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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from Thunderbird145

    i also have an idea for the dragons, if you put them in, instead of them being like other mobs where they randomly spawn in, what if you randomly put in dragon lairs? The Dragon lairs walls are made completely out of an ore, for example, lets say a lair is made of glory ore then the dragon is yellow and named A "glory dragon." the stronger the ore, the rarer the lair of that type.
    The Dragons are always asleep in there layers exept at dusk and dawn. Or when someone intrudes there lair.
    How difficult do you want the dragons to be? From what level to what level. i.e. One as strong as 2 zombies, the most difficult one as hard as enderdragon.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from flamingwalk

    ya i didn't know u had mace so ya thats good enough
    Oh OK I see. I am adding the remaining vanilla maces and bronze/steel in the next update they will be done along with lances
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from Thunderbird145

    on the mana thing, a mana bar would be nice, but instead of heart or meat chunks, how bout rain drops?
    Good idea for the mana bar. I will use that when I add mana
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Wow! Over 1000 downloads! Thanks guys!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from WindWizard55

    Your Welcome. Like i said before i think some of my other ideas i said on their would work well with this mod (as long as you are going in the direction i think you are) just click the signature and head to page nine and scroll down till you see my name near a massive wall of text. I wasn't much of a people person back then (not much of one now) so it may sound a bit noobish. Can't wait until the magic is implemented :) so good luck
    Ok I will look at all the ideas and try to code them. Also, I will implement magic in a little. I am going to create some bows first (because magic is a advanced bow form without the bow draw back but with mana).
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from WindWizard55

    I would like to see some dragons that would be friendlier to the player where you could obtain a mission from it. Also i had this idea from a while back for a different mod but they don't update it anymore so... The idea was that when you killed the ender dragon you would take the egg that you get and take it to a dragon council (though in hindsight it sounds like this would be difficult to code) and you would have to do a mission for each dragon to get their approval to hatch it. and then you would raise the dragon and take it hunting so it could gain EXP to grow.

    I know this sounds hard to do (at least now i realize it does) it would be cool to see you do it when you have a lot of the basic stuff down,like those goblins for example. I think some of the other ideas i had my fits this mod better. I believe that the mod was the fantasy races (which is my signature still because i'm lazy).
    Ok I will give a try to code that later. I can't right now because I am waiting for a mob tutorial (1.3.1 mob code changed and I can't figure out what to change to fix it). That sounds cool, using the enderdragon egg for a different purpose. Thanks for the ideas!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from Thunderbird145

    i have plenty more ideas where that came from
    PM me your ideas.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from Thunderbird145

    i also have an idea for the dragons, if you put them in, instead of them being like other mobs where they randomly spawn in, what if you randomly put in dragon lairs? The Dragon lairs walls are made completely out of an ore, for example, lets say a lair is made of glory ore then the dragon is yellow and named A "glory dragon." the stronger the ore, the rarer the lair of that type.
    The Dragons are always asleep in there layers exept at dusk and dawn. Or when someone intrudes there lair.
    Wow that is a really cool idea. Instead of them being asleep, I will probably have an altar block thing to right click (for easier coding). But great ideas I will include that idea!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Thanks for everyone who contributed! Also, if anyone knows how to make the mod compatible for server, plz PM me so I can kno.w Or just PM me a link to a tutorial. I will try and get the server version of the mod as soon as I can!
    Posted in: Minecraft Mods
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    posted a message on How to code better weapons for my mod
    If anyone knows how I still need help
    Posted in: Mods Discussion
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from Thunderbird145

    Ive played this mod for a very short time, but i think it is awesome, it has potential. here are a few ideas i have for it though...

    Instead of using human knights, why don't you use testificates? Amp up the village spawn rate slightly and put somekind of knight guild or something in the villages.
    Ok will do I will start coding that and include it in the game
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Quote from flamingwalk

    You should make a flail i think that would be a good weapon to have
    Ok, but wouldn't that be like a mace that I already have in-game?
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [Forge] Knights and Kings Mod: The Medieval Mod
    Update: v2.0 Pre is out!
    v2.0 pre is out with bug fixes, a new sword, and a new biome! Also, fixes and issue with v2.0 pre 1 crashing upon start of game
    Posted in: Minecraft Mods
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    posted a message on New Glass Has X-Ray Properties?
    Quote from dmillerw

    public boolean isOpaqueCube()
    {
    	 return false;
    }

    Thanks!
    Posted in: Modification Development
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    posted a message on New Glass Has X-Ray Properties?
    I created a mod that adds glass, but, like the title says, it has x-ray properties.
    Code

    mod_NAME

    public static final Block DGlass = (new BlockDGlass(154, 0)).setBlockName("dglass").setHardness(5F).setResistance(1750F).setStepSound(Block.soundMetalFootstep);
    BlockDGlass

    package net.minecraft.src;

    import java.util.Random;

    public class BlockDGlass extends Block
    {
    public BlockDGlass(int i, int j)
    {
    super(i, j, Material.rock);
    }

    /**
    * Returns the ID of the items to drop on destruction.
    */
    public int idDropped(int i, Random random, int j)
    {
    return mod_Steel.DGlass.blockID;
    }

    /**
    * Returns the quantity of items to drop on block destruction.
    */
    public int quantityDropped(Random random)
    {
    return 1;
    }
    }
    Posted in: Modification Development
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