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Ars Magica 2 (1.6.4) - Version 1.1.2b (Updated Jan 27)

magic spells am2 mithion ars magica

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3790 replies to this topic

#1361

Lightwave

Posted 15 November 2013 - 03:05 AM

View PostSpudaman, on 15 November 2013 - 02:39 AM, said:

Quick question:
How do I disable the mob spawns? They are driving me crazy -.- I will spawn them manually (for my server). The config has nothing in the mobs area.

Also, am i able to disable certain spells (Dig for example) ?

Idk about the mobs, but you can disable Skills in SkillConf.cfg, which will prevent players from learning that skill (a lock appears on the icon in the Occulus)
I don't have my own world, I have several.

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#1362

Lightwave

Posted 15 November 2013 - 03:44 AM

I'd like to suggest a change in the wording of the description for Divine Intervention.
It says that it allows you to return to the overworld from anywhere, but that isn't true, what it does is return you to spawn.
I tested it in the Moo Moo Farm and from a Mystcraft Age and it did not return me to the overworld either time.

(also, sorry for double-post)
I don't have my own world, I have several.

#1363

DragonAce4314

Posted 15 November 2013 - 08:32 AM

View PostLightwave, on 15 November 2013 - 03:44 AM, said:

I'd like to suggest a change in the wording of the description for Divine Intervention.
It says that it allows you to return to the overworld from anywhere, but that isn't true, what it does is return you to spawn.
I tested it in the Moo Moo Farm and from a Mystcraft Age and it did not return me to the overworld either time.

Ars magica 2 was never intended to support any mods other than forge (because the whole mod is built around it) which is why you can't return to the overworld from a mystcraft age.

View PostEunomiac, on 14 November 2013 - 07:14 PM, said:

Two questions, bolded for your TL;DReading pleasure:

Could anyone provide more details on how Essence can be directed through an essence network? Specifically:
  • Without using the Crystal Wrench, how does a Nexus choose which machines or batteries to provide power to? Will it switch between blocks as they need power, or does it automatically lock itself to a block?
  • When you supply a redstone current to a Mana Battery (i.e. putting it into "pull essence" mode), do you have to pair it to a power source, or is there a way to have it draw power from any Nexuses/Batteries nearby that have excess essence?
  • Related to the above, is there any way to get a block to receive essence from more than one Nexus? I currently have a bunch of topped-off Light Nexuses connected to topped-off Mana Batteries, near an Arcane Reconstructor that's struggling to repair Proven Frames because the one Mana Battery it is linked to has run out of juice. Is there an easier way to keep it supplied without having to constantly switch pairings back and forth with the Crystal Wrench?
    • I know I can "chain" Mana Batteries to increase the capacity of a single Nexus (i.e. Light Nexus --> Battery 1 --> Battery 2 --> Battery 3 --> Arcane Reconstructor), but as far as I can tell, there's no way to get two Light Nexuses into that chain---wherever I try to "pair in" that second Nexus, it breaks the connection to the first Nexus.
Is there a way to automatically insert items into Calefactors for smelting?

I can extract from them using BuildCraft Emerald Pipes or ExtraUtilities Transfer Nodes, but nothing seems to be able to insert items into them. I'm really looking forward to using them as my primary ore-processing method (triple ores with Light Essence = awesomesauce), but nothing I've tried works (including vanilla Hoppers).

Actually before AM2 was released I was working on a whole tutorial for all the essence stuff in AM1. It was only ever halfway completed and I haven't updated the content for a while because no-one ever saw it. You can find it here if you would like to read it: http://www.minecraft...magica-essence/

--------------------
Oh yeah I found the most OP digging projectile spell and the most OP killing spell!
The digging spell: Projectile+AOE shapes, 3x radius modifiers, dig component
On Augmented this spell digs at least a 30 X 30 area!

Killing spell: Projectile+AOE shapes, 3x radius modifiers, life tap component, 3x damage modifiers.
On augmented this spell completely kills everything in a 30X30 area without the use of mana (now thats really nasty)!

#1364

Lightwave

Posted 15 November 2013 - 10:47 AM

View PostDragonAce4314, on 15 November 2013 - 08:32 AM, said:

Ars magica 2 was never intended to support any mods other than forge (because the whole mod is built around it) which is why you can't return to the overworld from a mystcraft age.

That is an acceptable answer for the Age, but the Moo Moo Farm is a part of Ars Magica 2.
The description says that it works from anywhere, but it doesn't work in other dimensions, not even the one that Ars Magica 2 adds.
It also doesn't work in The End.
It seems to only work in The Nether and the Overworld.


Ender Intervention also doesn't work in The End, but it does work in The Moo Moo Farm and in Mystcraft Ages.
(so yes, you can go to the nether and then divine intervention your way home)
I don't have my own world, I have several.

#1365

ASM_KALION
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Posted 15 November 2013 - 01:31 PM

Congrats mith,
Now your mod is very sexy

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#1366

JimladXLII

Posted 15 November 2013 - 01:57 PM

Sorry if it's been mentioned/fixed, but I seem to be having trouble adding this mod to a mod pack, Stellercraft3.  I added thuamcraft and tried to add this one, but when I add this one it crashes showing the launcher again.  I looked at the developer console to see what happened, and I still don't know. The console says:  
Spoiler:
Anyone able to help?  I checked the past few pages to see if there was mention of it, but I saw nothing.

Edit: Hmmm... Okay now I'm just confused. I removed ars magica for now, and it still crashed this same way. Let me try starting it again to see if it works.
Very strange.
I re-added ars magica, and it kept crashing. Where as without it it will sometimes work I think... More testing needed.
It looks like when I try to add ars magica, I get that error, and when I remove it the next time I try and play it has that error, and then runs the next try.

#1367

Leadcraft

Posted 15 November 2013 - 02:07 PM

Hi, I recently got started with this mod, it's very interesting. I have a bunch of questions, though:

Where can I check my affinities? The Compendium says it should be on the normal GUI and the Occulus, but I can find it on either. I'm really worried about building up too much affinity in certain elements.

If I put two different damage types on a spell, does it do more damage, or is the damage just spread between the the two types? Is there some way of telling how much damage a spell is doing, except for experimenting on monsters and counting the hits?

Is the generation of structures currently not implemented? Because the Compendium talks about them, but I haven't encountered a single one despite covering a fairly large area.

Where can I find more information on what the different casting modes exactly do?

How tough is the Water Guardian? The Compendium recommends level 10 and I'm lvl19, but I don't exactly have a huge arsenal of spells or AM-specific gear. If I fail, will it stay around permanently and camp my corpse?

#1368

_Severance_

Posted 15 November 2013 - 03:42 PM

looks like a great mod! Can't wait to try it out

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#1369

Hoodwink
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Posted 15 November 2013 - 04:02 PM

View PostLeadcraft, on 15 November 2013 - 02:07 PM, said:

Is the generation of structures currently not implemented? Because the Compendium talks about them, but I haven't encountered a single one despite covering a fairly large area.

Where can I find more information on what the different casting modes exactly do?
Well, I can help with two questions...

No, the structures aren't implemented in this version of the mod, as yet.

There are three casting modes, each more powerful than its precursor.  The "New Moon" symbol is the weakest version, the "Half-Moon" is a step up but takes more mana and the "Full Moon" symbol is the most powerful, requiring a lot of mana.  For example, at the first level, my AOE dig spell only does one block, the second level does a 3x3 block area and the highest level is (as I recall) 5x5 blocks.  For the standard dig spell, level one does Stone, Cobblestone, Gravel, Wood and common ores, but lvl two is required for Gold, Lapis and Diamond and Level three will mine Obsidian.  Mob damage spells scale up in damage too.
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#1370

Megoostabooze

Posted 15 November 2013 - 07:15 PM

There are 3 files at the sugarsync "AM2_1.0.2b, arsmagica_1.0.0 - release and arsmagica_1.0.0" and non of them works properly. When I place all the 3 files in the mod folder and after that i tried to play minecraft but i got an error. and when i try to place AM2_1.0.2b the mod works but i cant cast any spells. dunno what to do really.

#1371

Talonos
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Posted 15 November 2013 - 10:42 PM

View PostLeadcraft, on 15 November 2013 - 02:07 PM, said:

How tough is the Water Guardian? The Compendium recommends level 10 and I'm lvl19...
Dunno about the other guardians, but my server fought a couple of water guardians, and it seemed pretty easy. We had one level 17 and two level 1s. We were using a server with other mods on it.

Because this is the second time people have asked about the water guardian in the past three pages or so, I'll offer my best recollection of my experience, but it might be slightly inaccurate. (There was lots of confusion and shouting involved, and what I remember seeing may not accurately reflect what actually happened.)

One person was armed with an ars magica spellbook with a fire-bolt kinda spell and some healing spells, and wore diamond armor (save for a TC4 Thaumostatic harness in the chest slot - comparable to leather armor but lets you fly.)

I was armed with a Thaumcraft wand (shot out a zappy-stunlocking ray) and wearing diamond chest and legs, but boots of the traveller (essentially permanent haste II but only as protective as leather) and bibliocraft glasses (Forgot to take them off.)

The last person was armed with a Tinker's Construct shortbow, and wearing full diamond armor.

We all had diamond-strength swords as backup weapons.

We created a 40x40 arena made of metal blocks (we have waay too many ingots on that server) and summoned the water elemental in the middle.

I opened by blasting it with my wand as soon as the thing appeared. Stunlocking it seemed to be pretty effective, but the thing hardly took any damage. My companions hadn't seem my wand in person, and they avoided attacking the water guardian out of fear of being hit by stray lightning blasts. It didn't retaliate; it was stuck in its pain state. After focusing on it with my wand for a good 30 seconds or so, I ran out of charge on my wand, and it was still at a little more than half health. It then started unleashing the fury at us, and screaming ensued. (I get the feeling if my companions had less trepidation, they could have hacked it to bits with a sword as I was keeping it stunned.)

The guardian proceeded to pretty much exclusively focus on our AM mage character. Our archer and AM mage played keep-away trying to avoid its rapid spinny attack thing, and did so pretty successfully. Our AM mage complained that often he got hurt for no apparent reason. Turns out the guardian was shooting bubbles or something at us, but they were about the same color as the sky at that time of day, so we didn't see them. (Our arena was about 40 blocks above the surface of the water, so all we could see past the platform was sky.)

It seemed as though projectiles didn't always affect it, both from the spells and the arrows. My wand got through consistently, but did very little damage, and I had run out of mana. Eventually, once it was at about 1/4th health, I got bored of hanging back with no mana, so I ran in and chopped it with my Manillyn TC sword. After taking a pretty decent hit or two, it died.

After that, we decided to try it again, but with no ranged attacks. Again, it focused essentially exclusively on our AM mage, and he nearly died. He ended up having to fly straight up with his Thaumostatic Harness (which he hadn't used last battle) at half a heart and strafe around in the air dodging bubbles. When that happened, I ran up and hacked it in the back with the sword, taking very little damage in the process, because it was still so focused on the AM mage above it.

As fragmented as these two anecdotes are, this would be my summary advice:

- Have diamond armor. The only person who took significant damage was the guy without the diamond chestplate, who nearly died.
- Take it down in a group. It tends to overfocus on one character, leaving openings for others to attack it.
- If you have mods that provide access to stunlocking mechanisms (like a Shock focus from TC4) that seems to be a tactic so good it borders on cheating. (But then, merging mods together introduces all sorts of exploits; I certainly don't blame Mithion for this.)
- Have a decent sword. Melee attacks hurt because of its spinny thing, but both times we took it down, the swords seemed to deal more damage more reliably than the projectiles.

Hope that helps, and anybody more educated than I can correct any mis-observations! If we fight the next guardian, we'll let you know how it goes!

#1372

Orcao
    Orcao

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Posted 15 November 2013 - 11:38 PM

Zone + Beam does not charge additional mana with the 5 ticks of beam that are cast from the zone.
Zone + Projectiles DOES charge additional mana for the 5 projectiles that are cast from the zone (which originate from you).
I'm unsure of which is the intended way for Zone to work, but I'd assume the beam one just doesn't charge mana because it isn't held for any period of time. Also: Zone + Beam + AoE + Dig is a little ridiculous (and I love it).

#1373

DragonAce4314

Posted 16 November 2013 - 12:43 AM

View PostLightwave, on 15 November 2013 - 10:47 AM, said:

That is an acceptable answer for the Age, but the Moo Moo Farm is a part of Ars Magica 2.
The description says that it works from anywhere, but it doesn't work in other dimensions, not even the one that Ars Magica 2 adds.
It also doesn't work in The End.
It seems to only work in The Nether and the Overworld.


Ender Intervention also doesn't work in The End, but it does work in The Moo Moo Farm and in Mystcraft Ages.
(so yes, you can go to the nether and then divine intervention your way home)

Wow i never knew that AM2 adds a dimension. Can someone please tell me how to get there?

Divine and ender intervention was only ever intended to work with the nether and the overworld thats why you can't leave the end with ender/divine intervention. In AM1 trying to do so would only display a message saying 'God can't save you now!'.

#1374

Lightwave

Posted 16 November 2013 - 01:22 AM

Stick the evil book in the keystone slot of a gateway
I don't have my own world, I have several.

#1375

Phant0m5
    Phant0m5

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Posted 16 November 2013 - 03:02 AM

View PostTalonos, on 15 November 2013 - 10:42 PM, said:


- Have diamond armor. The only person who took significant damage was the guy without the diamond chestplate, who nearly died.
- Take it down in a group. It tends to overfocus on one character, leaving openings for others to attack it.
- If you have mods that provide access to stunlocking mechanisms (like a Shock focus from TC4) that seems to be a tactic so good it borders on cheating. (But then, merging mods together introduces all sorts of exploits; I certainly don't blame Mithion for this.)
- Have a decent sword. Melee attacks hurt because of its spinny thing, but both times we took it down, the swords seemed to deal more damage more reliably than the projectiles.

I can attest that diamond armour is not strictly nessecary, nor even anything equivalent.  My sister and I took the guardian down as a two person group, with me in AM Mage Armour (about as good as iron, plus mana regen) and holding a firebolt spell (projectile fire damage, nothing fancy). She had dartcraft armour and an earth damage spell. At levels 8 and 15 we managed to take it, with me losing all but three hearts and she lost just a couple hits. You just have to run around it to avoid the shots :)

Be really careful about fighting it over water though. Make a platform, cause if you go in the water it likes to cast watery grave and try to make you drown.

#1376

bananapie62

Posted 16 November 2013 - 06:16 AM

Is there a way to sense energy/defect in a nexus/block? and if not when will that be added?

#1377

Nikko882
  • Minecraft: Nikko882

Posted 16 November 2013 - 08:00 AM

View Postbananapie62, on 16 November 2013 - 06:16 AM, said:

Is there a way to sense energy/defect in a nexus/block? and if not when will that be added?
Try to right-click with a magitec wand

#1378

JimladXLII

Posted 16 November 2013 - 02:26 PM

View PostJimladXLII, on 15 November 2013 - 01:57 PM, said:

Sorry if it's been mentioned/fixed, but I seem to be having trouble adding this mod to a mod pack, Stellercraft3.  I added thuamcraft and tried to add this one, but when I add this one it crashes showing the launcher again.  I looked at the developer console to see what happened, and I still don't know. The console says:  
Spoiler:
Anyone able to help?  I checked the past few pages to see if there was mention of it, but I saw nothing.

Edit: Hmmm... Okay now I'm just confused. I removed ars magica for now, and it still crashed this same way. Let me try starting it again to see if it works.
Very strange.
I re-added ars magica, and it kept crashing. Where as without it it will sometimes work I think... More testing needed.
It looks like when I try to add ars magica, I get that error, and when I remove it the next time I try and play it has that error, and then runs the next try.
No one able to help me with this?  I really want to play this new mod version with a large modpack

#1379

ASM_KALION
  • Location: Learning the secrets of the arcane
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Posted 16 November 2013 - 02:38 PM

Mith, when this forum topic reaches 100 pages i think we should have an ars magica party on a new server built just for this mod and all compatible with it. So for celebration we make a new ars magica mod pack (that would have all magic mods that are compatible such as thaumcraft and morph) just for an ars magica server (it would have a very large castle for people to rent rooms and learn magic/practice magic, and a huge castle in different places where only certain affinities can live otherwise a player coming into a fire "temple" would be judged upon and killed unless they have at least 50% fire affinity) plus mith can you add a genoratesd stucture for each affinity that gens in villages but only the corresponding affinity can enter and take the items otherwise you cannot enter because a magic force is keeping you out.

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#1380

Hoodwink
    Hoodwink

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Posted 16 November 2013 - 03:31 PM

View PostJimladXLII, on 16 November 2013 - 02:26 PM, said:

No one able to help me with this?  I really want to play this new mod version with a large modpack
It's pointless to even speculate.  We have no idea of how many mods are in your "large" modpack, which ones they are, how up to date the mods are, in which order you installed them or which one (or ones) is causing the crash.  The only thing to do is start with a clean Minecraft folder and then add mods one at a time, which might give you an idea where the problem is.
SsssssssssssssssssssssssssSURPRISE!  "What the FUUUU..."  BOOM

Cue song: "Don't Fear The Creeper...."