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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

TheSnarkyKnight

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  1. Weapons, sheats, and ranged weapons

    Corrected some typos. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- If anyone has ideas about weapons that aren't in my list, by all means discuss them here, as I would very much like to see everyone's idea about it (well, even if not everyone's, the ideas of more users) .
  2. Fearsome Critters

    To further expand upon the concept of territory-based monsters, I would suggest that you all take a gander at this mod: I think that they did an excellent job at introducing a deadly creature that actually flies off from its resting point (every once in a while) and starts hunting animals to eat. I think that this could be a good place to draw inspiration from and to see what is good and what is not. My main gripes with this mod's dragons are two: While it is true that they interact with the territoy around their roos, dragons rarely ever fly farther than a couple of chunks, and don't do much other than eating animals (this is my main gripe) Dragons can't be seen from far away, only from around 32-40 blocks away (not really relevant, but wanted to throw this out here anyway) Overall I think that if Bioxx ever decides to implement monsters that actively patrol their territory, that territory should be quite big, otherwise I think it isn't worth the trouble. At least, that's what I think.
  3. Metal Tiers

    I agree. I think that there should be fantastic metals after steel, but I also think that there shouldn't be a linear progression: imo each fantastic metal should have different characteristics and be more useful in different situations. For example, mithril could be lighter and better for enchanting illusive magic (eg an enchantment that makes you less noticeable by mobs or makes you camo when you press up againsy blocks) but would be less useful for making blunt weaponsbecause of its light weight (think of how adamantine warhammers are awful in Dwarf Fortress because adamantine is too light), while adamantine could be better at dealing damage against monsters ( like dnd's adamantine, that bypasses everything's racial resistance, be them fey, shapeshifter or anything else) and orichalcum would be the most magically conductive, being able to take any and all enchantments the player wishes to put on it. This is of course just an example, the possibilities are endless since they are fantasy metals. So, all in all, I think fantasy metals should be in TFC 2and should be considerably different, with each metal offering a distinct experience.
  4. [0.1.11] TFC2 Prerelease

    I'm just another guy that wants to thank you for making this mod and working so much on the development. I wish I had your diligence .
  5. Ideas for Random Terrain Adjustments

    I think that ocean arches would be marvelous indeed, and another cool feature would be promontories, pieces of land protruding into the sea more than a sea arch but not enough to be classified as a peninsula. I really like this idea. However, I think that there should be a bigger, unmissable reef as a limit and smaller reefs whitin the boundaries of the map.
  6. Weapons, sheats, and ranged weapons

    Wouldn't making certain tools available only at certain tiers limit the player's freedom of choice thogh? I think that the weapons that I suggested should be in TFC 2, but yeah, I don't see why there shouldn't be an addon adding all the weapons . I might even try to learn java to help you with such an addon, but I don't think that I would be able to help you very much .
  7. Weapons, sheats, and ranged weapons

    You see, I don't think that TFC 2 adding so many weapons will bother the players, I think it will bother the devs by having them work more for each weapon. Also, having 3D models for the weapons won't fit that well with the other items in the mod. Sure, blocks such as the firepit and the rocks have 3d models, but I think that if the items such as tools and materials have 2D sprites, weapons should have 2D sprites too. Of course if Bioxx suddenly decided that all items should have a 3D model then it would be his decision, being the lead developer and all that. But this is just my humble opinion and please excuse me if I sounded rude in any way while writing this.
  8. Fearsome Critters

    Thinking about it, dastardly mobs such as those goblins could be fun, even dying to them could be fun, as in !!FUN!!. There's quite nothing like discovering how many things want to kill you and how: will they paralyze you? Will they use ranged attacks? Will they cause a cave-in on your head? Well, there's only one way to find out... Yes, I remember those guys from LM, they were quite the thing. My coastal town was quite hellish to live in at first, because these guys would just jump out at random from the sea, And when some items fell in the water it was always tense going to pick them up. Maybe some monsters that work together and are rarely seen alone, like shriekers and violet fungi (still from Dnd)?
  9. Weapons, sheats, and ranged weapons

    I know, If it were for me there would be 25 different weapons for type, but, as Darmo pointed out, that would be just a a waste of time, sprites and item ids. I would have litterally every weapon ever existed, even only for flavor, but that's redundant and wasteful.
  10. Weapons, sheats, and ranged weapons

    Done it.
  11. Fearsome Critters

    While I do love the idea of having different mobs that are dangerous not because of sheer strenght but because of other characteristics, I think that these characteristics should be different than just applying debuffs, especially in the case of your examples: a poisonous bug/critter is good and all, but it having a venom that powerful would be frustrating; same with the hunger removing goblin, imho that would just get frustrating after the tenth time you die because these guys pop up and, no matter how much you're prepared, armed or skilled, just kill you because they make you starve and slow you down to a crawl. Still an excellent idea though, it's just that I have a bad relation with this type of mob. Since you seem to know DnD fairly well I'm gonna use an example "trickster" monster from there: cave fishers. Not particulary strong in melee but dangerous because of their other characteristics, ie their tendency to hook weak targets from far away , use paralizing webs and hunt in groups. Or maybe something like a rakshasa, that would use spells based on the situation. Or maybe something like a griffin, having its nest on a mountain and patrolling the surrounding territory for prey... that prey being animals, thus depriving the player of food, and, if there are no more animals, the player.
  12. Weapons, sheats, and ranged weapons

    I know that hammers just look better in front of maces, but that's because they just are better: warhammers where used from the 1300s onward because of just how tough armour got. A mace just was not enough, so the warhammer was invented, having both a blunt end for smashing faces (the beak would get stuck in unarmoured or lightly armoured opponents) while the beak was used to pierce plate armour, that was hard to deal with. Of course, a shot from a longbow would hurt and crossbows just pierced it, but what if the opponent was already in your face? Mauls were a rarer weapon: they were used from 1382 onward, when 3000 rebellious citizens from Paris used these big hammers, previously used only as a construction tool, as a weapon. That's when they realized that a big lump of steel , or even just wood, on a stick was unwieldy and heavy, but would also beat up the enemy pretty badly regardless of armour. It was still rarely used because of its size and weight. I think that a spear should be one-handed because of the famous spear/shield combo, used by Roman leggionaires ,Greek oplites and by the Macedon phalanx and by many other armies, and because it is possible to wield a spear one-handed just as it is possible to wield it two-handed. Of course, wielding it two-handed gives you the possibility to attack faster, put more strenght in your attacks and better control the blade, but I don't hink that implementing a way to check if the spear is used with a shield or not would be worth the effort. Yeah, think I'll get rid of the short spear. Spear and pike can stay. What do you think? Addressing the stylistical question, maces were very much varied in appearance. Even a rock tied to a stick can be called a mace, and depending on the time period and the geographical location maces had different looks. Since I'm basing myself off of medieval weaponry, I suggest using a flanged mace as the source of inspiration However morningstars, aka holy water sprinklers, are distinguished by the peculiarity of having spikes on their surface. This was to better penetrate chainmail and, believe it or not, as a form of mercy: a completely blunt mace would break bones and rupture organs, causing internal bleeding and many nasty things, while a spiked mace would cause puncturing wounds along with the blunt damage, often making the opponent bleed out rather than die of painful internal injuries (of course getting hit with a spiky stick hurts a lot, but way less than an inflamed and possibly infected broken arm that will make you die painfully in a week or two). The chained ones that you're talking about are flails, they were at the start repurposed farming tools that were pretty effective in battle. When specialized battle models were made, their head varied in shape. It could be a plain metal ball, a falnged head or a spiked head. There were also flails that had a metal ring as a head; thim made them better at catching swords ang gave the the ability to cut just like a blade when swung at high speed. I would not get rid of the morningstar in favor of a rapier for two main reasons: Rapiers are a much younger weapon: mauls and warhammers are already stretching the limit, being invented and used around the end of the Middle Ages, but rapiers were invented in 1500, in the middle of the Renaissance. Personal preference So, I wouldn't get rid of the morningstar, but I would add the rapier as another weapon. However, that would create redundancy. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hammers are heavier and slower, while having higher damage against armour. Let me know if you think the pike or the short spear should go. I think the short spear.
  13. Weapons, sheats, and ranged weapons

    Redone the whole thing for the third time, simplified the weapons to only 2 per category (only exception are the spears) Please read and let me know
  14. Fearsome Critters

    Weeeellll, what would that mouse do? What would be its function? His reason to be there? Woukd he be just an ambience mob?
  15. Fearsome Critters

    As a matter of fact, my opinion of the minecraft devs is the following : lazy bums.H However, let's talk about the typical fantasy enemies: in most fantasy games the players will start by fighting critters and the now ubiquitous slimes. The first challenge for the player is usually a goblin "infestation" ( a camp in the forest, a cave inhabited by the beasties, a village that has been taken over...) and will then move up to orcs, that are usually were the mid game starts, considering that orcs are (in most fantasy settings) better equipped and far stronger. After that the player has to defeat the obligatory necromancer (don't get me wrong: I love wading through waves of undead, moreso if they are gruesome interesting or at least are different than bog-standard zombies); after these "standard" enemy stages, then the player is up into the high leagues, killing dragons, giants and abominations like they're nothing. So maybe have them on an island based on how far the x axis the island is? Ahhhh, now I miss NWN and other good DnD games. Legends of the Sword Coast was awful.