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    posted a message on "City Construction Challenge" Server - Special Rules Apply!
    sounds cool, can't wait to build some city!
    Posted in: PC Servers
  • 1

    posted a message on (REALEASED) MythiCraft, The Most In-depth RPG Mod To-Date (WIP) Alpha 0.1, for 1.2
    Quote from MarcD25

    Please release the mod today or tomorrow. Just please I'm begging you. I've waited too long

    Please stop asking things like this. It drives me insane.

    Also, do you realize some people have been waiting and supporting this for months now? Correct me if I'm wrong, but I can't recall any comments from you until recently, so I don't think you've been waiting that long.

    Finally, please be patient. I'm sure the team is working very hard to release an alpha as soon as possible.
    Posted in: WIP Mods
  • 1

    posted a message on Mythicraft
    Quote from pizzamanic

    I have an idea for one of the other races...

    Name: ????

    Description: This is Kynraahl's other race, he wanted to be the god of all tehnology in minecraftia but while the dwarves were good at making strong robust tools like pickaxes and armour they failed at the delicated crafting skills needed to make... the automons! Machines stronger and faster than any mortal being, automons were the tools needed to show his true power over minecraftia. So he hid away in secret from the other gods and started building the masters of the automons, the ????. These are small people, about the height of dwarwes but they have the extremely thin limbs needed to place small parts in a machine. The ???? have many uses for automons, from building to mining to battle machines great and small. The ???? are trained from a young age and by the time they are ready to venture out in the world they will usually learnt to build a basic battle aid (unless they are gifted or cursed in this craft.)



    Quote from neonscorpion

    wow, you think like me, my plan was adding the Gnome race to Kynraahl's lineage. The gnomes are small race that are a cousin to the dwarf and have an advanced intelligence over most other races. But due to the Gnomes small and weak bodies they cannot defend themselves or anything of that sort, they start creating machines to do there dirty work, in all aspects. Gnomes favorite class is the Mage>Alchemist>Engineer branches, there intelligence lets them cast spells effectively, there curiosity lets them create devastating potions, and there inovation lets them create machines to do there work and fight for them. its odd you didn't think of the Gnome race when describing your race idea, it fit almost perfectly. the Gnomes are 1 block tall-ish humanoids with weak bodies, strong minds, and quick feet, allowing them to be powerful mages, or cunning rogues.

    Just a thought. This is minecraft, and as far as I can tell, mythical/RPG mods generally add items/blocks/whatever that is sort of...medievalish? So aren't robotics a little over-advanced? Anyways, I was just thinking that maybe the "robots" should be limited. (ex. steam-powered, manually controlled). To keep in the minecraft spirit. Also, for the record, I like your idea, I just think the rest of the mod/game doesn't really support AI. But maybe add other machinery (I think it would be fairly large machinery because of its current primitiveness). Maybe some races (ex. Gnomes) would be able to "advance" and create new machinery that other races would want. That's just my two cents though.
    Posted in: WIP Mods
  • 2

    posted a message on Kingdoms Mod
    Hello, I have an Idea for a fairly complicated mod that I think would be really cool. I call it the Kingdoms Mod and the Tale Of Kingdoms mod is not the same as this. So here it is:

    Kingdoms Mod:

    There are three races: Dwarves, Elves, and Humans so far. In the game type used for this mod there would only be three biomes: Mountains, Forests, and Plains. When you choose this game-type(map-type), you pick a race, if humans you design a wall, then you are let out into the world in your respective biome to start a city (press "t" and type "construct capital") Your city spawns a town hall (Dwarves=underground, Elves=In the trees, Humans on the ground, also human cities spawn the walls created earlier.). You can then dig/cut/build the building requirements(not done yet) and place a sign stating what the construction is to be used for over the door (this gives everyone the ability to make their cities in their own style, while still having NPC's to keep them company.)

    You have diplomatic abilities. if you find a town or outpost you can ask to see their leader and conduct diplomacy such as create an alliance.
    ALLIANCE-A road is constructed between cities. For elves the part of the road in their forests is a river surrounded densely by trees that cannot be destroyed. Dwarves have a underground road that cannot be tunneled into and have a toll gate in each city. Humans, road is patrolled by mounted knights. You cannot bring weapons onto the road. (purpose of the toll gate is to keep your weapons until you return)
    An alliance is also required to keep a trade agreement and military alliance.
    TRADE AGREEMENT-makes a railway/stations that you cannot break with a stationmaster at each end. During the creation of the trade agreement you decide what to trade and put your trade goods into one chest and take the other's goods out of
    another chest.
    MILITARY ALLIANCE-if one country in this alliance is attacked/declares war you go to war with their enemy as well.
    WAR-Fairly self explanatory, they attack you until a peace agreement is reached or one side wins.(you can obviously attack them too)
    You are automatically neutral when you begin.

    Finally, you can colonize new cities by pressing "t" and typing: "construct colony," "construct city," "construct outpost," or "construct fort."
    COLONY-mainly creates whatever natural resource is available.
    CITY-creates resources, expands your territory, the more work you put into expanding it the more it repays you.
    OUTPOST-manned by a messenger, can be found to conduct diplomatic missions as the messenger will take you to the capital. (you won't see how to get to it though)
    FORT-Used as a battle asset you can use them to protect troops or turn back attacks from.

    All constructions use resources and towns can be upgraded, all town types have a messenger like the one in the outpost.

    Outpost is upgraded to a Fort.
    Fort is upgraded to a Colony.
    Colony is upgraded to a City.

    If any of these are created in or near other peoples territory you may have demands to get rid of it or it will start a war.(done by typing "t" then "destroy outpost" or city or whatever.)

    That's the kingdoms mod so far!

    I will be adding things to this over time.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on The City Construction Challenge
    My reason of interest in seeing Warlock274's city firsthand is that I have been making my own underground city. Here are pictures up to and including the beginning of stage 4.

    Dwarvedin:


    Northgate:

    The view of Northgate from the foot of my mountain.

    And from farther up.

    Looking up from the bottom of the ladder down through the mountain.

    The landing zone.

    The counting gates, all visitors and newcomers come through Northgate and are counted here to keep track of who is in the city. No one is allowed to leave or enter through Southgate unless they are workers.

    The underground Northgate.


    Southgate and The Great Road:

    The turnaround at the top of The Great Road.

    The staircase that leads to the turnaround and is the merging point of the old and new roads.

    Where The Great Road connects to Dwarvedin.

    The connector road, you can see Southgate in the distance.

    Southgate.


    Above-ground views:

    My mountain from the valley.

    The desert-mountain collision south-west of my mountain.

    My valley with my red sheep farm.

    A view of my mountain from another mountain north-west of mine.

    A sunset from my mountain.


    Home:

    My main room.

    Bedroom.


    Town/City Hall:

    Entrance.

    Main Meeting Room.


    A small treasury.

    Offices (2).



    Production:

    Chicken farm.

    Wheat farm.

    Sugar Cane farm.

    Melon/Pumpkin farm.

    Furnace Room.


    Community Structures:

    Bathhouse/Pool

    Showers.

    Cool Baths.

    Hot Baths.

    Shrine

    Corridor in the back was going to be to a cathedral but I've decided to make it elsewhere.

    Inn

    Lobby.

    I have one room done and will finish the rest eventually, all will be identical. I forgot to take a picture of the room so it will be in the next post I make.
    Where I'm making the Cathedral.


    Misc Pictures:

    Main Treasury.

    Slime Invasion! (Conveniently just when I needed slimeballs too. :biggrin.gif:)

    Central Hub.


    And finally, a video of The Great Road:

    And that's all. I need suggestions of names for my mountain and my valley.
    Posted in: Survival Mode
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