How To The Ancient Warfare Mod Minecraft

Ancient Warfare Mod is dedicated to bringing all sorts of ancient-warfare related tools and machinery to the Minecraft world. Features: Basic Features • Forge/FML based mod, for greater mod compatibility. • Open source. Source will be available for view/download/contributions.

• Supports localizations. • Built in team system for PVP support. • NEI Plugin available. • Integrated BuildCraft support. • Most vehicle/npc/ammunition stats customizable through config files. • User configurable world-gen settings. • User driven structure system, add/edit/modify structures to suit your liking.

Vehicle System • 100+ vehicle types currently available • 50+ Ammo types (everything from pebbles to rockets) • Land, Sea, and Air vehicles are available • Varying ranks of vehicle for different performance levels on the same model • Vehicles have unique stats and use different ammo types • Multiple ammo types available per-vehicle • Special-Function Vehicles are available (item transport, battering ram) • Server-based movement system for reliable and predictable motion handling. • Much improved aim system including mouse-look based aim. • Much improved aim of NPCs while on vehicles using new trajectory system. NPC System • Custom path-finding engine to more fully accommodate mod-blocks and ladders.

• Custom AI System — Fuzzy logic priority based system • Custom Targeting System — MMORPG derived ‘threat list’ based targeting system • Configurable AI Targeting — Select the targets for any/all NPCs through config file • Configurable Entity Aggro Settings — Select the targets that will become aggro versus NPCs via config • Combat and civilian NPCs are available • Food based Upkeep system provides a ‘fuel’ balance mechanism (values configurable via config file) • Courier NPC provides an alternative to tube networks for item and inventory manipulation. • Configurable performance options in config file • 40+ NPC types currently available Research System • 60+ Research goals currently.

• Research is required to unlock crafting for most items in Ancient Warfare • Researcher NPC available to aid in automating your researching. Civics System (logistics and automation) • Resource gathering system for most resources (mining, vanilla farming and breedable animals, vanilla tree types) • Bulk storage available through the Warehouse Civic multiblock structure.

Ancient Warfare (link for when the banner breaks: ) Instruction Manual: Full change-log, older releases, and non-adfly links for all releases are available from: IMPORTANT NOTE FOR 2.3 VERSIONS: If upgrading from a 2.2 version, please delete all Ancient Warfare config files and allow them to be regenerated with the updated default values. NOTE REGARDING FUTURE DEVELOPMENT () I have decided to discontinue personal development of Ancient Warfare mod. This is due to many reasons, but mostly a lack of time. Hard to enjoy developing an MC mod if you never get to play MC or the mod being developed.

GotoLink has 40 repositories available. Follow their code on GitHub. Jun 18, 2015 I am no longer actively working on the mod. Darkevilmac is continuing with the current state of the mod with his Archimedes' Ships Plus: http://www.minecraftforum.net.

How To The Ancient Warfare Mod Minecraft

Ancient Warfare is open source. What this means is that -anyone- is free to continue development if they wish. Just because I am no longer interested in development personally does not mean that the mod needs to stop here.

FURTHER UPDATE (12-17-14): GotoLink has expressed interest in continuing development of Ancient Warfare. Things will likely be a bit turbulent for awhile as ownership/source/etc is transferred, but development should continue soon. General Information Ancient Warfare is a modification for Minecraft that adds a variety of game enhancements; new blocks, new entities, and a template based world-generation structure generator. Lionel Richie Tuskegee Full Album Download there.

Beginning with the 2.x releases Ancient Warfare has been split into a multi-module release. There is a single Core module that all other modules rely on for shared functionality. Each other module may be installed individually, or in any other combination desired. The non-core modules are – Automation, NPCs, Structure Generation, and Vehicles.

Each of these modules focuses on a single aspect of the mod. Core Module Adds core functionality and shared code needed by all other modules. Structure Module Adds template based structure generation during World Gen. Includes in-game tools for creation of new templates, as well as a few tools to aid in map creation in general. Automation Module Includes machines to automate crop farming, tree farming, misc resource farming (mushroom, reed, cactus), animal farming, mining, and resource processing (ores).

Also includes a full featured MJ and RF compatible energy transport network. NPC Module Adds Player recruitable NPC for combat and utility purposes.

Multiple varieties of combat NPC are available (melee, ranged, medic, others), as well as several varieties of non-combat/utility NPCs (worker, item courier, barterer/trader). Vehicle Module WIP - Will be included at a future date. Bug Reports / Issues Please report any bugs or issues on GitHub. The issue tracker is located at:. Issues reported in any other way will be ignored. Please browse the existing tickets to ensure it is not a duplicate. If an issue exists that covers your problem feel free to add any additional info that you may have.

If your issue is not a duplicate, feel free to open up a new ticket. Please describe the problem in as much detail as possible.

If it is crash related, include the crash report. If it is a repeatable issue, describe the steps necessary to duplicate it. All of this information will come in handy tracking down and solving the issue – the more information you provide, the quicker the issue can be found and dealt with.

Support will only be given for releases posted on Curse-Forge. Any release marked as a test release on GitHub is intended for internal testing and no support will be provided except through approved channels for prearranged testers. If you would like to become an official beta tester please send me a PM and further details can be worked out. Feature Requests Is there a new feature you would like to see added? Think the balance on something could use adjusting?

Want more options for configurability? The steps for feature requests are as simple as opening an issue ticket on GitHub. Navigate to, click on the ‘New issue’ button, and when you open your ticket flag it as an ‘enhancement’ or ‘balance’ issue. Fill in as much information as possible regarding the feature you would like. Screenshots, links, diagrams, etc.

Are welcome (and encouraged) for explaining your idea. Contributions Ancient Warfare is an open source project.

Contributions to the code are welcome. More specific details can be found at the source repository, located at:. (Will soon be re-licensed under GPL) Instruction Manual The full instruction manual may be found with each release on the main repository release page: (Images, videos, etc will be posted soon) Videos from xtremetome. This post will only be updated with the most recent developments and download links for ease of access. In depth information regarding the functioning of the mod has been included in the instruction manual.

Super-Basic install instructions and link(Client/Server): Set up Minecraft Forge (see its' instructions for setup). Place the mod.jar file(s) into the /mods folder in your minecraft install directory. 1.6.4 Versions You may still find 1.6.4 releases on the GitHub repository for those versions: A.zip package of the old 1.6.4 wiki may be found at: Legal/Licensing: Ancient Warfare is licensed under GPL 3 (or greater). You may find the full details of the license included on the repository, in the mod.jar file, or at:. Generally speaking this means you are free to use and redistribute the mod, use and modify the source code, and redistribute modified source code (with some conditions). Modpacks: Ancient Warfare may be freely included in any mod-packs and redistributed without explicit permission.

If you do contact me for permission and I don't respond, you may use this statement as permission if you really desire it. Additional Credits (and special thanks) go to: Pelirow -- Several great ideas, testing -- Structures, Lots of great feedback and ideas, testing Me2005 -- Help in testing the new structure stuff, testing Dulciphi -- Lots of help solving problems Nozgo -- Feedback and testing jodi850 -- Structures, ideas, testing TechStack -- public server hosting, testing Many others I will add over time. Thanks for the interest; I was wondering a bit about the catapult crafting recipe. I pretty much just threw that one in there to have 'something'. It is very cheap right now, and could be made in survival mode too quickly. Nds Roms Download Free Pokemon Black And White 2. Along your lines of thought, I was thinking of adding recipes for the base, turret section, and arm/bucket, and then a final recipe to put them together. Probably include some iron or leather as well in the recipes to increase the expense.

On the to-do list is a scatter shot/flak type ammo. It will probably end up being a bundle of arrows that scatters a bit in flight.with slightly increased damage over the vanilla arrow.

I also might do a more traditional stone scatter shot, perhaps both. I'm still thinking on the code end of it. I definitely want a less destructive ammo type, something one might use in a survival game. Also.the driving speed on it is a bit high (okay, far too high) for a catapult--it will probably end up being about 1/3 of what it is for forward speed--turns will remain unchanged.

The increased speed really helps debug network code for now though. If you downloaded recently and got an error while running, please try redownloading. I had inadvertantly left an additional file in the package from another mod I was working on that might've requested an image that wasn't present--this has since been corrected. Well, the riding up walls thing was partly-intentional. I wanted it to be able to climb up mountains/hills and such (albiet slowly), but I should probably look into it having a maximum climb height. Good point there, I guess I forgot to limit it after I made it climb. The firing speed currently is limited to the inverse of your firing angle (arm swing length).

I was waiting to get some feedback on a decent delay to have as a minimum, as I feel that a catapult should have a fairly long-ish reload time (maybe 5-15 seconds for a game like this.perhaps 30 at the most) As to the flags.I suppose I didn't mention their function much. For each flag, attack the catapult once to 'bind' the flag to that catapult (it won't work on any other catapults after bound). It won't do any damage to attack it with a flag. After bound, right click to activate the function of that flag--either firing with current parameters for the Fire Flag, or opening the remote GUI for the Signal Flag. Currently the only way to un-bind a Flag is to have the catapult it is bound to die and then try using it once. It should reset and be able to be re-bound. Each flag is set to a single catapult.

You can have multiple flags bound to each catapult (from different players, or same player)--and a single player can own flags for multiple catapults. There is currently no way to tell which is bound to which--I'm still working on a good way to convey that to the player aside from a gui (another overlay while you have it equipped perhaps, just showing the cat# and loc of its bind, if any?) While mounted, the firing controls are always accessible via: //firing controls while riding -- in overlay -- // SPACE = FIRE // I = ANG UP // K = AND DN // J = YAW LEFT // L = YAW RIGHT // Y = PWR UP // H = PWR DN I'm working on making a keybind config for it eventually.

Hence the beta status I'll get a short text tutorial made up though, as its needed (I've got a video I need to upload, but text is always good too). Thanks for checking it out, I'll post at least one more update before I start working on 1.3-- will probably include the flak arrows as I'm writing them right now. This is a neat-looking mod. I'll be keeping my eyes on it, and may grab it to test it out, but I'm more likely to hold off on grabbing it until the crafting recipes are much more complicated.

Someone above had some good suggestions, and I'm sure you have your own ideas about how the various parts could be made. My suggestion is to have fun with it- I personally think the process of building a complicated catapult can be as much, if not more fun, than actually using the thing. The more expensive the recipes and the more variety of parts we have that we can put together, the more fun it'd be. Good luck working on this mod!

Quote from Minecraft is a wonderful game to build things in. I love building things. I also love destroying them. Not content with TNT and luring creepers around, I decided to create a catapult. Quote from Could you make a more expensive catapult recipe by using Catapult Parts? More expensive (and complicated) recipes are in the works -- The ones in there for the catapult itself (and perhaps the ammo) are kind of place holders just to have _something_.

I am definitely looking into a multi-stage crafting for the catapult itself, and perhaps even requiring a special crafting table (probably a siege-engine crafting table, with either 4x4 or 5x5 crafting grid). Some of this may wait until 1.3 though. Quote from ho do u install the only folders i find is achievement, armor, art, com, enviroment, font, gui, item, lang, misc, mob, net, paulscode, terrain, title what do i do plz help -- release area has latest links for d/l First, install Minecraft forge from the provided link (make sure it is for minecraft 1.2.5).

(YOU MUST DO THIS) This is an involved process, follow their instructions. Run minecraft once. Locate your%appdata% folder, inside of this there should be a folder called.minecraft in there, should be a folder called /mods (only AFTER you have installed forge and ran it once) place the.zip into that folder. Run the game. Instructions from README-fml.txt. Binary installation information ------------------------------- If you have downloaded a binary zip file you can install it as follows (client or server): Installation ============ To install this on it's own into a minecraft environment, simply copy the contents of the forge/fml zip file into the minecraft jar file, using your preferred zip management tool (I recommend 7 zip on windows). For servers: the minecraft jar file is minecraft_server.jar.

For clients: the minecraft jar file is minecraft.jar. You will additionally need to delete the 'META-INF' folder in the minecraft.jar file.

For bukkit: the mcportcentral custom builds of craftbukkit contain all you need already. Please refer to mcportcentral.co.za for more information. TL:DR If this is your first time installing a mod, please consult some basic tutorials on how to do so--I am a terrible teacher, and it is far beyond my ability to clearly convey how to do so unto someone with unknown knowledge. I had to watch a youtube video in order to figure it out my first time--there are some good and up-to-date ones out there. On a brighter note, I got the Anti-Personell bolt clusters in last night. Going to be fun launching a cloud of arrows at your enemies. Also--fixed the issue of climbing high walls, it will now only climb a single block at a time and will not climb at all if the wall is 2+ blocks tall.

I am to release these updates after work today (and a bit more testing). Edit to add more information for install + recommend tutorial video for mod intallation. Quote from I have a new name idea. Medieval War Machines Yes. I was already thinking along those lines--I've got some prelimenary work for a ballista, and further ideas for a battering ram, siege-tower, and an entity-based drawbridge(raise/lower it, damage it, repair it). In the far-far distant future, I would like to create NPC soldiers that you can recruit to help fight for you and man your siege engines, perhaps even NPC kingdoms to wage ware against.

I'll see where it takes me Lots of fun in the future I think -- I'll definitely have to look into setting up a full-time server to play around on with this mod -- or at least set it up for matches. But I'm definitely getting ahead of myself--I would really like to work on porting to 1.3 soon and get to a real 1.0 release so will likely work more on cleaning up code and adding videos for the next few days. Also: Bump for new release: 0.9.3.2-beta is available on the OP, both client and server. In short, it adds a few bug fixes: -no more wall climbing -cannot waste sticks repairing a full health vehicle -cleaned up some gui inconsistencies between different gui scale settings And two fun new features: Cluster / flak ammo -- shoots 10 bolts in a slightly randomized arc New crafting recipes for catapult, much more involved -- check out the crafting recipes in the OP for details Thanks again for your interest, ideas, and any feedback / bug reports.