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Aridhol

ars magica and tfc

9 posts in this topic

So, a few of you may be aware of the awesome mod known as Ars Magica, by Mithion. What you may not know: He has a new config for damage multipliers for his spells.

With this in mind.. a lot of Ars Magica could be pretty easily converted into TFC-compatible form, with an addon or using custom npcs..

Some interesting potential here for those who want some magic in TFC.

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I would be careful throwing around the word magic on this forum. Many people may react violently (in a verbal sense) to it. Still, if it makes you happy, than all power to you :). As for me, I never really liked ars magica all that much.

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well besides the fact that the vitrium ore spawns would be all kinds of screwed up by TFC's world gen, not to mention that all the worldgen structures from Ars use vanilla blocks, which i belive we've removed entirely, added to the fact that the crafting recepies for a lot of things require vanilla items, i think the point is rather moot

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magic doesnt really fit with TFC's mission statement, does it?

not to say it wouldnt be fun or anything, but i personally think that magic is a sort of gameplay cop out.

as in it doesnt actually change anything other than to give you a "woah that was cool!" for the first five times you use it, then you realize its just an add-on to make the game look fuller. just me though

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magic actually does fit in with the statement, if we do it right, make it balanced, make it believable, and the magic will be great

also Roark, i can't seem to remember, is your name from something? it sounds familiar

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maybe from a server or a pokemon or so :D

anyway, on the point of magic, im a great fan of the mechanic behind the Death Gate series: where there is a so-called Wave of Balance controlling magic, so the more you use magic, the more powerful your enemies would become (when translated to TFC) and vice-versa, so eventually you'd be facing tons and tons of mobs all being really powerful while you're doing your magic thing, but if you want to be peaceful, you have to avoid magic.

(now, this shouldnt be a server wide issue, or magic should be very high tier to achieve, to prevent noobs spawning and spamming magic in order to upset the Wave)

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maybe from a server or a pokemon or so :D/> anyway, on the point of magic, im a great fan of the mechanic behind the Death Gate series: where there is a so-called Wave of Balance controlling magic, so the more you use magic, the more powerful your enemies would become (when translated to TFC) and vice-versa, so eventually you'd be facing tons and tons of mobs all being really powerful while you're doing your magic thing, but if you want to be peaceful, you have to avoid magic. (now, this shouldnt be a server wide issue, or magic should be very high tier to achieve, to prevent noobs spawning and spamming magic in order to upset the Wave)

It could work, although think about how hard it would be for new people on a server, to kill a skellie that has been effected by this wave thing. I think magic should only be added if it's a high end thing, and has consequences of use. This idea would stop you using magic all the time (you would probably only want to use it at the most dangerous times) would stop new players being effected by all powerful skellies (your idea killster, no offence that im taking a hit at it), and would make you think if it was really worth using it (do i really want to drop to 1 health to kill these 4 skellies?-for example).
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Once again I find myself pointing toward the terrafirmacraft2 section of the forums. Lots of magi...ahem, arcane goodies in there. If anything were to be included in terrafirmacraft it would probably something similar to what was going to be added to the shelved sequel, namely something that has no direct spell casting.

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there is a difference in flinging around fireballs like skyrim or casting a barrier at great expense of your own life like in the witcher 2 (for example) the mages in that series are trained for life and they can barely block arrows for a few minutes before going KO, that times 10 is what im looking for in TFC, great (balanced) power, but at an equally balanced expense, which could be transformed via the Wave.

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