Beta 0.9.5

Details

  • Filename
    0.9.5.zip
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  • Uploaded
    Feb 23, 2015
  • Size
    1.34 MB
  • Downloads
    523
  • MD5
    b07953931f91eedea729d00366285d0b

Supported Bukkit Versions

  • 1.8

Changelog

Update 0.9.5 regiment/raider

The raider/regiment find new targets and buildup the camp on their own. (mini AI)

The player regiments available in next update 0.9.5.1

Regiment can be created by the admin. This regiment(s) is a raider ! There are 10 MILITIA in a raider regiment. They travel around from settlement to settlement and do this action:

  • search for new camp position
  • move to new camp position after 7 days (ingame) , will increase in the future
  • there must be multiple settlement (minimum 5)
  • attack monsters only when attacked
  • will be atacked by monsters
  • guard their camp at daytime with randome waypoints in a range
  • stay in their camp at night
  • try to make trading with the settlement they camp nearby
  • raid the nearby settlement if supply runs low
  • consum food (WHEAT, BREAD) every day

npc and units action

  • npc walk a little bit smarter to their workplace and back
  • units walk a little bit smarter to their guardplace or watchguard
  • units simulate a attack for regiment to raid a settlement. they go in single file, but they go :)

the battle / raid is at the moment not visible.

  • The raider MILITIA walk to the settlement and run randomly around.
  • A settlement without any military units always defeat. The raider take randomly some items or block and go away.
  • When there are military units in the settlement a battle will calculated.
  • If the numbers of military units equal, the result is indefinite.
  • Otherwise the combatant with more units win the battle.

The different unit types have different attack strength. But generally a mix from archer and militia is a good defense value.

On a raid the npc dont fight to death. So after a raid the units regenerate and be available.

Citizen NPC for settlements:

New books on command:

New signs

  • [BUILD] , has an additinal lin2 2 with a settlement.id, so you can build out of settlement area

New Buildings:

  • BOATYARD, is a special building for boat construction
  • SHIP_0, can build in BOATYARD, produce a Movecraft compatible boat

Extra plan for movecraft types for the SHIP_0 design. This plan must be copy into movecraft types directory

  • Boat.craft

When you want to use SHIP_0 as movecraft vessel, you must install the necessary signs:

  • Wallsign: line0:Boat
  • Wallsign: line0:[helm] , just <RightClick> to activate
  • Wallsign: line0:Cruise: OFF , The boat will move in the level of construction. so set the sign:[BUILD] at water level !
  • With stick in hand <RigthClick> to move vessel.
  • With stick in hand <LeftClick> the direct control will activate.
  • tested with version Movecraft_X70.jar Have fun :)

Fixes:

  • warehouse, convert some BLOCKS to Itemname
  • standard buildplans redesign for npc spawn
  • some new price in the global pricelist

Knows issues

  • The Npc dont open doors on their walk, so they teleport. I work on.
  • The units dont attack monster and enemy. Unknown reason :/
  • all buildings must have a free accessible center (chest). Near the center the npc and units will spawn. Hint: The center point of all Buildings or Settlements must be free to spawn the npc ! Therefor many standard buildplans are redesigned !

Installation

Always make a backup of the realms data. (i make a zip of the plugin directory) The zip inherite the jar, new and redesigned buildplans, empty database and a readme. IMPORTANT ! A empty sqlite database for realms must be available in plugin directory. The database name is : realms.db A default database realms_empty.db are in the zip . Rename it to realms.db and copy to the realms plugin directory.

update instruction

copy Realms.jar to the plugin directory of your server. IMPORTANT ! A empty sqlite database realms must be available in plugin directory. The database name is : realms.db A default database realms_empty.db are in the zip . Rename it to realms.db and copy the realms plugin directory. Automatic conversion of existing settlements, buildings or npc (if necassery)

installation instruction

Preinstallation of required plugins:

  • Vault
  • Econmy, vault compatible
  • HeroStronghold, you dont need predefined region and superregion
  • Citizen2
  • Sentry , is optional and be required for next version
  • dynmap (optional)
  • movecraft (optional)

This is a full version jar file and other files included. copy the subdirectory to the plugin directory copy Realms.jar to the plugin directory of your server.

  • The Npc dont open doors on their walk, so they teleport. I work on.
  • units will not converted ! They must be build new. See command /realms settler
  • The final test was made with 1000 buildings and 1000 npc in 30 settlements. Sometimes there are lags. So it seems this is a limit at this time. I do my best to find a solution to go beyond this limit
  • The units dont attack monster and enemy. Unknown reason :/
  • all buildings must have a free accessible center (chest). Near the center the npc and units will spawn. Hint: The center point of all Buildings or Settlements must be free to spawn the npc ! Therefor many standard buildplans are redesigned !
  • regiments will create at 0,0,0
    • manual fixe:
    • shut down server,
    • edit regiment.yml,
    • entry: home: <WorldName>:<x.0:.y.0:z.0>,
    • save file, start server,
    • use command /regiment move