ok so ive been talking to people and i think that civ needs a big rework so i though i should give me thinking 1. make all mods relevent much strickter progression 2. remove quarry and reduce effectivity of other auto miners 3. specialise the player(no idea how to do that) aka mage/wizard, dwarf/miner, sales man ect ect 4. add a specific quest line for each player type 5. if possible add skills which allow the player to improve over time 6. kill /market replace with ingame market where u have to visit 7. events like luph and ace have mentioned but big server scale events 8. direction for example to do botania u need to have done so much thaumcraft ect 9. consider factions see how that would effect game play 10. cooler power gen current powergen is easy boring and doesnt produce enough power the main idea is make a much longer harder game play experience if anyone has any ideas please say also would u prefer reseting in 1.7 or waiting for 1.9?
The 1.7 v 1.9 would depend one what mods are available. 1.9 would be best if you can get what you need or what you want is being worked on for that version. We need a central area for stalls, teaching center(s), arena(s), small houses. Maybe, if you join, you get the option for 1 small house right off the bat for a limited time. When the time is up, you either pay or find a new place. Should you decide to try your luck in the wilds, you give the house back to the town itself or it automatically goes back. I believe most will wander out into the wilds and give it a go. You want to appeal to new folks, pros, PvP, even griefers. Maybe a building for people to create a faction and join. Player type specific quest books. Witchery, Thaumcraft, cooks (Pams, Cooking based mods), Tech, raiders, builders, Farmers. Make a small list of possible "jobs" Many will fall into one, like Mage ( Thaum, Blood, Witchery, etc). Military (ancient warfare, flans, etc). Some may overlap, like Cook/farmer (Forestry, Bees, Trees, Crops, etc) So maybe a single quest book for "Defense/offense, that has chapters for Thaum, Ancient Warfare, Witchery, etc). Adjust the mods needed. No quarries. It makes it too easy. Add the mod that levels skills (like in Bdub/KRYSpeedys lets play), keep the mod that makes you starve and need new food. In addition to the Central Town, you need smaller Village areas in the Wilds, maybe with a small wall around them. Those would be safe areas. You could either give the option for a group/faction to "buy" and area and recruit people there. Limit the area within them for home/shop building. If you live in the Central Town or a village, you are safe as is your stuff. Everywhere else is "Wild". You can be killed, robbed, griefed. You build a nice house on that Mountain, no complaining when someone comes along and steals all of your stuff and tears down your house. And the thief cannot complain when the owner slays them or sets a dozen traps and gets them. Perhaps add the thing where you would have a player mob that could give a side quest someone could do for a special reward of some type. You would need Forestry/add ons, Pams, Bees n trees n add ons, thaum, witchery, blood, a few tech mods, ancient warfare...I would suggest adding some mod that adds aggressive animals/mobs. Due to the issue of animals/villager de-spawning for folks, I would say, that in each town, you add an auto spawner area, with maybe 1/3 of everything obtained through it paid to the town leader. For selling, you need that mod that has the teller and glass blocks to dispense items. and set a certain % of each sell going to the town leader or central town. No standard market where you can type it in and buy/sell/trade. You actually have to go there to do any of those. A Central portal area, so no masses of portal all over. You want to go to the deep dark, you must go to the assigned area with certain materials and use that portal. I would add the dimension with the giant bugs (I loved that one on CTeam) and if Jurassic has their dino dimension up, add it. But those are just some I like, lol.
1.9 has skeleton riders. Imagine a legion of undead, mounted on more undead steads, moaning for your blood while you yourself are clad only in steel armour tightly holding your flint longsword under a moonless sky, about to be run down in the tide of those returned from the grave. Man, that would unnverve even me.[DOUBLEPOST=1461512094][/DOUBLEPOST]The only thing in Minecraft which makes mobs beareable is that they are slow, except chicken zombies and the like. Simply increasing the speed of mobs will give fits to the player.
Civ should really have biome specified ore gen. Ore viens which will be soo large as to cover whole biomes. Extreme hills and mountains should have more ore gen or else all those stories about dwarves would turn out to be false. We don't want that to happen, do we?
Like setting up a excavator (faint of hearts don't try), mine up an iron vein, stock up on iron, ferrous and tin, then move to a gold or copper vein. Get all those sluggabeds to give up their lasers and turn to much more 'authentic' ways. I'm liking this much and more .[DOUBLEPOST=1461513077][/DOUBLEPOST]Diamond should be more common in coal veins below 20 level. As of now, only emeralds follow special gen factors (generates only in extreme hills).
I like how we've gone full circle after all these months since the pack came out. We're back to the basic ideas that brought us the modpack.
1. Yes. Make it cross mod interactions. Much more challenging. 2. Quarries should have never been allowed, they make people lazy. 3. No opinion. 4. See #3 5. MCMMO? 6. I see that as more viable if people are allowed ONE home point. Donator or not, just one. 7. See #4 8. Botania is so much easier than thaumcraft. Take a look at how Infinity hardmode has things set up. 9. Good consideration. 10. Make it complicated. Complicated is good. I feel things really need to be knocked down in high power tech. Immersive engineering and mekanism work well for this. Please keep AE2 far away from it.
Was done in MyFit, although I didn't really like the implementation, and the devs seem to have disappeared. There may be a better way to do it.
No point doing a complete redesign on a pack we already have when it is coming at some point and we can have an awesome new one FTB Resurrection had something similar to this with the gregtech ore gen, ores were in huge veins of mixed ores and they had different likelyhoods to spawn in different areas, so for example since tin only generated high, you had to go looking for hills to find a lot of it. Idk how complicated you want to go, but if gregtech were to get a 1.9 version it would likely add some complicated power systems for you