Hello @Monarch_of_Gold! I'll have to brush up on your thread before I can contribute anything meaningful at the moment, I'm experimenting with my YouTube-Fu to see if I can finally start some videos of my own. That could work out well or be an epic fail. Only time will tell.
I agree that AW2 adds a ton of structures, and I personally find them mostly useless. The big draw for me is really just the NPCs themselves and the ability to get them to work. I've recently had a lot of fun adding Mutant Creatures (from thehippomaster21) and then putting them on each other's targeting lists. Seeing a mutant zombie attack a bandit camp can be pretty funny, especially when he does a hulk-smash type move or raises a few zombie minions to assist him.
By default, neither mod is aware of each other, so it was a little frustrating seeing them ignore each other. I'm glad that was something that could be fixed pretty easily in the configs.
I'm able to run Thaumcraft mostly without trouble, though it can be taxing at times. Between it and Ars Magica 2, my other players seem to prefer Thaumcraft, so that's what I went with. I think it is that they're more familiar with the mechanics of it, and they watched me blow myself to bits playing with AM2 recently that might have put them off of learning more about that mod. (Pro-tip: Don't feed components into the spell-creation altar in the wrong order just to see what happens. I don't know if it was intentional or not, but the crater it left behind was impressive. Maybe it was just a charged creeper I never noticed...)
Off I go to read more threads!
I agree that AW2 adds a ton of structures, and I personally find them mostly useless. The big draw for me is really just the NPCs themselves and the ability to get them to work. I've recently had a lot of fun adding Mutant Creatures (from thehippomaster21) and then putting them on each other's targeting lists. Seeing a mutant zombie attack a bandit camp can be pretty funny, especially when he does a hulk-smash type move or raises a few zombie minions to assist him.
By default, neither mod is aware of each other, so it was a little frustrating seeing them ignore each other. I'm glad that was something that could be fixed pretty easily in the configs.
I'm able to run Thaumcraft mostly without trouble, though it can be taxing at times. Between it and Ars Magica 2, my other players seem to prefer Thaumcraft, so that's what I went with. I think it is that they're more familiar with the mechanics of it, and they watched me blow myself to bits playing with AM2 recently that might have put them off of learning more about that mod. (Pro-tip: Don't feed components into the spell-creation altar in the wrong order just to see what happens. I don't know if it was intentional or not, but the crater it left behind was impressive. Maybe it was just a charged creeper I never noticed...)
Off I go to read more threads!