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 These materials may be deposited, withdrawn, traded, subtracted, and added to via more than just the player.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 Dec 20, 2013What is UP?!?!?!?! Ha anyways just wanted to drop in say how ya doin and yeah lol. I just made this so I could vote :) I admin with pyr0 there and I just wanted to say this is a good idea keep it up :) But I had a asuggestion what about implementing world edit into this for the buildings :D and what not the wand would make setting up regions for this ez as pie :D
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Posted Dec 17, 2013@jearnold52
Yeah, that's reasonable.
I am assuming you mean settlement coordinates and not kingdom as there are no kingdom coordinates. The settlement coordinates right now serve two functions: letting the administrator know where they can teleport to to get to the settlement to review it, and determining if a unit is within range to pick up or drop off resources from the settlement. When the game links up with Dynmap, an icon will be visible at the exact spot of the coordinate.
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Posted Dec 17, 2013A suggestion and a question:
Suggestion: When denying a request, perhaps add in the option to include a reason for the denial. That way, players will know what they need to fix in order for their kingdom/city/building request to be accepted in the future.
Question: What is the need for setting a kingdom's coordinates? It only sets one specific point as the kingdom, so...what exactly does it do?
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Posted Dec 12, 2013@Pico52
Ah, I see your point. I hadn't thought about the food/wealth requirements, and I don't really want loads of newbs coming and starting their own kingdoms right away.
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Posted Dec 12, 2013I would be open to direct limitations of army numbers, but the game does already throttle control via wealth and food requirements. The bigger the army, the more they'll have to support.
Plus the strength of existing kingdoms is an important part of the dynamic to Dominion because it means new players will have to join and serve a kingdom before they have enough resources and manpower built up to create their own. Otherwise, there would be nothing but individual kingdoms at all times. That's not necessarily a bad thing for some servers, but it could be limiting for others.
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Posted Dec 11, 2013@Pico52
I logged on here just because I thought of suggesting that xD ah, well it's good to see we're on the same page. I like that idea, although you may want to make the ratio of troops to npcs optional for servers; if you add in NPCs, then actual players could take part in the battles with them. 'Heros', if you will. Some servers, possibly ours, would actually be able to handle massive amounts, and it could be a lot of fun.
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Posted Dec 11, 2013@Pico52
Ah, I see. That seems like a good plan. Also, as far as the whole "army limits", I personally would love to see this added as an optional feature so as to limit kingdoms that become massive from holding armies that no other kingdom could conquer.
For example, If Kingdom A becomes a dominant kingdom, and Kingdoms B, C, and D try to team up to conquer A, I would like to have a limit on how many soldiers A can have, so it can't have, say, 100(just a random number) sets of troops marching against each kingdom at the same time.
Obviously, this wouldn't be for everyone, so perhaps add it as an optional feature if you get the time. Of course, this isn't a high priority for me, since my server hasn't even officially launched yet, so don't stress about adding this anytime soon. :)
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Posted Dec 11, 2013@jearnold52
Yes, I was planning on attempting to connect Citizens 2 with Dominion for the NPCs, but instead of your suggestion for limiting units - which I do not want to do -, I will be creating armies so that units can connect to those armies and be represented by a single (or small group) of NPCs. The part about not loading them while players aren't around is an absolute. I don't think Minecraft will even allow for entities to be rendered when no one is present.
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Posted Dec 11, 2013Sorry for the double-post, but I just came up with an idea for how NPCs could be added. Perhaps an integration with Citizens2 could work?
Citizens are able to have custom skins, hold any item, drop items, and attack other entities(Players, mobs, and other NPCs). They could likely be coded to deal specific damage to city walls and to invade through gates. The only problem could be the amount of lag that could be introduced by large amounts of NPCs roaming around the map.
This could probably be solved by two methods. First, have a limit as to how many troops a kingdom can have(changable in the config). Secondly, write in a bit of coding that uses the current method of having "virtual" troops when moving in unpopulated regions, then when players are near, changing into NPC troops, changing back when moving away from the players again. This way chunks won't need to stay loaded when not in use.
Just my 2 cents. :)
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Posted Dec 8, 2013Well, what I'm currently doing is adding the information for this plugin to my server's wiki. The only problem is that I'm adding my own buildings, units, and(perhaps eventually) spells to the plugin for my server, and the "default" settings have been tweaked.
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Posted Dec 8, 2013@pyr0mrcow
When I start to work on the government types and racial benefits (if I do), I will be making biome data dynamic as they will run under the same general code. Right now, there's only the basic ones that were before 1.7.2. Once you create a settlement and use the setbiome command to one of the proper biomes (outlined using the "/d data biome" command), the settlement will have most of the current biome benefits. Jungles don't have their biome benefit as of yet because I have to code in the terrain detection for that to work.
@Trolltheking
To be honest, there are games out there that are basic and there are games that are complicated. This one just happens to be complicated for those that enjoy that kind of thing. That being said, I will still try to make it as user-friendly as possible, but I have prioritized functionality above that. Things like /d data and the tutorials and the web page are there for the basic understanding, and I will be expanding on them as much as possible in the future. NPCs giving information might be something I'll look into once I get the NPCs to actually exist in the game.
@jearnold52
Customization is absolutely a thing I want Dominion to have from bottom up, so if I can get to it I will make those labels changeable. Also, there's no option to simply turn off spells like there is for units, but you can do as you said and just remove the spells for now.
If anyone would like to help run a player-based Wiki or just wants to help with documentation, please send me a PM. I can help explain things, but if you can figure it out on your own and can think of a great way to explain tasks and commands, then that would allow me to focus more on other things such as administrator privileges and NPCs.
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Posted Dec 8, 2013Well, the server IS still in it's alpha stages. However, I am currently adding it to my server, configuring it and such. It's not too complex once you get used to it, however, I'm trying to disable spellcasting since it doesn't fit in with the rest of my server. Might add it back in under a different name.
Oh, that leads me to a suggestion. All the names of things in game should be customizable. For example, "mana" should be able to be renamed to "energy"(I'm running a Middle-Ages + Mysterious Tech server with detailed backstory, so...yeah).
EDIT: How do you disable spellcasting? Do you simply remove the spells from the spells.yml list, or is it an option I'm overlooking in the config?
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Posted Dec 8, 2013@pyr0mrcow
has a good point here. You can probably add more help files or a book that has all the information in it - that would be really useful.
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Posted Dec 7, 2013@Trolltheking
This is one thing that I do worry about...being too complicated for a large number of players out there.
Guides and tutorials can help, but still.
Perhaps expanding on the in-game help files for the plugin later on could make this a lot more user friendly? I also feel like the NPCS being physically visible would help people to grasp it, so I'm glad that that's being looked into!
Administrator Perms are still the most important to our server though, heh. It's not really a matter of trust, but sometimes you just don't wanna op people...
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Posted Dec 7, 2013I like this plugin, but it is too complicated for my players. It is also a big bummer that you can't see the npc's. Please post more guides and make it more user friendly. Tip: Why don't you look into how tale of kingdoms structure their mod - npcs that give the player information and help them do stuff.
king_pro_lol
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Posted Dec 7, 2013I'm a bit confused about biomes...after defining them in the config, is there another step to making the setbiome command accept them? Or is this not fully implemented yet?
(Was trying to add types for Mesa, the huge stone areas and snow biomes covered in spikes; mesa, stone, and ice, respectively. Only conditions that I used were copied from other biomes.)
Later that day...
Actually, I sorta found where they are in the db file, but...the programs I'm using come up with format errors. Not sure if that's intentional or not, lol. Seeing as I can't totally see what's in there, could I get a basic idea of what the Update commands should look like for adding biome info? (If that's possible, just guessing.)
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Posted Dec 7, 2013@red0fireus
I suppose it's kind of like that.
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Posted Dec 7, 2013Have you ever heard of Game Of War on the iphone/ipod/ipad ? Is this plugin like it or how you want it to be like
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Posted Dec 6, 2013@red0fireus
Yeah, that will happen in the next video. It really isn't much, though. I just build a building to the specifications listed in the buildings tab and then request it and then accept it as an admin. After that, it's just a matter of employment.
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Posted Dec 6, 2013Hey you should add a youtube video from scratch and make it so you start with a new world so I could see how the building's work and how to build them.
Could you maybe add the option to when A new player joins the server he gets a new kingdom/town right when they join that could be more fun if you want like a rpg server and you fight each other