Finally! It might have taken me a while but I have the pack working on curse! If you play it let me know what you think and any issues you run into. Just search for Road to Rule on the curse launcher and should be good to go.
Yea, my bad. Need curse voice, browse for mod packs, then search for Road to Rule. After that its easy though
Edit ~ Have version A0.03 out now with about 20 quests to do!
BTW dragon, since I'm not sure whether or not you've been on the M-FCB forum lately, were you going to continue your attempts on making the mod pack? If so, I've PM'd you a general list of all the things I've got going at the moment (on the Minecraft Forum, not here).
Episode 3 has been recorded, but it's going to be a doozy to put together because it was interrupted so many times I'm not sure how it's going to go.
...I'm a Grumpy Old Man half the time anyway.
Mo Creatures, for a lot of people is a way to add difficulty to the outdoor world. I class it like Roguelike Dungeons or Infernal Creatures, personally. I much prefer more entity variation (though Mo Creatures reliance on another spawn mod makes more bugs than I personally think it solves). I've had more problems with Carpenter's Blocks than I ever have with a mob-adder like Lycanites or Mo.I'm definitely watching how you do with this modpack - The last effort from @tooncool64 was a major disappointment in just about every aspect. I'm hopeful however, that you can do better.
I'm not personally fond of Enviromine and Mo Creatures in my packs these days, but I notice you've turned off a lot of the Enviromine stuff, leaving pretty much just the Physics and Air Quality active. That has potential to work.
Other than adding to the ambiance, I don't see the point of Mo Creatures - for me, all I see is a lot more entities to suck up server time. For single-player instances on decent machines, this is probably not a significant issue. But for people playing on a server where several players may be trying the challenge, the extra overhead might not be worth it. Assuming that many players of these challenges are playing Single player, I'll put aside my concerns for now. For me though, I'd have to disable it. Don't get me wrong, I like things for just aesthetic purposes. I frequently add Decocraft and Plant Mega Pack into my packs just because they add neat things. I also Like Carpenter's Blocks and Chisel 2 for similar reasons, though Chisel 2 seems to give me problems (not so much the mod itself, but other authors seemingly implementing the API incorrectly or something in their mods).
Iguana Tinker Tweaks. It certainly offers a lot of 'neat' features, and the default config is generally balanced in most cases. However, I noticed that you changed the tool leveling to provide a fairly significant bump to the number of bonuses and modifications the tools can get. In my opinion, this can seriously unbalance the TiCo tools/weapons. As I said, the features are neat, but allowing that many bonuses/modifiers to me feels like old D&D DMs that would allow their players to have +10 dual wielding Vorpal Astral Luckblades of Speed and Wounding, Girdles of Storm Giant Strength, and +5 Elven Armor of Etherealness or something. Way too Monty Haul for my tastes.
Yes, you still have to acquire materials to get those bonuses, but that has never been particularly difficult for people. Several I've seen can get Cobalt Hammers within a couple hours of a fresh server startup, and fully modded a couple of hours later. The limit to how many bonuses/mods a tool could have was pretty much all that curbed this playstyle. With what you allow here, the tools/weapons would be ... insane.
That reference probably dates me, but so be it. I'm a Grumpy Old Man half the time anyway.
Dragons are cuddly and cute, no idea what you're talking about ;-)@TomeWyrm is a very visible presence here on the forums and is a veritable trove of good ideas and obscure facts. Generally, if he suggests something, it is because he has personally looked into it, probably quite meticulously, and knows what he's talking about. Also a great person to talk to, don't let the dragon avatar fool you.
I'm looking forward to seeing your Episode 3 to get a feel for how you tend to progress. For example, I don't see you in any particular rush to get this or that done, you seem more focused on making it a story/adventure than a shopping list of things to do before you rush to the next stage. That's pretty refreshing. Many people get caught up in the rush to complete quests or checklists and don't stop to have a little fun along the way.
But more on topic? I'm firmly with Senseidragon here: Resource costs ARE NOT BALANCE.
Dragons are cuddly and cute, no idea what you're talking about ;-)
Honestly, even GT is not all that bad about this, more being gated behind either extremely slow machines or just incredibly long production chains (though those are not much better because they have the same ultimate effect). Mods I normally point to as the worst offenders for "more resource = more balance" are Gravisuite (ironically another IC2 addon), Applied Energistics (though that one is to some degree understandable), and (this one based on things I have heard, having never used it myself) BigReactors.But more on topic? I'm firmly with Senseidragon here: Resource costs ARE NOT BALANCE. Ignore the ideas that a certain modder that makes a notorious IC2 addon puts forth. Minecraft gets away with it because it is gathering-limited. Mods break that assumption into a billion tiny pieces in the name of convenience and fun. It is difficult to find a mod that does not add some form of resource acquisition improvement. It's one of the things I like most about the mods by @Reika. He realizes that "I need 10 thousand iron" shouldn't be a balance point in any way... though his "main" mod is pretty iron hungry compared to most, RotaryCraft provides means of multiplying your iron yield and obtaining more of it easily through automatic mining.