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Bonus Effects for Towns

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
People have, in the past, accused townships of being little more than enormous storage areas. And in one sense they are, that's not a bad thing in itself. But I think they could be a little more zesty.

So what about township-specific effects?
By this I envision granting a town or specific place in the town particular effects and functions, in exchange for extra upkeep. More specifically I imagine something similar to Hero Strongholds, but that sort of dropped off the face of the earth, afaik.

So each township would have a limit on the number of bonuses they could have at any one time, based on the size of the town (Hamlet, Town, City, Capital). The bonuses would range from economic to thematic to "home-field advantage" to facility...ish. There could be an agricultural city that had Crop Growth II, a Marketplace, and an Inn with a quest-giving NPC in it, or a carnival-themed town with a PvP Arena, Spleef Arena, and a Bank for guests who run out of cash to spend.

So like... I don't know how to implement this. But I think the idea itself would really enhance the township system.[DOUBLEPOST=1349728957,1349725140][/DOUBLEPOST]EDIT: Whoops, I meant to post this in Suggestions. :x
 

Haxnn

Legacy Supporter 3
Joined
Oct 20, 2011
Maybe things like beacon blocks could be placed in certain chunks when the update is released. The effects of the beacon block would depend on your town tier.

Also things like town only graveyards and spleef arenas with regenerating floors would be great :).
 

leftovers5

Legacy Supporter 8
Joined
Oct 28, 2011
Location
USA
The LO kingdom this map sort of has this going. Verstad is the combat hub of the kingdom, Paragon the social/cultural (as it is also the capital), and Braavos the economic. It'd be neat to get ideas like these implemented to enhance what we already have.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
With 1.4 - we can do some stuff with the beacon - I believe.

@Sleaker what are your thoughts on some of this in terms of the coding side of things?
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
I wonder if I would get more feedback in the Suggestions forum. Could we move it there, please?
@SomebodyWhoCanDoThisStuff
 

Sleaker

Retired Staff
Joined
Jul 24, 2011
Location
Portland, Oregon
With 1.4 - we can do some stuff with the beacon - I believe.

@Sleaker what are your thoughts on some of this in terms of the coding side of things?

We will be completely stripping the ability to use any of this from all players as we feel players are spoiled little brats... no 1.4 features planned at this point!







I jest, we'll see what we can do :)
 

Sleaker

Retired Staff
Joined
Jul 24, 2011
Location
Portland, Oregon
There could be an agricultural city that had Crop Growth II, a Marketplace, and an Inn with a quest-giving NPC in it, or a carnival-themed town with a PvP Arena, Spleef Arena, and a Bank for guests who run out of cash to spend.

Unfortunately due to restrictions in MC adjusting crop growth rate (in a sane manner) is completely out of the question, although it is a cool idea and I do wish we could do it.
 

Multitallented

Legacy Supporter 5
Joined
Aug 31, 2011
Just want to say that HeroStronghold is far from dead, but Kainzo & Sleaker just don't want it. I've even offered to do all of the work for them. If you guys want HeroStronghold, you should let them know.
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Just want to say that HeroStronghold is far from dead, but Kainzo & Sleaker just don't want it. I've even offered to do all of the work for them. If you guys want HeroStronghold, you should let them know.
Any chance that HSH can affect Heroes classes? Increasing skill damage, that kind of thing?
 

Multitallented

Legacy Supporter 5
Joined
Aug 31, 2011
Any chance that HSH can affect Heroes classes? Increasing skill damage, that kind of thing?
of course. Some regions give you heal and mana buffs. It would be easy to add others like that. It doesn't exactly solve your "nothing more than glorified storage areas" problem, but sure.
 

Multitallented

Legacy Supporter 5
Joined
Aug 31, 2011
Why HeroCraft will never have HeroStronghold:
[10:17] <Sleaker> http://www.herocraftonline.com/main/threads/bonus-effects-for-towns.25443/#post-230390
[10:18] <Sleaker> $3 if you buy it with Pokemon
[10:21] <Multitallented> "accused townships of being little more than enormous storage areas." <-- sorry guys, I see that as a failure of HeroCraft
[10:22] <Multitallented> haha he goes on to mention HeroStronghold! ^_^
[10:26] <Multitallented> I forget why you guys don't use HeroStronghold
[10:26] <Multitallented> you know I could do all of the work for you
[10:27] <Multitallented> http://dev.bukkit.org/server-mods/herostronghold/pages/effects-list/
[10:29] <Sleaker> Kainzo|Work: isn't that the point of townships?
[10:29] <Sleaker> have a large protectable area that you can build in without worrying about people staeling your stuff...
[10:29] <Sleaker> or breaking everything you made...
[10:29] * Sleaker doesn't understand people
[10:30] <Kainzo|Work> Erm uh, wait what sleaker?
[10:30] <Kainzo|Work> Townships are there to offer protection for sure
[10:30] <Kainzo|Work> is there a way we can integrate "chest locks" or LWCs into HeroTowns?
[10:30] <Kainzo|Work> or maybe sub-regions?
[10:30] <Kainzo|Work> heh
[10:32] <Sleaker> I'm facepalming your post
[10:34] <Multitallented> the failure isn't that the township is a protected area, but that that's all that it is
[10:34] <Multitallented> there's no business, manufacturing, sales, anything...
[10:35] <Sleaker> well yah
[10:35] <Sleaker> I wanted to do something like the tale of kingdoms thing
[10:35] <Sleaker> allow buildables
[10:36] <Sleaker> just takes way much effort and not enough time to implement that stuff
[10:36] <Multitallented> non-sense
[10:36] <Multitallented> I just told you I'd do all of that work for you
[10:37] <Sleaker> hahaha
[10:37] <Multitallented> some of the things he's asking for would be so easy to implement, such as town-only graveyards
[10:37] <Sleaker> oh yah
[10:38] <Sleaker> those would just need to add in to the graveyard list
[10:38] <Multitallented> but then players can't build the graveyards themselves...
[10:38] <Sleaker> they wouldn't be able to use them if they were in the graveyard system
[10:39] <Sleaker> weren't
[10:39] <Sleaker> so they have to register somewhow
[10:39] <Sleaker> somehow
[10:39] <Sleaker> can make it so they need to be built
[10:39] <Sleaker> just need to register them into the graveyard system
[10:39] <Sleaker> and make sure it onyl applies to the players in the town
[10:40] <Multitallented> I think you're missing my point
[10:41] <Sleaker> I just said could make it so players can build the graveyard :p
[10:41] <Sleaker> what was your point though?
[10:42] <Multitallented> "accused townships of being little more than enormous storage areas." <-- sorry guys, I see that as a failure of HeroCraft
[10:43] <Sleaker> what about that?
[10:43] <Multitallented> there's no business, manufacturing, sales, anything...
[10:43] <Multitallented> it's not a town
[10:43] <Sleaker> cause Kainzo insists on forcing the markets to the main cities
[10:43] <Multitallented> I don't think you'd understand unless you saw a town on Proxis
[10:43] <Sleaker> I told him whn we first started going over this to completely remove the main city
[10:44] <Sleaker> there's too much draw for everyone to just pack into the main town
[10:46] <Multitallented> all of the towns on Proxis are completely player-made, zero % staff moderated
[10:46] <Sleaker> that's what I was hoping for.
[10:46] <Multitallented> and all of them have houses, farms, stores
[10:46] <Multitallented> defensive turrets
[10:46] <Multitallented> some have refineries for ores
[10:46] <Multitallented> some have fancy distribution centers
[10:47] <Sleaker> that's cool
[10:47] <Multitallented> it's the simple fact that HeroStronghold requires you to build buildings, and those buildings require blocks
[10:47] <Multitallented> you can even make it so that you can't invite people into your town unless you've built enough houses
[10:48] <Sleaker> yah that's cool
[10:48] <Multitallented> I've also pretty much nailed the gradient between towny and factions
[10:49] <Multitallented> you can go full creative like towny, or full warfare with factions styles
[10:49] <Multitallented> or do a hybrid like I do
[10:49] <Multitallented> where the town is untouchable until it's power is completely reduced
[10:49] <Multitallented> you can even build siege cannons so you don't have to camp outside town and wait for people to come out
[10:50] <Multitallented> it forces battles
[10:54] <Multitallented> Sleaker: you could just tell me what HS needs before you can use it
[10:54] <Sleaker> Multitallented: if you want to transfer over the building stuff into HeroTowns or any of the effect stuff
[10:55] <Sleaker> the difference is just how the towns are created/managed
[10:55] <Multitallented> how are towns created and managed?
[10:55] <Kainzo|Work> Ah, Sleaker - the main city is just a quest hope mainly...
[10:55] <Sleaker> Multitallented: same as WG
[10:55] <Sleaker> mostly
[10:55] <Kainzo|Work> You start in lost cove, a world to teach you about the server
[10:56] <Kainzo|Work> and then you can choose between Warshard or Bastion
[10:56] <Kainzo|Work> so technically there isnt a "main" city persay
[10:56] <Sleaker> except it handles the areas automatically instead of needing to select the area
[10:56] <Multitallented> Sleaker: so is it a WG wrapper or does it have those features built in?
[10:56] <Sleaker> lemme add you on the repo
[10:56] <Sleaker> it's kind of a wrapper kind of not
[10:57] <Multitallented> well, I've tried not to overwrite WG with HS
[10:57] <Multitallented> but adding the wrapper part for HS would be fairly easy I think...
[10:58] <Sleaker> it's slightly different
[10:58] <Sleaker> I gave you read access
[10:58] <Sleaker> it's on bitbucket
[11:05] <Multitallented> Sleaker: what am I looking for? I can't find WG functionality in the town commands
[11:06] <Sleaker> err?
[11:06] <Sleaker> well what would you plugin do with the town regions?
[11:06] <Sleaker> I'm just sayign that herostronghold would need to use our regions
[11:07] <Multitallented> as in keep people's towns so they don't just lose protections when they switch over?
[11:07] <Multitallented> from HT to HS?
[11:08] <Multitallented> Sleaker: what do you mean "use our regions"?
[11:14] <Sleaker> ..
[11:14] <Sleaker> we can't use HS if it uses it's own regions
[11:14] <Sleaker> it has to use the HT regions
[11:17] <Multitallented> why?
[11:18] <Sleaker> ....
[11:18] <Sleaker> for player groupings, permissions, region sizes ...
[11:19] <Multitallented> I don't understand why that can't all just be migrated
[11:19] <Sleaker> we don't want to use Hs regions
[11:19] <Multitallented> why?
[11:19] <Sleaker> cause of region management...
[11:20] <Sleaker> Told you that from the start.
[11:20] <Multitallented> ok, where is HeroTowns is the region management? I can't find it
[11:20] <Sleaker> protection package
[11:21] <Multitallented> oh you're talking about chunk based as opposed to point and radius based...
[11:21] <Sleaker> mhmm
[11:21] <Multitallented> I thought you were talking about WG features
[11:21] <Sleaker> no lol
[11:21] <Sleaker> but the town is still managed in the same way as WG
[11:21] <Multitallented> I thought we figure that out
[11:21] <Multitallented> that the optimization for that wasn't necessary
[11:22] <Multitallented> and that I've optimized the hell out of that without making it chunk based
[11:22] <Sleaker> right, wanted the chunk based also for manageing how the regions grow
[11:23] <Multitallented> HT towns grow the same way HS towns do
[11:23] <Sleaker> close yes
[11:23] <Sleaker> the issue was subregioning
[11:24] <Multitallented> uh, what subregioning? housing? I dont' understand
[11:25] <Sleaker> yah
[11:25] <Multitallented> I didn't see anything in HT about houses
[11:25] <Sleaker> not there atm
[11:26] <Multitallented> then what's the difference?
[11:34] <Sleaker> how it's managed...
[11:35] <Multitallented> as in chunks instead of point and radius?
[11:35] <Multitallented> ok
 

Multitallented

Legacy Supporter 5
Joined
Aug 31, 2011
Apparently Sleaker and I have had a misunderstanding these past few months. HeroTowns can supoort smaller-than-1-chunk subregions, which makes it work with HeroStronghold. Right now we're talking about how we can port HS features to HT or vice-versa.
 
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