Empirecraft
News: N1T3SLAY3R is back, official discord server: https://discord.gg/tqj4gaC
Notice:
TekkitCommando is maintaining EmpireCraft now and so all bug reports/feature requests must now be filed here or you can send him a pm on Bukkit Dev
Check What I'm Doing
You can check what I have been doing for the plugin at http://www.tekkitcommando.me :)
This plugin is well on its way to become the new and ultimate alternative to the towny/faction series. This plugin will allow you to create magnificent empires containing many villages within, and within these villages you can create castles! Through much customization and flexibility, the owners of the servers will be able to create the building designs that you can build to produce defenses and/or income (I will provide some default designs and a page to post yours when it is finished.)
Official Video: https:www.youtube.com/watch?v=O5IOdgQhWKI
Quick Links
Getting Started (Both User and Admin, a written tutorial)
Configuration
Commands & Permissions
Video Tutorials (Currently 1 (Anyones welcome to make more))
KEY Features
Design set, auto-build structures: Based on configs, when village owners or managers type a build command such as /vil build mine, over the course of 30 minutes, an hour etc. (based on time place interval per block in that structure config), depending on if you have the option require materials on or off, it will slowly build that structure over time, one block up till complete, if its on then it will require you to put the materials in a chest on the plot/chunk area and will take those materials to do so. Once these structures are complete, and depending on how its defined it will produce 1 iron ingot or 5 gold ingots for the cost of nothing, $100 upkeep, or 1 coal etc. per hour (Configurable down to the second per structure), and these buildings can also produce money instead of blocks as a secondary or primary option. As for defense buildings you will be able to build structures such as walls or archer towers that will fire at enemy's if they come within range, every building being rotatable to suit your castle format. Also upgrades, different structures can branch off into others such as a basic farm can be upgraded to a pumpkin farm or melon farm etc., and when upgrading will require the materials or just change over time (only blocks that are different)
Unique war system: Personally, i haven't done any towny or faction wars (i know its sad) but i do have a brilliant idea for how to do the war system with this plugin. During a war, ever plot of land (claimed or unclaimed as long as its not a structure) will be vulnerable for destruction by the enemy village(s), and the only way to win these wars is by agreeing upon a truce or destroying the enemies village home base(structure). Every building will have a certain set amount of hp and during a war, the players must destroy the blocks in the enemies structures territory which then will *bleed*producing a firework (to alert you of structure damage) and that block will immediately regenerate itself until destroyed where that structure will then (no longer exists) and the blocks in that area will become destroy able. When a structure is damaged (lost health), you must repair it by putting blocks into its chest or it will not produce its income/operate (unless its an archer tower or defensive structure etc.) Once the main/base structure is destroyed, all other structures will also collapse, all plot claims will be lost and the village will have to re-assemble somewhere else. In other words, don't be a war maniac and make sure you have supreme defenses! To help avoid brutal annihilation of villages, wars will start 24 hours (Configurable) after being declared and give frequent messages to both sides of the war until it is over, and the cost to declare a war will increase based on how many players you have in the village (war is expensive). Main reasons to go to war: You hate the other village, you want their land, if they are afk they might have a lot of money in the bank which will be sent to you if the are destroyed.
Empires (Requires testing): Village owners will be able to create empires, which is like a towny nation etc. When creating an empire, you are creating a village at the same village since an empire consists of many (minimum 2 villages). The command will be something like /ec create empire <player> <name> where player will be the member or manager of your current village that you will be promoting to the owner of this new village which is automatically set as part of your empire. As the owner of the empire, you will always remain the owner of your current village (every ruler needs a home), and from there you can set the 24 hour tax for all members of your village and from your own village you can keep creating new subject villages for your empire. Now this is where it gets interesting, as you create these villages they have full independence to you, in terms of they can leave at any point they want (don't be harsh on your taxes), in which if you are the last village in the empire, your emperor status will be removed. So why risk making an empire? When you create these smaller villages you must make wise decisions and have threats behind your words, and make sure everyone's in place for there is plenty room for betrayal, and when empires declare war on each other every village in both empires are set to war against the other villages (no village truce allowed). There will be a 48 hour delay before an emperor war starts. This essentially makes a new aspect to the entire game play, especially on populated servers for it adds a huge diplomacy-risk factor to the game. Power is the aim, but are you willing to take the risk to achieve it?
Structure Types: Archer Towers (can shoot at any *enemy* within a chunk of land owned by you or an ally (within a specific configurable radius])
Normal (income/item conversion buildings, even walls)
War Camps (can be in different worlds and does not have to be connected to any other claimed plots [These camps can be used as a new source to claim land {along side it}])
Barracks (Can produce npc troops that you can assign to guard points, follow you, or attack move to certain co-ordinates). NOTE: Barracks will be added after the empires update which will be added after the release of this plugin (not done)
Barbarians/Outcasts/Pirates: AI that can be pre-spawned into the world at a configured radius, they are always at war with everyone, they can evolve there village over time focusing on structures like barracks and will attack anyone on sight, even engage nearby towns through squads of npcs. (not done)
A very nice, organized layout so it wont be too challenging to get into (lots of colored text etc.)
Apart from all this, essentially all the main features that factions or towny would offer, such as claiming land, inviting players to join your village, setting them as managers, kicking players from your village etc.
Purpose of this plugin & what I expect from it
It's role is to become a hybrid plugin combining the features of factions, towny, and herostronghold, and civilizations/stronghold series (last 2 are pc games)
I am making this plugin because I feel like neither of the above have been developed perfectly *to my liking* and each of them has various features that I greatly enjoy but are missing some key things that, in my opinion would make them even greater.
ATM: Most of the features have been implemented into the game, making it playable but most likely a bit buggy. While using the plugin please note of any issues (errors, spelling mistakes, bad text colors) and post some ideas that you cannot find commands for in game. I'm not guaranteeing that I will add them into the plugin but I will guarantee that I will consider and reply to you back with my reasoning as to why I will or will not add, or when I will if its a low priority. PUT ERRORS in ticket section please, and just leave a link to it or tell me you posted on in the comments so I can check it out right away.
Supporting The Plugin
If you'd like to support this plugin, and help me continue it. There's two ways you can help: Give out feedback, suggestions, and report bugs.
Or, if you could, please donate/buy me a beer for all the thousands of hours ive put into this plugin. All help is greatly appreciated! :)
TekkitCommando's PayPal (Maintainer) Setting this up :)
Compatibility's
Post in the comments for other plugins you'd like compatibility's for (Name/Link and what issue it may have)
World Guard (Cant create villages in protected areas)
Multi World (Plugin's enabled or disabled per world)
Vault (Economy connection)
All the above have been added
Source Code
https://github.com/N1T3SLAY3R/Empirecraft
FAQ
Q. Error: Unsupported major.minor version 52.0
A: code was compiled with Java Version 8 while it is being executed with Java Version 7 or below, it won't work. (In other words update your java to 8 for it to work!)
You can find the update here: http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html
Note
-Any error logs posted on the front page will be removed (a link to pastebin is fine/preferable so that it does not spam the front page)
-Any claims without support will be removed (ex. stating the plugin doesn't work or its broken etc.)
-If your error CONTAINS anything from the FAQ, such as a unsupported etc. located near the start of an error log (that's a big hint), the post will be removed
Can't wait for at least a Beta! Great idea, hope it goes well! Anxious to see end result.
@DiverseCraft
i did add the multi world option in the config in the latest version, lol
@LocalPlayer53
look at the FAQ, you need to update your java to version
Hey
Dude, i'm using your plugin but, i get This Error.
And yes, i use vault.
Please add multiworld ability. till then i cant use your plugin!
@BiGUNMAN
true, but they are not designed to be used together or be compatible (too many conflicts), and in the diplomatic sense they are similar, such as plot claiming, taking over land, organizing partys/groups of people etc. but no 2 plugins should ever be alike or else why make a second one? The main differences here are the war style (mining to destroy structures), and source of income/defense (structures). I am giving this plugin a huge range of customization in attempt to fit almost every servers needs while at the same time i will have a default configuration and structures (full set with lvls 1-5 or 1-10) that can be used as a template or guideline to a normal server and can be adjusted or perfected thereon out.
The reason why this can't replace factions is because they are different types of gamemodes, and this seems like it requires much more configuration. But it definitely seems like something interesting, which has a lot of potential :)
@wiedzmin137
I do plan on releasing the plugin to github after release and after i do a bit of code cleanup. I currently code using the knowledge/ways that i have been taught through high school along with a few tutorials that i have watched so there will be lots of room for perfection which is why i plan on doing this and vice versa.
I checked it out but i think ill be game to develop my own structure system to avoid conflicts etc, but it will essentially contain similar features to it. .
Interesting. Will you use GitHub?
Also, I have another interesting plugin to maybe use with yours: http://dev.bukkit.org/bukkit-plugins/structureapi/
awesome Idea I put it on my server seems to work nicely
Looks quite interesting, not ready enough for the server I'm currently building, but I'll certainly be considering it later!
Good luck with the development.
@navaem
possible but i think it would be unnecessary and not enough people would use it since buildings can be upgraded (as many times as you'd like), and for multiple civilizations you'd probably making over 100 buildings (minimum) since the buildings can be upgraded to lvl 10+ and there's many different types. On top of this making new designs per culture.
So like for the civilisations it could be like the architecture of the buildings change and maybe like troop stats like the roman one could have stronger swordsmen and the nordic has like good horsemen and the asian one has like the best archers or something. This would be like implemented when creating a village you would like specify what type of village it would be. Then like when making an empire, all of the villages would have to be the same civilisation or be changed to be the same civilisation. Is this even possible?
@navaem
ya, making a boat feature wouldn't come for a long time because of how advanced, complex and buggy that would be. as for the civilizations you need to specify more so on how that would work/how you'd like it to work
Also if possible you could make it so that there are different types of like civilizations and empires like a Greek/Roman one, a Nordic one, an Asian one, a middle eastern/ Egyptian one, and a primitive civilization
Ok so for like the boats you could make it be like this: 1. There's a dock building where there's a chest that you put like wood and wool to make a boat that builds automatically like a building in the water. The dock could be shaped like an L and the boat could be built there. 2. The boats look like sailboats or whatever and have cannons on the side of each. There's this plugin called cannons or something and it has cannons which are just black wool together in a line with buttons at the end and a torch at the non firing end. For the way that the boats move look at the various ships plugins the one that I liked the most was the boatsmod plugin. 3. Boats should have like life bars like mobs and can be shot by other boats cannons. This makes for fun naval battles. Also boats should be used for transporting troops and have like a fixed amount of troops they can transport. 4. The dock should be able to be upgraded so that every new level you can build bigger boats with larger capacity for troops and ammo for cannons.
@navaem
that sounds like an idea that would come in the far feature, but how would that work in terms of what would it look like (describe more please :P)
Another thing could be to combine it with boatmod plugin to have naval battles and stuff and have a dock building. Just an idea.
@navaem
still in great development, no videos necessary atm, just working on plot claims then auto-building structures. As for npcs and the barracks idea, that will come as alot later future since i have alot more essentially things that need to get done first. Version 0.5.0 should be out right now, i released it 12 days ago but its been *under review* for 5 days...
You should also add like army units like archers or swordsman who can be produced in a barracks and will follow you on wars and help you destroy the enemy. Maybe if you don't pay them, then they destroy your village or something idk. Also you should also have like npcs who are like peasants and farm the land for you if you make a farm.
Can someone post pictures or videos of this plugin in use?