Dominion

[Beta]
Overview
The overall concept of this mod is to allow players to build their own cities and to command armies so as to conquer other players. This leaves the player as more of a typical "hero" role as opposed to the foot soldier role commonly seen in other "kingdom" or "war" plugins.
This mod will introduce the following additions to the Minecraft experience:
1. Item-based economy Instead of the usual economy plugin buying, selling, and otherwise manipulating items to be sold and turned into coin, this plugin will have an internal database that will record each user's specific count of each material. These materials may be deposited, withdrawn, traded, subtracted, and added to via more than just the player. In-game objects will have the ability to add to this stockpile (see below).
2. Material-producing structures Player-made schematics/pre-constructed buildings and structures will be able to produce resources for that player and his/her faction.
3. Non-player entities conquer other realms Players will have control to construct, move, and otherwise order units much like in a real time strategy game. These units will be the basis of the gameplay of Dominion.
4. Magic Special effects such as spells may be cast upon players, army stacks, or entire dominions.
This mod when implemented to its full extent with/without other plugins will/may include pre-existing concepts:
- Land claiming.
- User map via browser/other interface.
- Typical economy
First Tutorial
For an idea of what already exists and what is being developed, please see below. To see what is planned for the future, please see the Future Plans page.
Player's Hand Book
For more information, try reading the
Dominion Player's Hand Book (PHB).
These rules are modifiable by server administrators.
The PHB is NOT complete. Also, Google Chrome does not view the document properly.
Pages
Source
Pillars of Development
- Complete = Enough code to be fit for the initial release.
- Testing = The code is logically complete but requires testing.
- In Progress = There is code already implemented and being added to.
- Incomplete = The idea is planned out, but no code has been started.
- Planning = The idea of how it will be technically implemented is under development.
| Task | Status |
|---|---|
| Update to 1.8.9 | In Progress |
| YouTube Tutorials | Incomplete |
| Administrator Permissions | Incomplete |
| Armies & War | Incomplete |
| Supply & Demand | Incomplete |
| In-game NPCs | Planning |
| Terrain Detection | Planning |
Current Development Details
| Spells can be deactivated, and if they are then the help command will not list the cast command. Attempting to use the cast command will inform the user that spells are deactivated and will not cast anything. | 2/2/16 - 16:06 |
| If units are deactivated, the help command doesn't list any unit commands. Every object a player could have can now be stored into the settlement, but it won't display it. Wood and wool now have all of their sub types available. Glass, glass panes, and clay sub types will be added. | 2/2/16 - 00:14 |
| Got the help commands working and commands running dynamically (easier to put in new ones). Now I'm getting any inactive commands due to being deactivated in the config to not show up in the list. Also adding new blocks to storage. | 2/1/16 - 15:14 |
| 3 years later and I picked up the project again. Right now, I'm working on /ad help and /d help commands. | 1/28/16 - 15:28 |
| Documentation on the commands page has been updated to include all existing commands. | 12/6/13 - 17:39 |
For more information on what these development topics are, please visit the Development page.
Biomes
Buildings
Commands
F.A.Q.
Kingdoms
Settlements
Spells
Units
Source
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Posted Jul 1, 2013@mythcaptor
I apologize for the vagueness of the gameplay. 95% of my focus has been creating the plugin itself rather than keeping up with the documentation. Creating everything alone is a little bit of a hassle.
Dominion is a long-term game that is run somewhat like a DnD campaign where there is at least one person in control as an administrator of the game (like a DM). That person can authorize the creation of settlements and buildings at the request of the servers' users. I will be creating a request function some time after the item management and spells. In the late future, I will be implementing a system that allows for buildings to be made and saved as a schematic to be placed more easily. The admin would approve just the schematics and the system would handle everything else.
The point is essentially to create a kingdom of players and to build cities as large and wonderful as possible. Inevitably, wars will break out and players will want to take over or raid other lands. This also means admins of the game can create their own goals for players - creating wonders, building trade routes, conquering a special land.. etc. etc.
@mafima
I suppose they will be able to, but I haven't gotten to the schematics part just yet. I will probably put the game into beta before implementing it.
@Astrodude1789
Currently I do not see a way to have NPCs scripted to do everything Dominion will require of them, but I am hopeful about the new API that will come out in the future that may make it possible. I do plan on making everything work with Dynmap once the core functions are complete. That means you'll be able to see all of the units in real-time.
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Posted Jul 1, 2013Wait, does this have actual, tangible, NPCs that fight for you and work for you? Please post a few pictures. I am slightly skeptical of this.
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Posted Jul 1, 2013very interesting plugin! Will it be possible to generate whole castles with buildings inside it?
My server offers shematics for most of your buildings and has gigantic, nearly finished castles. PN me for cooperation.
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Posted Jun 30, 2013I was just looking at the documentation, and while it contains a lot of interesting information, easily enough to get me excited about this plugin, I still have no idea how the game is actually played. The documentation seems to assume that the player understands the fundamental concepts of Dominion before they've started reading. If you made it easy to understand what the game is, you'll be more likely to get people wanting to play it.
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Posted Jun 25, 2013@settler18
/ad create settlement (the name of the settlement)
Follow that with some updates:
/ad force settlement (name of settlement) (name of owner)
/ad update settlement biome (biome of settlement) name (name of settlement)
Etc. etc. for each thing. Once you get a settlement started, it's a lot easier to manage.
I know this is stupid complicated, but the commands aren't anywhere near what I intend for them to be. Eventually, I'll be using a GUI so none of the commands will matter. The update command is there for people that understand the structure of SQL and want full control over everything.
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Posted Jun 25, 2013hi i was just wondering how would you go about making a settlement because no one on my server can use it
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Posted Jun 16, 2013@willkiller1234
Absolutely there will be teams! That's what the kingdoms are for. I try to call them "dominions" in some cases, though, because I plan on having differing government types in the future that will give bonuses in different ways.
I also do plan on linking this with dynmap after I get everything working on command line first.
I want to give players an option with a hardcore and non-hardcore mode that if enabled will allow players to take land. That is why I specify the differences between a building and a structure - structures don't necessarily have the defense of a city to contain them. I do want land being taken to be a big deal, however, so players will be encouraged to really keep defense of their city in mind.
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Posted Jun 14, 2013Will there be any teams in this plugin? And is there a way this can be linked with dynmaps? So all the features that are in the handbook are planned to be in this plugin? Will you be able to capture land and take land like factions or how will that work?
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Posted May 26, 2013@JaguarPro
I'll see what I can do shortly about making this compatible with Java 6. It shouldn't be difficult - I believe I just run it with the Java 6 compiler instead of 7. Edit: Yes, it is just using the Java 6 JDK. I will make sure to use this in the next update.
@donald1440
I don't think that will be hard, but it depends on the API really.
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Posted May 25, 2013How hard will it be for you to port this plugin to the new mod api
If it ever comes out...
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Posted May 24, 2013I'm sorry but your plugin does not support Java 6
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Posted May 18, 2013@willkiller1234
Yeah, I can definitely make it for multiworld. The initial release and the updates to complete the last 3 pillars won't include this, but maybe after that I can get to it.
I do currently have some personal friends that are helping me test, but I will at some point be opening a server to the public for further testing - again, most likely after all of the pillars are complete.
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Posted May 18, 2013Could you make this a multiworld plugin? Where you can choose which worlds this plugin will be usable in?
If you need a tester I can test it for you!
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Posted May 16, 2013This seems like it will be a pretty epic plugin, something like this could have plenty of potential. Good luck with this.