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 These materials may be deposited, withdrawn, traded, subtracted, and added to via more than just the player.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 Nov 25, 2013is there a server to test this plugin?
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Posted Nov 21, 2013Just so everyone knows, I am waiting for Bukkit 1.7.2 to come out so that I can do testing to make sure it works.
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Posted Oct 18, 2013@robotnikthingy
So like barbarian hordes? I could see that happening, but it would take some time for the scripting. I wouldn't be able to get to that for a while.
@Vinsero
I have sent you a PM in regards to your comment. I will be making an option to turn certain features off, but that is on low priority.
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Posted Oct 17, 2013Would it be possible for AI controlled armies for other players and kingdoms to fight against? that way there is something to fight against on servers with small numbers of players
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Posted Oct 17, 2013Hi Pico, We're very interested in your plugin for our server, but have a few issues. At the moment we're getting 60% with 1 player online on a fresh server. We're worried on how high that will be once the server gets populated.
Our second issue is that we'd like to get people to fight people and not invisible units fighting invisible units, is it possible to turn unit creation off, but keep the buildings producing items?
If possible, could you send me a PM with contact details (e.g. steam) so we can chat?
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Posted Oct 16, 2013So I just found Citizens2: http://dev.bukkit.org/bukkit-plugins/citizens/ . Apparently NPCs can be done. I'm looking into how to do it and if it can be done with Dominion, I will be doing it.
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Posted Oct 16, 2013@DemonPenguin
Videos are planned to come out before/during the start of the beta version of the game, which is hopefully within the next update or 2. Right now, I'm sort of a lone wolf in developing this (with some minor documentation help from Vainisto), so to work on the Youtube videos is to post-pone the updates. I'm also trying to figure out how to make a sort of professional video as opposed to me just droning on how something works.
@jhs232
The biggest issue would be scripting them. Once created, I do not believe there is a way to take control of what they do.
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Posted Oct 16, 2013I was just wondering: For the units, couldn't you use player NPCs named their type (e.g. archers would be named Archer) so as to have physical units, that you could command? I know this would probably be very hard to implement, but having physical units will improve this a lot I think.
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Posted Oct 15, 2013@Pico52
Uhh... Is this real? This couldn't possibly be real. This is too amazing to actually exist... It just couldn't be done...
This is just too good to be true...
I don't think my eyes are working right...It's just impossible...
My utter befuddlement aside for the moment: I would love to see this in action. Just a short video showing even just a few features would be great!
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Posted Oct 14, 2013Everyone please be sure to like Dominion on facebook. I've posted the link under the pages links on this main page. Also, I created a forum for all recommendations, bug reports, and server postings.
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Posted Oct 9, 2013@TommyTheCrafter
Mines should work. It's most likely an issue with having the exact correct material set to be produced or possibly from not having it employed. Try "iron_ore". I will be making a "/d data mine" information page or something like it at some point.
@Wurlshkins
I'm going to want to have the beta started sometime after Minecraft v1.7 is released, but really it's just based on how motivated I am on working on the project and what other things are distracting me.
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Posted Oct 9, 2013update? :)
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Posted Oct 5, 2013Can't wait for the beta sever and so far no issues other than just inputting commands the correct way. Mines dont seem to work but buildings aren't finshed. Otherwise going great and can't wait for more features.
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Posted Oct 4, 2013-
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Posted Oct 2, 2013So everyone knows, when I get this into Beta, I will be opening up a public server for testing the development of the game.
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Posted Sep 19, 2013@XxARrAcKNIDxX
I will not be adding buildings in v0.4.1 and most likely not within v0.4.2 either. The following update will focus on making dynamic buildings and units configurations such that server administrators can add their own buildings and units.
I am, however, entirely open to suggestion for additional stock buildings (other than the stables which is planned).
@ItsTotalFury94
Thank you!
And everyone, please feel free to submit bug reports. I know it might be a pain to sign up and articulate the problem, but I don't have anyone testing these updates other than myself. It looks like I may have changed something with the withdraw command a while ago and made it not work and I didn't discover that issue until a little while ago. I just don't want to keep you guys waiting for a major update to fix something.
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Posted Sep 17, 2013Hey Pico! Are u going to be adding in anymore buildings?
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Posted Sep 16, 2013Hey man great job on the mod so far keep up the good work!
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Posted Sep 16, 2013@Pico52
Cant we represent them by NPC's using Citizens or something? That would be pretty awesome...except to reduce lag, make the citizens/npcs more expensive(Configurable) so there wouldn't be that many. And then...well you can have the player command them to be stationed somewhere, to be partrlling, guarding, protecting a certain person etc. Some of this would require a custom API though. Looking forward to the next update.
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Posted Sep 11, 2013@BeeJesus
Thank you (and everyone else that I haven't directly responded to) for playing. =)
The units and structures will be dynamic similar to how spells are by manipulating their respective .yml files. As of now, units and buildings aren't dynamic and they won't be until at least the requests and permissions systems as well as trade system are completed. I find them to be vital to game play, so they are a higher priority.
As for the units, I haven't found any apparent means of making a unit that can do anything abnormal to how the game usually runs without having the players download something in addition to Minecraft. Since I have already decided that I do not want people to be forced to download something, which would cause less people ultimately to play, that has been deemed impractical. I am hopeful that with future Bukkit updates that I will have more functionality readily available to do this because I (and everyone else) all agree that it would be great if units are in-game.
At some point, units will be viewable using Dynmap. I am not sure at all when this will happen, but it will create a whole lot more of an environment for the units and the gameplay of Dominion.