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Sovietcheese

Idea for a great AI mod from a random minecraft user, requres work but great prospects.

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I saw this mod idea/ request on minecraft forums, the bloke who came up with it and me have no idea how to make it and only has like 4 reply's but it is well thought out and looks good

Quote

So the other day I was on a tekkit server when this guy from another town with only 2 people in it wanted to fight my town over a bit of land; I have 5 people in my town.

The war lasted for less then 5 minutes and he was sent back home minus all the items he was carrying because he was dead. So I'm thinking about starting a new server and I want to have not just 20 odd players on there but also some NPCs/ AIs to make things interesting, it doesn't look good when your superpower has only one man and his dog in the military.

I need the units to be craftable, like flan's, SDK's and clay soilder's mods and be in scale to the players. (no dwarfs or giants please).

Behavior/ characteristics

If there is an unoccupied vehicle within a 5 block radius of an Infantry grunt AI it will board and control it if ordered to or enimies attack.

During an attack the units will follow a banner/ transmitter carried by the player and attack any unfriendly units in the way. To capture land they must occupy it unchallenged for 5 minutes.

Tanks and APCs can only climb 1 block not mountains.

Amphibious vehicles can travel across water but not climb cliffs.

Tanks and untracked vehicles travel at half speed through swamp, snow and jungle bioms for obvious reasons.

APCs travel at 4-5 blocks a second max

Scout vehicles travel at the same speed as Flan's jeep's

Tanks travel at the same speed as Flan's tank's.

Infantry move the same speed as a player.

Paratroopers fall at the same rate as a player using flan's parachute.

If SDK and Flan give permission I would like their weapons (guns and AA weapons) used in the mod because they have done a very good job and a lot of time could be saved if we used them.

Helicopters can't go higher then 50 blocks and travel at 10 blocks a second

Fighters go at around 12-14 blocks a second.

Bombers go at 11-12 blocks a second

Prop transport aircraft go around the same speed as Flan's Lancaster.

Tanks carry 1 AI/ player

Capacity of an amphibious scout, 2

Capacity of an APC, 8

Capacity of a transport helicopter, 6

Capacity of a transport plane, 10

Maximum amount of troops moved at once by one transmitter are 2 bombers, 2 transport planes, 3 fighters, 4 helicopters, 2 tanks, 6 specialist infantry, 20 infantry, 4 amphibious scouts, 2 APCs and 2 Artillery. Naval units can be controlled from a flagship this will move 1 aircraft carrier, 2 battleships, 4 cruisers/frigates, 1 minesweeper and 2 submarines.

Infantry weapons have the same range and damage as their SDK mod counterparts/ bases.

Tanks and APCs can destroy small trees and drive through walls.

APCs and tanks are around 3 blocks high from track to turret.

Artillery from base to barrel are 4 blocks high.

Fighters and helicopters are 5 blocks high.

Bombers and transports are 8 blocks high.

Bombers and transports require 500 block long runway

Fighters require a 150 block long runway

Helicopters need a space big enough so their rotors don't hit anything

I want to have the following units.

Soviet/
Chinese units

Ground

Soviet/ Chinese infantry AI, Armament, 1 AK 47 assault rifle.

Soviet/ Chinese specialist infantry/ heavy infantry/ 1 RPG 7 / RPK*/Dragonov sniper rife/ Parachute, this will make them into paratroopers and will drop from the back of an Antonov An 12 when deployed. When you craft them you select what equipment/ armament they will carry.

BRDM amphibious scout vehicle, Size 2 blocks wide x 3 blocks long, Armament, the weapon that the AI carries (AK 47)

T-72 Tank Size 3 blocks wide x 6 blocks long, Armament range 12 blocks, causes as much damage as a block of TNT detonating.

BMP APC Size 2 blocks wide x 6 blocks long, Armament range 8 blocks, rapid fire causes a small blast radius of 9-10 blocks.

Air

MiG 23 Fighter- Bomber, Size (wingspan) 7 blocks wide (fuselage) 1-2 blocks wide x 9 blocks long, Armament (missile, air to air tracking) range 120 blocks, (Bombs if Flan agree's, 6 small bombs/ napalm.1 heavy machine gun preferably the heaviest machine gun that is in flans mod. Capacity 1 AI/ Player

Antonov An 12 Club Transport plane, Size (wingspan) 20 blocks (fuselage) 4 blocks wide x 17 blocks long.

Tu 16/ Xian H-6 Bomber Size (wingspan) 18 blocks wide (fuselage) 3.5 blocks wide x 19 blocks long, Armament 16 heavy bombs/ 1 nuke. 2 silkworm cruse missiles the same power of 2 TNT blocks tracking, range 1000 blocks.

Mil mi-8 hip transport helicopter, Size (main rotor) 17 blocks Size (fuselage) 2 blocks wide x 14 blocks long

Mil mi-24 hind Attack helicopter, Size (main rotor) 14 blocks Size (fuselage) 1-2 blocks wide x 14.5 blocks long, Armament 2 rocket pods creates 5 small blast craters 20 blocks in front of the aircraft. One medium machine gun rapid fire, range 10 blocks.

Sea

Kiev class carrier, armament 6 MiG 23's they will deploy when an enemy is within a 10km radius, size 35 blocks wide x 50 blocks long,40 blocks high

Sovremenny class destroyer, armament 4 anti ship missiles range 3km automatically deploys against enemy naval vessels. Size 20 blocks wide x 48 blocks long, 45 blocks high

Kirov class battlecruiser, armament 6 cruse missiles range 10 km same strength as 10 blocks of TNT. Size 25 blocks wide x 45 blocks long, 45 blocks high.

Romeo class submarine, armament 4 cruse missiles range 10 km same strength as 10 blocks of TNT. Size 6 blocks wide x 20 blocks long, 10 blocks high. Crush depth 55 meters below surface.

America / NATO

Ground

American/ NATO infantry AI, Armament, M16 assault rifle.

American/ NATO infantry specialist infantry/ heavy infantry/M72 LAW/M240/M40 sniper rife/ Parachute, this will make them into paratroopers and will drop from the back of a C130 Hercules when deployed. When you craft them you select what equipment/ armament they will carry.

V 150 commando amphibious scout vehicle, Size 2 blocks wide x 3 blocks long, Armament, the weapon that the AI carries (AK 47)

M1A1 Abrams Tank Size 3 blocks wide x 6 blocks long, Armament range 12 blocks, causes as much damage as a block of TNT detonating.

M113 APC Size 2 blocks wide x 6 blocks long, Armament range 8 blocks, rapid fire causes a small blast radius of 9-10 blocks.

Air

Dassault Mirage F1 Fighter- Bomber, Size (wingspan) 7 blocks wide (fuselage) 1-2 blocks wide x 9 blocks long, Armament (missile, air to air tracking) range 120 blocks, (Bombs if Flan agree's, 6 small bombs/ napalm.1 heavy machine gun preferably the heaviest machine gun that is in flans mod. Capacity 1 AI/ Player

C130 Hercules Transport plane, Size (wingspan) 20 blocks (fuselage) 4 blocks wide x 17 blocks long.

Boeing B 52 Stratofortress Size (wingspan) 25 blocks wide (fuselage) 4 blocks wide x 26 blocks long, Armament 16 heavy bombs, 20 small bombs / 1 nuke.

Bell UH-1 transport helicopter, Size (main rotor) 15 blocks Size (fuselage) 2 blocks wide x 13 blocks long

Bell AH-1 Cobra Attack helicopter, Size (main rotor) 11 blocks Size (fuselage) 1 block wide x 13 blocks long, Armament 2 rocket pods creates 5 small blast craters 20 blocks in front of the aircraft. One medium machine gun rapid fire, range 10 blocks.

Sea

Kitty Hawk class carrier, armament 6 Dessault Mirage F1's they will deploy when an enemy is within a 10km radius, size 35 blocks wide x 50 blocks long,40 blocks high

Iowa class battleship 1980's refit, armament 4 anti ship missiles range 3km automatically deploys against enemy naval vessels. Size 20 blocks wide x 48 blocks long, 45 blocks high

Virginia class cruiser, armament 6 cruse missiles range 10 km same strength as 10 blocks of TNT. Size 25 blocks wide x 45 blocks long, 45 blocks high.

Oberon class submarine, armament 4 cruse missiles range 10 km same strength as 10 blocks of TNT. Size 6 blocks wide x 20 blocks long, 10 blocks high. Crush depth 55 meters below surface.

End quote

It would be a good substatute for flans mod and give combat/ war servers and edge over unmodded combat servers.

It would be cool to see 5 MiG's pioleted by players destory a strike force of AI's. Think of it as clay solders but with more destruction, tanks and AI's the size of people.

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No it's cause they are anti advancement and have small, closed minds that can't see the bigger picture and the developers are too scared to take risks or are too lazy to bother.

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No it's cause they are anti advancement and have small, closed minds that can't see the bigger picture and the developers are too scared to take risks or are too lazy to bother.

Who are "they", why do we give a damn about "them", and what are you smoking? This may be the longest idea-posting I've ever seen on this forum, and anyone undertaking this mod would devote the next half a year of their life to it, so you're going to need to find a local vendor of chill pills and have some.

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They are the menchildern, thouse who would sit on their arse and do nothing, they are the enemy of advancement. I like to put everything in one post so the mod can be worked on without the need of extra imput.

Mankind has made great triumths, minecraft is boring even with tekkit because of the lack of ai's and advanced weopons, I know a ton of people that want to relive the cold war and attack others with unprecidented force. And like the Soviet Union. Small countries banded together and became the second biggest superpower in the world in the space of 50 years. Seperated and indervidualy we are week but together we're strong. I'm trying to get a large team of modders so like massproduction the project can be completed in a matter of weeks not half a year.

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Okay, but who are the menchildren?

Also I agree we really need advanced AIs for our multiplayer pack because it's so boring playing alone on the multiplayer tekkit pack!

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Okay, but who are the menchildren?

Also I agree we really need advanced AIs for our multiplayer pack because it's so boring playing alone on the multiplayer tekkit pack!

Tekkit mods can only go so far. The NPC's are easly killed. Do you want something like clay solders mod but human sized AI's and look human with vehicles that can be controlled by AI's and players? If so you are on my wave length and a friend.

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They are the menchildern, thouse who would sit on their arse and do nothing, they are the enemy of advancement. I like to put everything in one post so the mod can be worked on without the need of extra imput.

Mankind has made great triumths, minecraft is boring even with tekkit because of the lack of ai's and advanced weopons, I know a ton of people that want to relive the cold war and attack others with unprecidented force. And like the Soviet Union. Small countries banded together and became the second biggest superpower in the world in the space of 50 years. Seperated and indervidualy we are week but together we're strong. I'm trying to get a large team of modders so like massproduction the project can be completed in a matter of weeks not half a year.

The act of "USSR Propaganda" is pretty good, good job on it.

Anyway, here is the problem with your suggestion.It looks like a plan for a new game by Activision rather than a mod for MC. It's not bad for a mod to be complex; IC would be boring if it was simple. But it started out from little, and added on it, and that's what would work with this. Start with a basic concept, an idea that you can fully explain in a paragraph of a few lines. And do it. And just then, add all those details that you want to have in your mod, IE complex AI, vehicles, etc... Right now, this mod is stupidly intimidating for any mod developer, and I know none that would be insane enough to try to do all this stuff in one release.

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Exactly. If you're not just pulling a giant prank here, the only way to get this mod made as-is would be to hire a professional team. Minecraft modding is gradual and volunteer.

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Ok we will start with foot troops and advance onto more advanced things. This is just the overall plan.

The foot troops like all units will follow a transmitter that is held by the player. The transmitter has a maxium capacity of units that it can controll. When a nation declares war on another the troops will follow the transmitters and players controlling them over the border into the enemy's land. If uncontested it will be claimed for the attacking nation. They can also claim willderness the same way. But the defending forces would have detected the transmitter coming over the border, like when you brake the curcit of an alarm and it goes off. Apart from insted of alarm going off the defending troops advance towards the transmitter. Once the AI's are in range they will attack. To win the attacker must get to the centre of the town or nation. Like in the total war series they must hold it uncontested for 5 minuits. After that the land is taken by the attacker and the defenders choose to join the attacker's nation or leave. The defender just has to rout the attackers forces or kill them all. Boats, planes and other vehicles can be added later, borrowing progeramming from people like flan, if we can get his permission.

The plan is the whole project once compleated. We start with standard infantry, going onto specalists and land vehicles.

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If we have a donation pot we could fund a professional team but most things that dwarf us and make us wander were built by the common man. "With the power of soul, everything is possable."

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Exactly. If you're not just pulling a giant prank here, the only way to get this mod made as-is would be to hire a professional team. Minecraft modding is gradual and volunteer.

If we have a donation pot we could fund a professional team but most things that dwarf us and make us wander were built by the common man. "With the power of soul, everything is possable."

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That's a much more realistic plan. Figure out how the clay soldiers mod does it, and do it the same way, with your alterations. The modding board has a handy post on how to decompile mods for research and education.

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Ok we will start with foot troops and advance onto more advanced things. This is just the overall plan.

The foot troops like all units will follow a transmitter that is held by the player. The transmitter has a maxium capacity of units that it can controll. When a nation declares war on another the troops will follow the transmitters and players controlling them over the border into the enemy's land. If uncontested it will be claimed for the attacking nation. They can also claim willderness the same way. But the defending forces would have detected the transmitter coming over the border, like when you brake the curcit of an alarm and it goes off. Apart from insted of alarm going off the defending troops advance towards the transmitter. Once the AI's are in range they will attack. To win the attacker must get to the centre of the town or nation. Like in the total war series they must hold it uncontested for 5 minuits. After that the land is taken by the attacker and the defenders choose to join the attacker's nation or leave. The defender just has to rout the attackers forces or kill them all. Boats, planes and other vehicles can be added later, borrowing progeramming from people like flan, if we can get his permission.

The plan is the whole project once compleated. We start with standard infantry, going onto specalists and land vehicles.

Now, it sounds a bit more feasible. Now, you just have to learn Java and start coding! Because there is no way a modder will come out of nowhere and start making your mod if nothing has been done yet. Maybe you'll receive help later on. Maybe not. Good luck!

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How do you delete a post I double posted by accident

Ask a mod. There are two on this thread, it shouldn't be too long to find one.

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I need some more skills in programming and it looks like it will stay on the drawing bord, I've only got 4 weeks to learn jarva and after I go back to school my time will be spent doing corse work for my GCSE exams at the end of the year.

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It might be hard to carry on trying to get this mod together cheese but I believe that if you can make the mod it will be a great improvement to tekkit or minecraft.

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