AWSOME updating the armies might when that finally comes out I also have a question on how to make our spells stronger since affinity is being taken out of am2 al together?
If I remember right affinities are still there, earth fire water all that stuff.
Just the casting modes are changing to swap shapes instead. This means he is adding modifiers to do the same thing as casting modes, so each modifier will amp up the spell by one mode I believe, maybe that would probably mean there would be something higher than augmented power though if the limit is 3 and your diminished by default.
If I remember right affinities are still there, earth fire water all that stuff.
Just the casting modes are changing to swap shapes instead. This means he is adding modifiers to do the same thing as casting modes, so each modifier will amp up the spell by one mode I believe, maybe that would probably mean there would be something higher than augmented power though if the limit is 3 and your diminished by default.
I thought that Normal casting mode was going to be the new default?
If I remember right affinities are still there, earth fire water all that stuff.
Just the casting modes are changing to swap shapes instead. This means he is adding modifiers to do the same thing as casting modes, so each modifier will amp up the spell by one mode I believe, maybe that would probably mean there would be something higher than augmented power though if the limit is 3 and your diminished by default.
oh thanks mixed the two upIn my opinion the downside to an affinity over rules the good side I mean the lightning affinity gives you lighting rod and that kills really quickly in a storm and what if your roof is wood?!
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i cant EVER find any kind of buildings related to AM2 since i updated to 1.6.4 i checked the config files and a few forums but i havent had any luck finding anything that can help me out.
Ideas?
Comments?
Help? lol
i cant EVER find any kind of buildings related to AM2 since i updated to 1.6.4 i checked the config files and a few forums but i havent had any luck finding anything that can help me out.
Ideas?
Comments?
Help? lol
Yep the world gen is gone in 1.6, the dungeon loot and gen is done primarily via another dungeon mod.
In my opinion the downside to an affinity over rules the good side I mean the lightning affinity gives you lighting rod and that kills really quickly in a storm and what if your roof is wood?!
While the lightning rod affect IS really bad, it won't happen while you are indoors. Stay inside or learn Banish rain until Mithion decides to change it.
Edit: I just realized a huge flaw in elemental consequences: Fire and water, when exposed to the opposite element, lose 25% of their health, and usually (And easily) they go out of their way to avoid these circumstances. But, with lightning, if you're out in a storm, You can die. Easily. Lightning is mean. I think either that lightning should get a buff, or that you should get take a lot less damage per strike : C
While the lightning rod affect IS really bad, it won't happen while you are indoors. Stay inside or learn Banish rain until Mithion decides to change it.
Edit: I just realized a huge flaw in elemental consequences: Fire and water, when exposed to the opposite element, lose 25% of their health, and usually (And easily) they go out of their way to avoid these circumstances. But, with lightning, if you're out in a storm, You can die. Easily. Lightning is mean. : C
You have to have some consequences (Just about every element has them, because every element has a weakness, and you're becoming more in tune with your element), but dying to your own elemental power every time it rains and you're outside is overkill (Get it? Overkill? As in you die too much? The Pun-ishment for lightning is so bad, it's not even Pun-ny. This is Pun-derful, isn't it? You'll need some Pun-icillin to get over how bad my puns are)
You have to have some consequences (Just about every element has them, because every element has a weakness, and you're becoming more in tune with your element), but dying to your own elemental power every time it rains and you're outside is overkill (Get it? Overkill? As in you die too much? The Pun-ishment for lightning is so bad, it's not even Pun-ny. This is Pun-derful, isn't it? You'll need some Pun-icillin to get over how bad my puns are)
Honestly, I'm not a fan of the affinity system at all, and wish that the ability to even get affinity gains was purchased similar to the ability to buff affinity gains, mostly because of those side effects. And how the affinity gains don't seem to track right to begin with. I have a spell that goes Projectile-Entangle-Zone-Touch-Lightining Damage-Damagex3, with nature and lightning affinity gains standing equal at 50% gains for each. They are not opposite elements of each other. I never gain lightning affinity with this spell, only nature.
Hey Mithion! Thanks for the updates. Looking forward to 1.2!
I know you've been busy and I was wondering if you missed my question several pages back. If the answer is "no" I understand. Just wanted to be sure it wasn't a case of oversight.
Thanks, and keep up the amazing work!
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Argue not with dragons for thou art crunchy and go well with brie
So, before I start saying anything, I just want to say how much I love this mod, and how excited I am for 1.2. I also have no idea how suggestions for the mod work, so bear with me here.
While thinking about how our mage armor is going to start earning ranks of its own, I thought "Well, why not be able to toggle some of the things it does, like with MachineMuse's Modular Powersuits. And why stop there? What if we could enhance some of the features it has, like with mDiyo's Tinkers Construct, and use essences to do it?"
And so came the idea of the Item Attunement Altar. Not only would it provide another use for the Crafting Altar, but it would be upgradble through three(?) levels, with each increasing the complexity of what you could do. It could also provide a new and interesting way to craft a few items, like spell staves, and include a way to make your own custom staff!
Now, this post'll probably end up overlooked completely, but if you took the time to read it, thanks!
Honestly, I'm not a fan of the affinity system at all, and wish that the ability to even get affinity gains was purchased similar to the ability to buff affinity gains, mostly because of those side effects. And how the affinity gains don't seem to track right to begin with. I have a spell that goes Projectile-Entangle-Zone-Touch-Lightining Damage-Damagex3, with nature and lightning affinity gains standing equal at 50% gains for each. They are not opposite elements of each other. I never gain lightning affinity with this spell, only nature.
me either you work so hard to get to that point and then your rewarded with more likely death!
I'd like to point out that only lightning affinity can completely kill you, and that spamming banish rain in rainstorms is a REALLY easy way to get water affinity, which negates lightning. After reaching 100% affinity, you can just cast swift swim whenever you gain affinity in another element. This is only viable if you don't want the speed buff lightning grants, though.
Would love to figure this out and fix it. I get no crash from it, but still I hate seeing severe errors.
2014-04-03 12:26:21 [SEVERE] [ForgeModLoader] Failed to load extended properties for ArsMagicaExProps. This is a mod issue.
2014-04-03 12:26:21 [INFO] [STDERR] java.lang.NullPointerException
2014-04-03 12:26:21 [INFO] [STDERR] at am2.playerextensions.ExtendedProperties.setMagicLevel(ExtendedProperties.java:410)
2014-04-03 12:26:21 [INFO] [STDERR] at am2.playerextensions.ExtendedProperties.setMagicLevelWithMana(ExtendedProperties.java:359)
2014-04-03 12:26:21 [INFO] [STDERR] at am2.playerextensions.ExtendedProperties.loadNBTData(ExtendedProperties.java:767)
They only fall onto the biome's natural top block, which, paradoxically, is grass for ocean biomes (I think, because I also live on an island and it only lands on grass for me). I suppose if you have any grass you can just build a big dirt platform and let it grow.
If I remember right affinities are still there, earth fire water all that stuff.
Just the casting modes are changing to swap shapes instead. This means he is adding modifiers to do the same thing as casting modes, so each modifier will amp up the spell by one mode I believe, maybe that would probably mean there would be something higher than augmented power though if the limit is 3 and your diminished by default.
I thought that Normal casting mode was going to be the new default?
And that's why I don't always trust my memory, hence the first line
It will probably be like the gravity modifier then, you only need one and it boosts you up to augmented.
Ideas?
Comments?
Help? lol
Yep the world gen is gone in 1.6, the dungeon loot and gen is done primarily via another dungeon mod.
While the lightning rod affect IS really bad, it won't happen while you are indoors. Stay inside or learn Banish rain until Mithion decides to change it.
Edit: I just realized a huge flaw in elemental consequences: Fire and water, when exposed to the opposite element, lose 25% of their health, and usually (And easily) they go out of their way to avoid these circumstances. But, with lightning, if you're out in a storm, You can die. Easily. Lightning is mean. I think either that lightning should get a buff, or that you should get take a lot less damage per strike : C
Honestly, I'm not a fan of the affinity system at all, and wish that the ability to even get affinity gains was purchased similar to the ability to buff affinity gains, mostly because of those side effects. And how the affinity gains don't seem to track right to begin with. I have a spell that goes Projectile-Entangle-Zone-Touch-Lightining Damage-Damagex3, with nature and lightning affinity gains standing equal at 50% gains for each. They are not opposite elements of each other. I never gain lightning affinity with this spell, only nature.
I know you've been busy and I was wondering if you missed my question several pages back. If the answer is "no" I understand. Just wanted to be sure it wasn't a case of oversight.
Thanks, and keep up the amazing work!
While thinking about how our mage armor is going to start earning ranks of its own, I thought "Well, why not be able to toggle some of the things it does, like with MachineMuse's Modular Powersuits. And why stop there? What if we could enhance some of the features it has, like with mDiyo's Tinkers Construct, and use essences to do it?"
And so came the idea of the Item Attunement Altar. Not only would it provide another use for the Crafting Altar, but it would be upgradble through three(?) levels, with each increasing the complexity of what you could do. It could also provide a new and interesting way to craft a few items, like spell staves, and include a way to make your own custom staff!
Now, this post'll probably end up overlooked completely, but if you took the time to read it, thanks!
I am so very grateful for this. Thank you for this last hurrah on 1.6.x.
2014-04-03 12:26:21 [SEVERE] [ForgeModLoader] Failed to load extended properties for ArsMagicaExProps. This is a mod issue.
2014-04-03 12:26:21 [INFO] [STDERR] java.lang.NullPointerException
2014-04-03 12:26:21 [INFO] [STDERR] at am2.playerextensions.ExtendedProperties.setMagicLevel(ExtendedProperties.java:410)
2014-04-03 12:26:21 [INFO] [STDERR] at am2.playerextensions.ExtendedProperties.setMagicLevelWithMana(ExtendedProperties.java:359)
2014-04-03 12:26:21 [INFO] [STDERR] at am2.playerextensions.ExtendedProperties.loadNBTData(ExtendedProperties.java:767)
Well they only spawn on surface blocks, dirt, grass, stone, cobble, gravel, sand