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 These materials may be deposited, withdrawn, traded, subtracted, and added to via more than just the player.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 Sep 11, 2013I just wanted to say that I'm planning on using this on my server and wanted to thank you for an awesome plugin. Hopefully you'll keep developing it.
Is it possible for there to be an API to add extra units, structures, etc.?
Also, I'm quite disappointed that the units don't really exist. Couldn't the be represented by zombies, skeletons, etc? I remember Libigot having quite an extensive mob API before it was dropped.
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Posted Aug 30, 2013Pico. Huge fan of the mod. I play on a server that uses it and keep up the good work!
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Posted Aug 25, 2013Just wanted to say while complex this is a great plugin. Been running it on my sever and e veryone loves it . We are all total war fans and it reminds us of medieval war or crusader kings. So thanks and can't wait for the next update.
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Posted Aug 22, 2013@Pico52
Thx. Imma try experiementing stuff :D
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Posted Aug 19, 2013@foreverblu
I typically take a small break from coding after a major update such as the last one. I'll be getting back to it within the week. I will definitely keep building-specific restrictions in mind when making the privileges system.
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Posted Aug 19, 2013Sorry for the double post, but also, can there be a specific SET building for each type of building, so players can only build THAT building that was registered?
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Posted Aug 19, 2013Hows the player permission thing coming along?
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Posted Jul 14, 2013@Pico52
Thx. Ill look forward!
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Posted Jul 11, 2013@foreverblu
Right now, a player can own a building within a settlement, but they cannot withdraw resources from the settlement, take items from the settlement to give to a soldier, or otherwise have any authority in the settlement. With rights, players will eventually be able to grant their lords and knights the right to use a settlement for a specific purpose. Sort of like permissions, but with the players determining what can or can't be done to their own things.
That, however, will not be fully implemented until just before beta.
Edit: Just to clarify, I mean another player that isn't the owner of the settlement cannot withdraw resources, etc. etc. Owners can totally do that.
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Posted Jul 11, 2013@Pico52
That would be amazing. :D So is that already implemented? Multiple people in a settlement?
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Posted Jul 11, 2013This is amazing :D
Can't wait to install this! Keep up the good work :)
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Posted Jul 11, 2013@Barnsey3017
The Buildings page should help you.
@foreverblu
There definitely will be multiple players to a settlement. My vision for the game is that many people will work together under one lord until they develop some means of producing enough resources themselves to go out on their own. This means new players will have to work for someone for a while and won't be killed right away when someone that's been playing longer decides they want to be belligerent. It was simply easier to code it this way to start.
@OBLovesYou
I will be making demo videos when the game is in Beta. In its current state, too much can change and anything I say in a video could be outdated in a week which would only serve to confuse people more.
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Posted Jul 11, 2013Pico, I would love for you to make a small demo vid!
Its easier for me to understand when I can do it along with you, after that I'll be golden.
Thanks, OB
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Posted Jul 11, 2013I think there should still be availability for multiple people in a settlement. This plugin is SO perfect but it just needs that feature. I know you said its more on hero then soldier, but maybe an option? That would make this so much more epicer...for me! :D
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Posted Jul 11, 2013how do you start making building ? do you have to build them your self ? or is there a commands so it build it self ?
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Posted Jul 8, 2013I can't wait until this goes into beta!
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Posted Jul 6, 2013@nashoxx
I will do what I can to integrate with Vault once the base game is complete. Due to this question, I've added a list of mods that I plan on integrating with in the F.A.Q.
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Posted Jul 5, 2013Could you add Vault support, please?
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Posted Jul 3, 2013@donald1440
The units will (hopefully) be visible on Dynmap once I get all of the core functionality completed. I don't know how I'll animate fighting yet. I would use real creatures if there were a way to do scripting on mobs without every player downloading a client-side mod.
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Posted Jul 3, 2013Will you be able to see the units? Will they be real creatures and when you attack someone elses settlement you will see your units fight?