a variety of game enhancements; new blocks, new entities, and a template based world-generation structure generator.
Beginning with the 2.x releases Ancient Warfare has been split into a multi-module release. There is a single Core module that all other modules rely on for shared functionality. Each other module may be installed individually, or in any other combination desired. The non-core modules are – Automation, NPCs, Structure Generation, and Vehicles. Each of these modules focuses on a single aspect of the mod.
Core ModuleAdds core functionality and shared code needed by all other modules.
Structure ModuleAdds template based structure generation during World Gen. Includes in-game tools for creation of new templates, as well as a few tools to aid in map creation in general.
Automation ModuleIncludes machines to automate crop farming, tree farming, misc resource farming (mushroom, reed, cactus), animal farming, mining, and resource processing (ores). Also includes a full featured MJ and RF compatible energy transport network.
NPC ModuleAdds Player recruitable NPC for combat and utility purposes. Multiple varieties of combat NPC are available (melee, ranged, medic, others), as well as several varieties of non-combat/utility NPCs (worker, item courier, barterer/trader).
Vehicle ModuleWIP - Will be included at a future date.
Bug Reports / IssuesPlease report any bugs or issues on GitHub. The issue tracker is located at: https://github.com/shadowmage45/AncientWarfare2/issues. Issues reported in any other way will be ignored. Please browse the existing tickets to ensure it is not a duplicate. If an issue exists that covers your problem feel free to add any additional info that you may have.
If your issue is not a duplicate, feel free to open up a new ticket. Please describe the problem in as much detail as possible. If it is crash related, include the crash report. If it is a repeatable issue, describe the steps necessary to duplicate it. All of this information will come in handy tracking down and solving the issue – the more information you provide, the quicker the issue can be found and dealt with.
Support will only be given for releases posted on Curse-Forge. Any release marked as a test release on GitHub is intended for internal testing and no support will be provided except through approved channels for prearranged testers. If you would like to become an official beta tester please send me a PM and further details can be worked out.
Feature RequestsIs there a new feature you would like to see added? Think the balance on something could use adjusting? Want more options for configurability?
The steps for feature requests are as simple as opening an issue ticket on GitHub. Navigate to https://github.com/shadowmage45/AncientWarfare2/issues, click on the ‘New issue’ button, and when you open your ticket flag it as an ‘enhancement’ or ‘balance’ issue. Fill in as much information as possible regarding the feature you would like. Screenshots, links, diagrams, etc. are welcome (and encouraged) for explaining your idea.
ContributionsAncient Warfare is an open source project. Contributions to the code are welcome. More specific details can be found at the source repository, located at: https://github.com/shadowmage45/AncientWarfare2. (Will soon be re-licensed under GPL)
Instruction ManualThe full instruction manual may be found with each release on the main repository release page:
(Images, videos, etc will be posted soon)
and from VideoMakerGuy:
This post will only be updated with the most recent developments and download links for ease of access. In depth information regarding the functioning of the mod has been included in the instruction manual.
Super-Basic install instructions and link(Client/Server):
Set up Minecraft Forge (see its' instructions for setup). Place the mod .jar file(s) into the /mods folder in your minecraft install directory. Start MC. Enjoy.
1.6.4 VersionsYou may still find 1.6.4 releases on the GitHub repository for those versions:
A .zip package of the old 1.6.4 wiki may be found at: https://github.com/shadowmage45/AncientWarfare/blob/master/AncientWarfare/project_resources/ancientwarfare_20141010-HTML.zip?raw=true
Ancient Warfare is licensed under GPL 3 (or greater). You may find the full details of the license included on the repository, in the mod .jar file, or at: http://www.gnu.org/copyleft/gpl.html. Generally speaking this means you are free to use and redistribute the mod, use and modify the source code, and redistribute modified source code (with some conditions).
Ancient Warfare may be freely included in any mod-packs and redistributed without explicit permission. If you do contact me for permission and I don't respond, you may use this statement as permission if you really desire it.
Additional Credits (and special thanks) go to:
Pelirow -- Several great ideas, testing
MohawkyMagoo -- Structures, Lots of great feedback and ideas, testing
Me2005 -- Help in testing the new structure stuff, testing
Dulciphi -- Lots of help solving problems
Nozgo -- Feedback and testing
jodi850 -- Structures, ideas, testing
TechStack -- public server hosting, testing
Many others I will add over time
Jan 19, 2013Khlorghaal posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-T1A is currently not being actively developed. I have eschewed it to start work on a game engine that I hope will be everything I wanted with T1A and more.Posted in: WIP Mods
I have not abandoned T1A, I am just no longer developing it. If someone wants to take it over then I will still help them.
lots of them
alpha 0.1 gameplay screenshots
DOWNLOAD Alpha0.30 1.6.4 Forge 184.108.40.2065
This is not a 'playable' release, I just whacked all obvious bugs and threw something together, somethings that were previously working are not currently working because indev. Expect crashing, don't bother reporting it.
Do not distribute the file! That means hosting the file for download directly off your site. Instead just give people this link. I have put a lot of work into t1a, and the ad revenue is very appreciated.
If doing a mod spotlight please mention that I have a YouTube channel. If you would like then I would be eager to join you for the video.
Server owners T1A is a CC-Non-Commercial license. This means you are not allowed to make money off of it in any way. Servers with any payment system other than donating(with no in-game benefits for donating) are not allowed to host T1A.
Modpacks are not allowed to include T1A without asking permission.
T1A is not yet dependent on any other mods to work.
Installation is the same as any regular Forge mod.
Assume it will eat your worlds and all you hold dear. It is absolutely necessary to make backup Worlds before using.
Don't bother reporting bugs/crashes unless you think it's something especially freaky.
-"Open to LAN" may not work properly for some things. It probably never will as I dont care .
-Everything works in SMP, afaik. Report things which work in SP but not MP.
0.1 for mc 1.5.2
Artists needed! Post meshy and pixely related stuff in art thread.
Website (under construction)
Official Facebook page
I've put a ton of time into this for free. Buy me a cookie.
Type1 Anarchy (In reference to the Kardashev Scale)
Imgaine a massive battlefield, lines of minecrafters in large trenches and bunkers, infantry and mech reinforcements falling from the sky, craters everywhere, artillery raining, fighter jets dodging and weaving, lasers stabbing from and into the sky, flaming wrecks everywhere, and a single bomb falling, everything going silent at once. -Kaelum
This mod is the edge needed to make industrial pvp viable and fun.
It has mechs and gunships. It has orbital lasers, missile launchers, ICBMS, and particle cannons.
But this isn't just a mod with mechs, gunships, orbital lasers, missiles, and particle cannons.
It is what Minecraft needs for a high tech combat system.
Its my goal to make T1A a combat system which gets rid of the convergent 'endgame' feeling which vanilla and many other mods have.
The customization and expandability of T1A's equipment system will allow a player to take on many different roles in combat, along with the tension of not knowing what sort of tactics your enemies will be using.
Instead of generic sword-and-bow combat, many types of combat become possible:
nuclear warfare, artillery sieges, supply line raiding, blockades, gunship ambushes, along with any number of other crazy ideas players come up with.
Please read the OP before making suggestions, many people are starting to suggest things I already have listed.
The OP isn't curated very well at this point. I'm actually intentionally omitting WIP features now for fear of idea squirrels.
I probably won't update this as by the time this stuff comes out I'll have a website with a nicely organized HTML manual.
Have an equipment system similarish to EVE that has varying slots for weapons, armor, shields, and specific purpose equipment such as heat synchs and agrav, I'm open for suggestions on equipment types.
Consume eu on most activities, which generates heat, once heat is full you cannot do an action until the vehicle cools down enough.
The average vehicle will store around 1M eu. Unless you're using energy hungry equipment like lasers and shields that will be enough to last you around 30 minutes of combat.
Fancy death effects: When a vehicle is at 0 health it "starts dying" where it catches on fire or its reactor melts down. It stays alive a few seconds where you can use a fire extinguisher / emergency repair kit to save it. If it gets damaged 'past being dead' by 20% its max health then it instantly explodes.
Some will have multiple seats.
xI xL xM xH are weapon slots ( light, launcher, medium, heavy )
Walkers that are made for escorting mining operations and invasions.
Ravener- Light for scouting and raiding. 2I 1L
Brutalizer- Heavy for sieges and critical field-defense. 2H 1L
Party Lobster- Large personnel transport with gunner seats. 3M 2I (needs a new name... or not)
Will have fighters, gunships and personnel transports. Some will have aerofoils, some will be VTOL. Transports can get equipment for picking up and moving any mob/prisoner.
Corax- VTOL gunship with two gunner spots for light weapons, and a gunner spot for a ground-aimed heavy turret. You do not want to go against one of these unless you have plenty of missiles.
Halcyon- Aerofoil fighter. Fast. 1I 1L
EquipmentInsertable into all mechs, combat robots, and turrets.
Suspensor- Negates gravity.
Deflector- Pushes projectiles/missiles to the side.
Repulsor- Pushes away projectiles/missiles. More reliable than deflector but uses much more energy.
Heat Synch- Passively increases heat dissipation.
Heat Capacitor- Increases maximum heat.
Heat Dump- Uses 'ammo' and consumes energy to dump a significant amount of heat.
Shields- Unlike most games, t1a shields are low health and fast regeneration. They absorb all incoming damage in the order they are equipped.
15 Attack against two shields with 10hp each would down one and leave the other with 5hp, attack 25 would down both shields and pass 5 damage onto armor.
Recharge independently of eachother.
Armor- Reduces incoming damage by subtracting armorvalue from incoming damage. All attacks have a chance to bypass armor depending on how damaged the armor is. Like shields, each armor equipped takes it's damage then hands the remainder to the next plate
Consist of vehicle mounted turrets with full animations.
I L M H : light, launcher, medium, heavy
Smaller weapons can be mounted in a heavier slot, mounting a medium or light in a heavy slot will give you a double-weapon. Launchers can be mounted in a medium slot, but mediums cant be mounted in a launcher slot.
BMG- Good old .50 Browning Machine Gun. I
Mini Vulcan- Fastest rof of any weapon. For against infantry and aircraft. I
1MJ Laser- Pulsed at one shot per 2 ticks, low damage, but perfect accuracy. I
5MJ Laser- Same DPS as 1MJ, but concentrated damage makes it better against heavy armor. M
Shotcannon- A vehicle-sized shotgun capable of devastating infantry and even light armor. Slow RoF I
Artillery- Hard hitting explosive shells with a long range and decent RoF. H
RPC- Like a laser but with extremely slow RoF and extremely high damage. H
Missile Launcher- Launches a missile to home to a target or as a TOW L
Grenade Launcher- Launches regular grenades of any type, 1.5s rof L
Bomb Bay- Grenade launcher that drops a large cluster of grenades directly down. 15s rof L
Have firing animations and recoil.
Carbine- High recoil but fast RoF
Shotgun- What you expect; semi-auto.
BMG- same as vehicle mounted,
Rifer Sniple- less than 20 damage, still deadly, bolt action so slow RoF.
TOW- handheld missile launcher.
Constructed with rocket blocks and then becomes an Entity once the payload is placed. The payload can be various objects such as an ICBM or satellite. Payloads may also be launched with a vanilla TNT cannon.
SatellitesCan be shot down with an RPC
Has onboard energy bank charged with a ground based charging laser.
Adjustable power: cause an explosion ranging from .5 dynamite to an IRBM.
Various firing modes
Strike - Shoots a variable power shot at x,y within a few blocks accuracy
Bombard - Specify x,y,radius within the satellite will randomly shoot pulses.
Very Eu expensive to shoot, would take ~10 reactors to fuel continual bombardment.
Chargers are the only type of installation visible on the Dynmap.
An item that opens a GUI for many things such as faction management and orbital bombardment targeting.
Autoattacks enemies using a realistic ballistic system
Uses the same equipment system as vehicles
Different sizes have light~heavy weapon mount and more/less shields and armor
Will be able to be configured for agression settings of NBSI(not blue, shoot it), only attack enemies, police(attack anyone who attacks someone else), or missile point-defense.
Large turrets will be LARGE and able to mount artillery or an RPC
RPCs Relativistic Proton Cannons
Missiles have a simulated kinematic system complete with thrust and drag. Missiles actively have to thrust downwards to keep themselves in the air.
Fly straight up a ways before seeking target, this avoids hitting walls and hills without the need for fancy guidance.
Can be configured to be homing, good against aircraft, or TOW, good for sieges.
Can Launch IRBMs and all other missiles except ICBMs
Enter X,Y Coord at silo, missile comes down from the sky after a delay. Toggleable between relative and absolute coords.
Autolaunches normal missiles at enemies in range.
Damage upon touching target. Very fast when at max speed.
Does not explode
Stack size:8 Range:150m
Explode when near target.
Powerful and relatively slow
Stack size:4 Range:200m
Small damage but large explosion radius, does not damage blocks.
Stack size:12 Range:400m
Rocket payload comes directly down at the target location.
Can only be launched by silos or brutalizers
Silos can launch at designated coordinates or set to autolaunch at enemies.
Explosion power of half an ICBM. Same flight characteristics of ICBM.
Stack size:1 Range:~1.5km
I plan on adding more types of missiles but balance and such will be some of the very last things to do.
A weapon usable with large weapon mounts.
With the commpack can shoot down satellites.
Very high Eu consumption and damage, slow RoF.
Instant projectile travel and explosion on impact.
Range:500m Firing speed:~30 seconds
Contrary to most scifi particle cannons it is not beamy-burny. It is shooty-explodey.
MMW Mobile Manufacturing walker
A medium robot with wolf AI that follows you around. Used for field mining operations; will have an auto-macerator and storage.
SensorsWill detect the presence of enemy vehicles and players wearing at least part of a nano/quantum suit within an adjustable radius.
Is a machine block that must be powered, power consumption based off area scanned.
Will emit redstone signal when alert/alarm. Alarms emit various sounds depending on how strong of a RS signal they recieve.
Push projectiles and missiles with a force corresponding to their distance, will be both vehicle equipment and TEs; they naturally stack by placing multiple ones nearby.
Repulsors push directly away from their center.
Deflectors push projectiles to the side so they miss.
Both handheld and equippable on vehicles. Negate gravity and preserve momentum. Hold RMB with item select to activate handheld version.
The best and most realistic explosion code of any mod.
Multithreading allows for craters 30 blocks across to be produced in less than 2 seconds, and does not freeze the game.
Fallout produced by nukes stays radioactive for some time before becoming inert. May be collected as a quick way to make concrete.
is Thutmose's ancestral pride so he is doing an entire friggin mod for it, with complete fluid dynamics and realistic recipes, which I will integrate into T1A
I came across this by accident when I first started modding while experimenting with TNT, but then I realized "...huh... thats like the stone burners from Dune".
Great for invading underground bases, or an easy way to make a mineshaft which vehicles can fit into.
Activated with redstone same as TNT
DronesDue to popular demand, I've not yet decided details. Won't be added for awhile.
Only aerial. They will use the equipment system like everything else in this mod, will have turret targeting AI and basic movement AI to fly and patrol or attack all enemies until reaching a destination.
Commands will be given to squadrons which fly in formation.
an unarmed drone used for cleaning up fallout and automatically preparing concrete.
Kamikaze, basically a cruise missile.
Equipment of a light turret, suited for escort and harassment.
Equipment of a medium turret, suited for assault.
Tanks are denied- they dont make sense in minecraft
EMP is denied for the moment- I have no idea how they would affect balance and would probably be overpowered.
Khlorghaal- Lead Developer and Programmer.
Thutmose- Archmage-level math skills, Co-Developer.
Tweaking, Balancing, Advising - Mistertime, Kaelum, LazarusGrey
Modelers, Texturers, UV Mappers - Mistertime, W, Warzel_Drake
Type 1 Anarchy and all of its content - including but not limited to - as proposed on this thread, as proposed by the author, or downloaded, is based on a Creative Commons attribution-NonCommercial-NoDerivs 3.0 Unported license.
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