This is the 1.7 update and possible continuation of the Adventures of the Ancients modpack. A modpack i have been playing on for the past year.
However, finally the mods have been updated and now set up for 1.7.
Currently this pack is still in development. Some tweaks and such are still being made. But it has gotten to the point that this thread will be needed for discussion and suggestions for some of the features.
Modlist
Ancientwarfare 2
AquaCreeper
Betterstorage
Biblio
Biomes-o-Plenty
Chisel
Culture-craft
Custom npc
Decocraft
Dense ore
HQM
IguanaTweaks
MithsAndMonsters
MCA
MF Extra
MF2
Minegika 3
Minetweaker
Moreplayermodels
Necromancy
NEI
RandomThings
Ruins
Runicdungeons
RWG
Streams
Witchery
YeGamolChattels
Screenshots
Factions
So, this is more out of issue then story. In ancientwarfare you can only create/join factions with commands that are available to ops only. So either have an admin create factions for anyone who wants one. or create pre-existing factions you can auto join. Considering there was only one faction other then the neutral team on the last server. I am using the later.
So, to clear up some terminology. There are two Alliances. R'toe and The Remnants. They are always at war and the main fighting force. Then there are Factions. Alliances are made from Factions. you join a faction and that will determine which alliance you are in. If you are a WoW fan, think The hord=Alliance Orc=Faction. You cannot change this. not by rules, by that i dont know if that is possible.
Alliances:
The Remnants
Once the people of the greatest kingdom the land had ever seen. Now lost. Years of war with the undead have reduced these people to nomads, their own homeland inhospitable and in ruins. they seek to rebuild and reclaim the land under the guidance of the Gods Sol and Cath.
R'toe
Many of the lesser races of the former kingdom. After its colapse it was the Qinsot who lead many of the survivors to carve out their own land for themselves. However, not willing to submit under the religious rule of The Remanants, has left them in a unstable situation at best.
Factions:
This is one of the reasons why i made this thread before finishing the modpack. I need YOU, to create some factions. I could do it myself. But this way i wont leave the people playing this with no factions to your liking.
Faction Template:
Name:
Alliance:
Race exclusive:
Lore:
Confirmed factions:
0)_(0
Races:
... Wha? Races? what are you talking about? Its nothing important. no changes to gameplay. just an interesting rpg element. when in game you will be able to alter your player model to match one of these races. No, this is not a requirement, but kinda cool having a town of cat people, or trolls. Yes, you can do that. Make em up and post your ideas to be added to the official "lore". Keep in mind this race has to have lived in the land for some time now, or otherwise have a reason to migrate to a land of war and monsters.
Tinea
Original people of the land, They are of average build and similar to that of a "Steve".
Qinsot
Once a swamp dwelling folk, they are some of the closest relatives to the Tinea, bearing many similar features, but of a slightly smaller build.
Elves
An ancient race that has not been seen in these lands for many centuries. Very few remain. VERY FEW. SO NO ELVES.
Dwarves
Stout and sturdy people of the ground. They hold very high value to family and kinship. They do not often wander outside of their homes.
Hardcore features and changes
In Minefantasy 2, manny (all...) of the hardcore features where taken out. with Alot of Minetweaker scripts ive added most back in. With a few exceptions, furnaces being the biggest of them. But for the most part all tools will have to be crafted with Minefantasy, and all the Vanilla tools have been removed from crafting and placed as dungeon loot. All of this is covered in the in game quest book to make matters easier.
Also ancientwarfare has been mostly disabled to accommodate this, NPCs are bought from mercenary captains (because of the weird way AW uses item names), and all the rest is crafted with MF components.
Well, yes. the "beast races" can be just tacked on at will, but without any reason they not be "officially" supported.
And as for the magick, witchery and minegica. Thaumcraft crashes with MF2 and arsmagica is ridiculously laggy, taking up 60% of my memory alone.
Witchery can be done by anyone at any time, but will provide a bounty on you for being a witch. where as minegicka has a questing system to unlock the elements.
The original idea for this modpack was started when MF2 still had promise, now there is nothing left in the mod, its just a jumble of half done thoughts and ideas. every new change to the mod as ap puts it "making it more accessible to new players." which seems to be making it so completely dumbed down with no challenge or any of the hardcore features the old one did. So simply put, this modpack was abandoned due to the main frame work mod trying to become a tinkers clone. if you still want to play on a server/modpack this was based on, ill leave a link to an older version, but still best version.
I think :tinkers clone" is overgeneralizing a hell of a lot. It's still the same mod but it's been simplified I don't see that as a reason as to why people should jump ship like the first chick off the titanic. ;p
Perhaps not the current version, but the soon-to-be version.... make a blade from a material, a hilt from another material, and something for a raping, put it together and you get the tool. combined with the fact that all the high tiered materials is just "everything before it in a pot" with things like ignotumite needing just about every ore in the game mixed together to get it. its not a matter of jumping ship at the first sign of danger, the first sign of danger was when it was first released and the author anounced it would be "much more simple then MF1 and easyer for new players" there was the iceberg for ya. the new system combined with the fact that the hardest part about high level tools is that the mod wont allow you to make them untill you have made an arbitrary amount of picaxes of a lower tier material. the ship is sinking, and there is no hope for it. its been going that way for a while now.
the pack as a whole was for the most part done when i posted this. however, as i have said in further posts the new versions just arnt the same, meaningless metal tiers, gimmicky items, and a general f you to everyone who supported the 1.6 and prior versions. That combined that there seems to be even less want for this then the 1.6 version. I more or less abandoned this. I still have the pack, ive just been trying to other modpacks.
the pack as a whole was for the most part done when i posted this. however, as i have said in further posts the new versions just arnt the same, meaningless metal tiers, gimmicky items, and a general f you to everyone who supported the 1.6 and prior versions. That combined that there seems to be even less want for this then the 1.6 version. I more or less abandoned this. I still have the pack, ive just been trying to other modpacks.
why the interest?
Well, I finally got around to trying a playable version of MF2 and put together a minimal server pack (well not that minimal, but smallish), and then wondered what had happened to your modpack.
As for MF2, its sort-of OK, but a bit grindy and its doesn't have the big, heroic feel so much -- the epicness is gone. Instead its seems to be more about making plain survival hard and the game as slow as possible. It can be made a little better by tweaking some configs, but only to a point, its still a lot of grind. And yeah, endless tiers is not what made the original great.
I have been trying to update MF1 again, and have finished updating the API; I don't know if I did it in a good way or if it does what it should since I can't test it on its own, but its some progress. Really, though, the a 1.7+ version would mostly get more attention rather than make it better; it could be packed with newer mods but would loose some old ones.
Well, im not a fan of the new versions, but i do miss playing it. If you can get a 1.6 version working on 1.7, that would be amazing. otherwise, i could probably dig up what i had. i had a Minetweaked-version that allowed simmilar progression the the old hardcore way. not the same, but close. might take a weak or two with work but i might be able to revive this if there is an actual want for this.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
So, who knows how to fix the problem with the spoilers? cuz the scrolling is a pain.Fixed it, guess what, just open up the editor and save. no changes. just tell it to fix it.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Looks very interesting.
I hope this project will turn out great!
I can't really add much to the story sadly, as I'm not much of a story-teller/writer.
Would love to see some sort of lizard-folk or cat-folk added to the race list.
Also, is there going to be some sort of magic in this mod-pack at any point? Not saying it needs to be in there, just wondering.EDIT: Nvm, wasn't looking close enough at the mod list... .-.
Well, yes. the "beast races" can be just tacked on at will, but without any reason they not be "officially" supported.
And as for the magick, witchery and minegica. Thaumcraft crashes with MF2 and arsmagica is ridiculously laggy, taking up 60% of my memory alone.
Witchery can be done by anyone at any time, but will provide a bounty on you for being a witch. where as minegicka has a questing system to unlock the elements.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Any news on this?
Dead and abandoned.
The original idea for this modpack was started when MF2 still had promise, now there is nothing left in the mod, its just a jumble of half done thoughts and ideas. every new change to the mod as ap puts it "making it more accessible to new players." which seems to be making it so completely dumbed down with no challenge or any of the hardcore features the old one did. So simply put, this modpack was abandoned due to the main frame work mod trying to become a tinkers clone. if you still want to play on a server/modpack this was based on, ill leave a link to an older version, but still best version.
http://www.minecraftforum.net/forums/servers/pc-servers/748122-minefantasy-adventures-of-the-ancient-server
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
I think :tinkers clone" is overgeneralizing a hell of a lot. It's still the same mod but it's been simplified I don't see that as a reason as to why people should jump ship like the first chick off the titanic. ;p
Perhaps not the current version, but the soon-to-be version.... make a blade from a material, a hilt from another material, and something for a raping, put it together and you get the tool. combined with the fact that all the high tiered materials is just "everything before it in a pot" with things like ignotumite needing just about every ore in the game mixed together to get it. its not a matter of jumping ship at the first sign of danger, the first sign of danger was when it was first released and the author anounced it would be "much more simple then MF1 and easyer for new players" there was the iceberg for ya. the new system combined with the fact that the hardest part about high level tools is that the mod wont allow you to make them untill you have made an arbitrary amount of picaxes of a lower tier material. the ship is sinking, and there is no hope for it. its been going that way for a while now.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Any progress on this?
Ya, there was.
the pack as a whole was for the most part done when i posted this. however, as i have said in further posts the new versions just arnt the same, meaningless metal tiers, gimmicky items, and a general f you to everyone who supported the 1.6 and prior versions. That combined that there seems to be even less want for this then the 1.6 version. I more or less abandoned this. I still have the pack, ive just been trying to other modpacks.
why the interest?
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Well, I finally got around to trying a playable version of MF2 and put together a minimal server pack (well not that minimal, but smallish), and then wondered what had happened to your modpack.
As for MF2, its sort-of OK, but a bit grindy and its doesn't have the big, heroic feel so much -- the epicness is gone. Instead its seems to be more about making plain survival hard and the game as slow as possible. It can be made a little better by tweaking some configs, but only to a point, its still a lot of grind. And yeah, endless tiers is not what made the original great.
I have been trying to update MF1 again, and have finished updating the API; I don't know if I did it in a good way or if it does what it should since I can't test it on its own, but its some progress. Really, though, the a 1.7+ version would mostly get more attention rather than make it better; it could be packed with newer mods but would loose some old ones.
Well, im not a fan of the new versions, but i do miss playing it. If you can get a 1.6 version working on 1.7, that would be amazing. otherwise, i could probably dig up what i had. i had a Minetweaked-version that allowed simmilar progression the the old hardcore way. not the same, but close. might take a weak or two with work but i might be able to revive this if there is an actual want for this.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>