debiankaios reports: castle gates should be able fo ... #3360
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Reference: your-land/bugtracker#3360
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debiankaios reports a bug:
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this would add something like 500 new nodes
Yes, sadly. That alternate gate mod is more intresting in this regard.
With 1.6 we need destructible barriers, plans are to make som yl_siegeweapons, with cannons, trebuchet, rams, wooden barriers, spikes, gates and whatnot
All of those need to be movable and destructible without protection access, means: entities.
re-reading this, i'm confused about what debiankaios was asking for. sent an email:
re-implementing gates as entities is an interesting proposal, that also gets around the node limit.
debiankaios replies:
I'd rather add "protected" castle_gates intead of different coloured ones.
Is there a specific usecase beyond looks?
Elk did catapults for his Mini-Pk server if u'd interested. You can move them and stuff using two persons and walking
Canons, yes, but still medieval, so not accurate nor big dmg. Trebuchet should be built on the spot and cant be moved, while rams could be moved but slowly. Spikes are a good idea, maybe just use the barricade node from default(?)
i don't understand any of this. who is elk? what is mini-pk? where are the relevant mods? is there a trebuchet mod too? what barricade nodes? they aren't in default.