ApogeeLancks In Every Game EverRegistered Userregular
edited September 2009
I hope any of you trying to play Maj1 on Vista are using compatibility mode. I had a lot of problems until I kicked it over to Win 98 mode. Remember, this is an old game. Windows 2k was released after it.
In this case, all my party leaders were warriors. Does that mean that the party leader decides what the party will do? Maybe the parties would do exploration quests if they were led by rangers..
Yes and yes. It's best to have a few different types of leaders in order to cover your bases.
Just for your amusement or education, my observations on heroes ai and such.
Warriors Warriors love to fight, and will aggressively attack anything they run into. They can get distracted fighting sewer rats for days. They love attack flags, but only respond grudgingly to defense flags. Exploration flags don't exist, as far as they are concerned.
Warriors have an innate taunt ability to force monsters to attack them. They are strong in both HP's and Damage, and have high melee defense, moderate range defense, and crap magic defense. Their special attacks basically serve to enhance their own toughness or give them high damage strikes.
Blademasters receive a huge damage boost and begin learning whirlwind attack area powers in additon to normal fight skills.
Clerics Clerics naturally will heal any other heroes they come across. They are first responders to any and all defense flags, but don't go after attack flags unless the bounty is big enough and they don't have anything better to do. They never pursue exploration flags.
Clerics have decent HP's but crap damage. Their healing is incredibly efficient though, a single Cleric can often level up amazingly fast just by slowly tanking a single monster until they level up enough to finish it off. They are strong vs magic attacks and weak against everything else. They are good against undead, both because undead are mostly vulnerable vs magic attacks, and because their cheapest upgrade is a whopping x8 attack vs undead.
Rogues Rogues mostly substitute being cheap for being good. Their raise cost is ridiculously low (50 gp per level) They will pursue any type of flag for profit margins any other hero would scoff at, but they give up easily and will often bolt at the first sign of a vaguely dangerous monster. This isn't always a bad thing.
Rogue's special skill is stealing, which they use to nab gold from the recently slain. Rogues acquire money quickly and are often very well equipped as a result. Their guild powers make them very dangerous in single combat, as they can unleash poison, weaken, stun, and bonus damage, all within a few seconds. Do note that Rogues have massive innate resitance to missle attacks. This makes them a natural counter to Rangers and archer monsters.
Rangers Rangers have the largest patrol area compared to other heroes (could probably stand to be bigger, though) and are the most eager to respond to exploration flags. Rogues will explore for cheaper, but Rangers are better at it with their higher courage and their expanded vision majesty spell. They also respond reasonably well to attack flags and very rarely to defense flags.
Rangers have an innate x4 damage attack they can use vs beast enemies. If you need to slay lots of animal monsters, Rangers should be your first choice. Their other special abilities are a bit underwhelming and expensive, so I usually upgrade them last. Rangers have fairly high HP's and balanced defenses in addition to remaining at a safe distance, so they are quite survivable, but their damage output is fairly poor.
Wizards Ah Wizards. Basically, Wizards are lazy and full of themselves, but they do like to blow things up. They slightly prefer attack flags to defense flags, but refuse to work cheap regardless. They don't pursue exploration flags. Unless you put their tower on top of a monster nest or sewers, wizards won't do jack without getting paid for it. Their "patrol" area is tiny, and they tire easily.
Naturally, wizards have attrociously low health, but their damage output is the highest of all the heroes. Consider all wizards expendable until level 5, when they finally learn their sheild spell and have a small chance of survival. All the researchable wizards spells are expensive but extremely powerful, and should be priotized heavily when using wizards.
Wizards usually have a life span measured in seconds when operating solo, they should be grouped with at least a tank and a healer whenever possible.
Dwarves Dwarf heroes are suprisngly pliable. They don't work cheap, but they'll respond eagerly to both attack and defense flags, and will even do exploration if the price is right.
Dwarves are basically the tankiest tank who ever tanked. A first level Dwarf will eagerly confront a high level monster and simply tank it until they've gained 4-5 levels and then finish it off. Your average castle is easier to destroy than a Dwarf. They have an innate stun attack, and can learn a x3 normal attack and a x5 attack vs buildings. They also have a self buff to raise magic resistance. They are far tougher than warriors but don't do as much damage with normal or special attacks.
Elves Elves are essentially super rangers, but with a few twists. One they don't like Dwarves. You can build both, but don't put them in the same group, or conflict will result. (Elves will sometimes root a fleeing dwarf, for instance) Aside from Dwarves, Elves hate being tied down the most. They eagerly respond to attack and exploration flags, but avoid defense flags like the plague.
Aside from overall high stats, Elves are unique from Rangers in a number of ways. For one, they have access to both missle and magical damage. Their innate skill is to root enemies in place, making them all the easier to kill before closing. Low-level Elves still drop like flies though, so it's usually best to party them up. All the more so because they have a unique buff that increases the speed of the entire party. Any group with an elf on board is able to zip around the map.
I left out a few heroe and upgrade types because I don't have enough experience with them yet.
So, I can play Majesty 1 as long as I want, but Majesty EXP won't even load. Screen goes black and then crashes to desktop. I tried all possible compatibility options, no deal. Any suggestions?
I hope any of you trying to play Maj1 on Vista are using compatibility mode. I had a lot of problems until I kicked it over to Win 98 mode. Remember, this is an old game. Windows 2k was released after it.
I thought I'd already tried this, but maybe I tried running Steam in compatibility mode, not the game itself. I set Majesty.exe and MajX.exe to win98 mode, and it works fine now.
One thing to note about paladins is that, unlike other heroes, they do not, under any circumstance, respond to explore flags. I typically try to artificially beef newly hired heroes by setting an explore flag near them with a ton of gold as soon as they emerge from their guild so that they get the gold to buy all the good stuff but with paladins, it is impossible.
Warriors and Dwarves: You wrote that warriors respond to attack flags but only begrudgingly to defensive. I feel you've switched it around. I've done a lot of experimentation with groups led by dwarves and warriors and I find dwarves are far less likely to respond to defensive flags compared to warriors. I now make my 4 man groups warrior (leader), dwarf, cleric and mage because the warrior responds well to both offensive and defensive flags and it gives the group 2 tanks in case the enemy has a knock back attack that sends the first tank flying behind the squishies.
Mages: The one thing I want to add about mages is that their usefulness increases exponentially the moment you put them in a group. Once inside a group they only very, very rarely take direct damage and they can sit planted in one spot blasting everything threatening the group to their hearts' content.
Rangers: It's good to note that rangers make an excellent "5th guild". After you've gotten your first 4 guilds split up into 3 full battle groups (my preferred group is listed above) it's great to get 1 to 3 rangers working independently so you can expand your sight lines. Groups led by warriors or dwarves are not going to budge for an exploration flag unless you drop bank on it.
Clerics vs goodly Priests: I don't know and I'd be welcome to a comparison.
Warriors vs goodly Paladins: Same.
Does anyone have any tips on the "Make X Gold in Y Minutes" level? I got past the dragon level and, while not exactly having a GREAT time, I found myself at least moderately entertained. I now got to this level and have no idea what the gimmick is to beat it. Worse, I find myself not wanting to experiment to try to figure it out (unlike the dragon level which actually motivated me to find a way past the gimmick) because it's just not an interesting level, especially coming after a level where you beat a freaking army of liches.
Scouting/exploring is key in that mission. Finding and killing rogue guilds give you 5k each (I think there are about 4 around the map). Finding trading posts are good as well, they are fully built to level 2 and provide a good amount of cash, though rebuilding them if you lose any might cost more than you should afford. Lastly, there's a 'protect the caravan' quest that gives you 10k gold.
I believe minotaurs are your biggest pain in the ass so getting a class that deals with that is a good idea. I tend to rely on rogues a little too much in every mission so I can't really tell you what to get (besides rogues. They are so cheap and they stun, whats not to like). Towards the end, like day 70ish?, elementals will start to swarm your town so get ready for that and make sure you're close to your goal.
I don't think I got my palace past level 2 but I did get my magic bazaar and market place I think. I don't think it'd be hard to lose as long as you do the quests and you don't lose alot of heroes. Its not any worse than 'A deal with the demon' in Majesty 1
Paladins are a must for missions where you fight big beefy bosses (which is almost every other single player mission level). They almost never die because of their hp pool but I think their normal attacks are pathetic. As mentioned in my previous post, its hard to give them money unless they are engaged in killing something. At least warriors respond to explore flags right next to them.
Blademasters are probably deal the most damage melee wise but are kind of squishy because they use leather and they taunt enemies as well
The good priestesses are great healers i suspect, with mass heal. I wouldn't know because I almost always get 2 cleric guilds at least and by the time I'm ready for the end boss, my clerics are almost level 20 while my good priestesses are sub 10
Warriors and Dwarves: You wrote that warriors respond to attack flags but only begrudgingly to defensive. I feel you've switched it around. I've done a lot of experimentation with groups led by dwarves and warriors and I find dwarves are far less likely to respond to defensive flags compared to warriors. I now make my 4 man groups warrior (leader), dwarf, cleric and mage because the warrior responds well to both offensive and defensive flags and it gives the group 2 tanks in case the enemy has a knock back attack that sends the first tank flying behind the squishies.
Mages: The one thing I want to add about mages is that their usefulness increases exponentially the moment you put them in a group. Once inside a group they only very, very rarely take direct damage and they can sit planted in one spot blasting everything threatening the group to their hearts' content.
Rangers: It's good to note that rangers make an excellent "5th guild". After you've gotten your first 4 guilds split up into 3 full battle groups (my preferred group is listed above) it's great to get 1 to 3 rangers working independently so you can expand your sight lines. Groups led by warriors or dwarves are not going to budge for an exploration flag unless you drop bank on it.
Clerics vs goodly Priests: I don't know and I'd be welcome to a comparison.
Warriors vs goodly Paladins: Same.
Warriors vs Dwarves. I haven't observed that myself, but I'll take your word for it. Might have to look into it some more.
Mages: Agreed.
Rangers: Agreed. I usually avoid grouping Rangers for the same reason, though sometimes I'll group Rangers with Rangers if survivability is an issue. I'd bump rangers up in the build order for some maps/missions, though. Their beast killing power really comes in handy when you are getting swarmed by animals at the start.
Clerics vs Priests/Paladins. I left them off because I don't have enough experience with them yet. Happy to hear from anyone who does.
How is the multiplayer in this game? And if the multiplayer sucks, is single player worth the 40 bucks?
I've thoroughly enjoyed the SP so far. It's very similar to the first Majesty. Definitely worth $40.
Can't say I understand the griping, outside of the normal "I can't control units individually."
I have no problem at all with the base gameplay; I love it, in fact. My only problem with the game is that I'm going to have beaten it within the next few days, and I can't really see myself playing it again afterwards; much as I love the gameplay, the missions in which it is contextualized are too linear to inspire much by way of creativity in how I play them. There's a certain build/research order I found I had to follow rigourously to defeat the dragon Rafnir so that I could field heroes who wouldn't be immediately annihilated everytime Rafnir appeared on the horizon. Deviation from this order meant that either that I would field underdeveloped heroes or not establish my economy sufficiently to pass out bounty flags and give my heroes the resources they needed to thrive. If I play that map again, I would play it exactly the same way as before, because the fifteen previous attempts lead me to conclude that it is, in fact, the Way It's Meant To Be Done, and All Other Ways are Folly.
If there was a map editor, or a random map generator that seeded lairs for you, and if maybe there was also some random lewt heroes could find (special epic weapons or armors, for instance?) or if there were some random personality quirks to be found within the same subset of heroes (Sir Galdwyn the Warrior hates Minotaurs and will do Minotaur-related attack quests for almost no reward, and will eschew non-Minotaur-related quests so long as there are Minotaurs to kill unless properly incentivized, while Sir Griffith the warrior is an alcoholic who always returns to the Inn after completing a quest so that he can spend his money on booze, frequently with the result that he doesn't always have enough money left for new armor, potions or elixirs afterwards), then this is a game I'd be able to see myself playing a couple times a week for six months. As it is, there are so few single maps that I could easily see myself not bothering with the game after I finish the campaign.
while Sir Griffith the warrior is an alcoholic who always returns to the Inn after completing a quest so that he can spend his money on booze, frequently with the result that he doesn't always have enough money left for new armor, potions or elixirs afterwards), then this is a game I'd be able to see myself playing a couple times a week for six months.
Change booze to potions and it'll fit right into Majesty 2
Yeah, so true. Multiplayer doesn't seem that attractive either.
Yeah, that is really a horrible level to include in a demo if you want to showcase what the game is about.
Is it beatable? I tried a bunch of different things but the dudes just kept attacking from all over.
Fairly easily, once you know what to do.
Don't take out more than the nearest dragon hive, take out the ogre/giant mounds in the south ASAP, if not sooner (4 total). Get those outposts under control. There's a youtube video as well, in 3 parts.
The main impression I got from the game was "This shit is going to be gold with an addon."
They're going to have a full-scale riot if they try charging for an expansion pack to flesh out the game. The official forums are just plain getting ugly as it becomes more and more apparent how gutted the game and game mechanics are as the developers rushed it to release.
When you've got die hard Majesty 1 fans telling the general public to avoid this game like the plague until it drops down to a $20-$25 price tag, you know something is wrong.
I personally don't care that much either way. I think it's a sign of an amateurish and greedy development company to release a game like this without a difficulty slider or a random map generator. I mean... seriously, what the hell were they thinking? But it doesn't really bother me because as soon as I beat it, which should only take another day, I will never, ever, feel the slightest urge to touch the game again or recommend it to anyone.
The main impression I got from the game was "This shit is going to be gold with an addon."
They're going to have a full-scale riot if they try charging for an expansion pack to flesh out the game. The official forums are just plain getting ugly as it becomes more and more apparent how gutted the game and game mechanics are as the developers rushed it to release.
When you've got die hard Majesty 1 fans telling the general public to avoid this game like the plague until it drops down to a $20-$25 price tag, you know something is wrong.
I personally don't care that much either way. I think it's a sign of an amateurish and greedy development company to release a game like this without a difficulty slider or a random map generator. I mean... seriously, what the hell were they thinking? But it doesn't really bother me because as soon as I beat it, which should only take another day, I will never, ever, feel the slightest urge to touch the game again or recommend it to anyone.
Oh hey you're back.
Megazver on
Chief Tyrol. Academician Megazver of the Jol-Nar Universities
Does anyone have any tips on the "Make X Gold in Y Minutes" level? I got past the dragon level and, while not exactly having a GREAT time, I found myself at least moderately entertained. I now got to this level and have no idea what the gimmick is to beat it. Worse, I find myself not wanting to experiment to try to figure it out (unlike the dragon level which actually motivated me to find a way past the gimmick) because it's just not an interesting level, especially coming after a level where you beat a freaking army of liches.
Are all the missions exactly like the ones from M1? A level with periodic attacks by a mighty dragon and a level where you have to make X gold in y minutes both sound awfully familiar.
Yeah, that is really a horrible level to include in a demo if you want to showcase what the game is about.
Is it beatable? I tried a bunch of different things but the dudes just kept attacking from all over.
It is definitely beatable. First thing I did was put down some towers next to the serpent dens and then wait until the serpents were dead before recruiting heroes. Next step is killing the ogre dens, one by one. If you do them all at once you risk getting overwhelmed by ogres, but if you take too long, well, you also risk getting overwhelmed. Once the ogres are gone and you've set up dwarven towers to deal with attacking bearmen, the map is pretty much cake.
Does anyone have any tips on the "Make X Gold in Y Minutes" level? I got past the dragon level and, while not exactly having a GREAT time, I found myself at least moderately entertained. I now got to this level and have no idea what the gimmick is to beat it. Worse, I find myself not wanting to experiment to try to figure it out (unlike the dragon level which actually motivated me to find a way past the gimmick) because it's just not an interesting level, especially coming after a level where you beat a freaking army of liches.
Figure out where the rogue's guilds are and destroy them. You get 5000 gold for each one. And you get 10000 gold for keeping that guy's caravan alive, so make sure you set up a protect flag on him.
I'd honestly be surprised if we don't get some sort of map randomizer/editor in a future patch. It gets requested a lot on the official forums and it shouldn't be that hard to do. An expansion on the other hand has the potential to expand the core game past minor feature upgrades.
That said, like with all these russian made strategy games, what we really need is an awesome russian poster dude who can get information straight from the Devs. :winky:
I'd honestly be surprised if we don't get some sort of map randomizer/editor in a future patch. It gets requested a lot on the official forums and it shouldn't be that hard to do. An expansion on the other hand has the potential to expand the core game past minor feature upgrades.
That said, like with all these russian made strategy games, what we really need is an awesome russian poster dude who can get information straight from the Devs. :winky:
In my experience, Russian devs and devs in general don't respond well to criticism.
I did hear that they were planning on selling new maps and other stuff via microtransactions.
Megazver on
Chief Tyrol. Academician Megazver of the Jol-Nar Universities
In my experience, Russian devs and devs in general don't respond well to criticism.
That's possible. I just figured they probably have their own forums somewhere where they say stuff about the game from time to time. On the other hand, Paradox probably calls the shots on what they end up having to put in, anyway.
As an aside, the Hungarian Devs who did Mark of Chaos were pretty cool. Had a guy who used to exchange e-mails with them (Yes, in Hungarian) and even got them to explain some of the game mechanics that the manual never covered.
Edit: Oh hey, the dev is Ino Co? The ones who did Fantasy Wars and Elven Legacy? That's awesome. I guess they decided to tone down the difficulty for this game after all. Heh.
So all we need is a Russian guy and this game will be great?
Нет.
But hey, have a mod that makes the rangers explore on their own and lets you build four heroes per guild, among other improvements. Might or might not work on the english version!
How to install: backup Majesty 2\resource\resource.pak then open it with WinRar or other archiver. Copy the folders from the archive into resource.pak, save it.
How to uninstall: delete resource.pak and put back the copy you backed up.
Megazver on
Chief Tyrol. Academician Megazver of the Jol-Nar Universities
So all we need is a Russian guy and this game will be great?
Nah. But if we had a Russian guy, we could probably get quotes from the dev's insulting people who want a map editor or something. :P
Seriously though, knowing that these are the same Dev's who did the Fantasy War games cracks me up in a way that's hard to explain if you haven't played them. (And I do love the games, don't get me wrong) Those guys managed to create scenarios so brutally unfair you'd think any normal person would have a crisis of conscience at some point.
"So, Petyr"
"Da"
"This new mission of yours..."
"Great, isn't it?"
"I like the concept, I really do. I mean, the way you stick the player with a bunch of calvary, and then force them to move across this narrow band of open terrain surrounded with trees, and two river crossings."
"It'll be a real challenge!"
"No doubt. But not hard enough for you?"
"Of course not! That's why they'll have enemy Shamans raining spells down on them the whole time."
"I..see"
"And if they want to stop the nearest Shaman, they have to cross a river, after which there is a big space of open ground leading to the Shaman."
"Which is good for Calvary! So they have a chance after all."
"Right, too easy. Which is why the Shaman is protected by a bunch of Orc calvary which is better than the calvary we gave the player."
"Er, what?"
"I know, still too easy, right! That's why we have a couple elite goblin ninjas hiding in the forest, where they can launch unstoppable hit and run attacks on the players forces. If they catch a unit crossing the river, they can probably one-shot it right there. Perfect, isn't it?"
"That's...that's beautiful Petyr, it really is. Now if you'll excuse me, I think I need to go to confession, like right now."
I'd honestly be surprised if we don't get some sort of map randomizer/editor in a future patch. It gets requested a lot on the official forums and it shouldn't be that hard to do. An expansion on the other hand has the potential to expand the core game past minor feature upgrades.
That said, like with all these russian made strategy games, what we really need is an awesome russian poster dude who can get information straight from the Devs. :winky:
In my experience, Russian devs and devs in general don't respond well to criticism.
I did hear that they were planning on selling new maps and other stuff via microtransactions.
Some players discovered the Ice Mage in the game files. It's fully fleshed out, just deactivated. A modder was having a hard time making it buildable until he realized there was a tag associating it with a "store". Only once he removed the reference to the store was it buildable.
So, basically..... despite the game being so incredibly light on content for a $40 price tag, the developers decided to hide content they already completed in the hopes of later selling it for micro transactions.
Some players discovered the Ice Mage in the game files. It's fully fleshed out, just deactivated. A modder was having a hard time making it buildable until he realized there was a tag associating it with a "store". Only once he removed the reference to the store was it buildable.
So, basically..... despite the game being so incredibly light on content for a $40 price tag, the developers decided to hide content they already completed in the hopes of later selling it for micro transactions.
As was mentioned earlier, there also appears to be more complex AI hidden in the files. I don't know what to do but laugh. :?
I wish Paradox had actually developed the game instead of crazy Russian guys.
yar im pissed. ah well, i had fun with the game, but i defintely wish i could have bought the game for cheaper. There are a lot of games i will not be able to get now.
I enjoyed the game, although I feel sad, I am not really pissed.
Holy smokes I can see why they didn't put ice mages into the game. They get an AoE ice stun and a knock back (just like that wind spell regular mages use) as they level. Its pretty awesome. Blizzard at level 10. Plus they are way beefier than their cousins
I just did one of the single player missions where you have to kill like 6 ranger guilds. The catch here is that there are 3 ogre dens in addition to the ranger guilds and if you ignore the guilds for too long, they literally mass up and demolish your base. The worst part of the whole ordeal is that the rangers just go for buildings and your heroes don't auto target them at all. I died to about 20 rangers on my first playthough T_T
On the other hand, elves are awesome. With the speed potion, they zip around like the old Lunord acolytes. Its pretty fun to watch especially when you lay down an attack flag and within 10 seconds you have a swarm of elves plonking away at the target
So all we need is a Russian guy and this game will be great?
Нет.
But hey, have a mod that makes the rangers explore on their own and lets you build four heroes per guild, among other improvements. Might or might not work on the english version!
How to install: backup Majesty 2\resource\resource.pak then open it with WinRar or other archiver. Copy the folders from the archive into resource.pak, save it.
How to uninstall: delete resource.pak and put back the copy you backed up.
If you have two .pak files in the same directory, it won't work fyi. At least it failed to load when I modded the .pak with the backup there. It was working again when I moved it to a different folder
It's sad how once you've gotten your heroes up over the hurdle where they're strong enough to kill any of the mobs on the map and you've researched all of the techs at the blacksmith, market, magic shop and guild halls, you just can't bring yourself to see them like individual people with problems and needs anymore.
It's sad how once you've gotten your heroes up over the hurdle where they're strong enough to kill any of the mobs on the map and you've researched all of the techs at the blacksmith, market, magic shop and guild halls, you just can't bring yourself to see them like individual people with problems and needs anymore.
EA really should pick up on this and release The Sims: Fantasy Kingdom Edition
If you have two .pak files in the same directory, it won't work fyi. At least it failed to load when I modded the .pak with the backup there. It was working again when I moved it to a different folder
Posts
Yes and yes. It's best to have a few different types of leaders in order to cover your bases.
Warriors Warriors love to fight, and will aggressively attack anything they run into. They can get distracted fighting sewer rats for days. They love attack flags, but only respond grudgingly to defense flags. Exploration flags don't exist, as far as they are concerned.
Warriors have an innate taunt ability to force monsters to attack them. They are strong in both HP's and Damage, and have high melee defense, moderate range defense, and crap magic defense. Their special attacks basically serve to enhance their own toughness or give them high damage strikes.
Blademasters receive a huge damage boost and begin learning whirlwind attack area powers in additon to normal fight skills.
Clerics Clerics naturally will heal any other heroes they come across. They are first responders to any and all defense flags, but don't go after attack flags unless the bounty is big enough and they don't have anything better to do. They never pursue exploration flags.
Clerics have decent HP's but crap damage. Their healing is incredibly efficient though, a single Cleric can often level up amazingly fast just by slowly tanking a single monster until they level up enough to finish it off. They are strong vs magic attacks and weak against everything else. They are good against undead, both because undead are mostly vulnerable vs magic attacks, and because their cheapest upgrade is a whopping x8 attack vs undead.
Rogues Rogues mostly substitute being cheap for being good. Their raise cost is ridiculously low (50 gp per level) They will pursue any type of flag for profit margins any other hero would scoff at, but they give up easily and will often bolt at the first sign of a vaguely dangerous monster. This isn't always a bad thing.
Rogue's special skill is stealing, which they use to nab gold from the recently slain. Rogues acquire money quickly and are often very well equipped as a result. Their guild powers make them very dangerous in single combat, as they can unleash poison, weaken, stun, and bonus damage, all within a few seconds. Do note that Rogues have massive innate resitance to missle attacks. This makes them a natural counter to Rangers and archer monsters.
Rangers Rangers have the largest patrol area compared to other heroes (could probably stand to be bigger, though) and are the most eager to respond to exploration flags. Rogues will explore for cheaper, but Rangers are better at it with their higher courage and their expanded vision majesty spell. They also respond reasonably well to attack flags and very rarely to defense flags.
Rangers have an innate x4 damage attack they can use vs beast enemies. If you need to slay lots of animal monsters, Rangers should be your first choice. Their other special abilities are a bit underwhelming and expensive, so I usually upgrade them last. Rangers have fairly high HP's and balanced defenses in addition to remaining at a safe distance, so they are quite survivable, but their damage output is fairly poor.
Wizards Ah Wizards. Basically, Wizards are lazy and full of themselves, but they do like to blow things up. They slightly prefer attack flags to defense flags, but refuse to work cheap regardless. They don't pursue exploration flags. Unless you put their tower on top of a monster nest or sewers, wizards won't do jack without getting paid for it. Their "patrol" area is tiny, and they tire easily.
Naturally, wizards have attrociously low health, but their damage output is the highest of all the heroes. Consider all wizards expendable until level 5, when they finally learn their sheild spell and have a small chance of survival. All the researchable wizards spells are expensive but extremely powerful, and should be priotized heavily when using wizards.
Wizards usually have a life span measured in seconds when operating solo, they should be grouped with at least a tank and a healer whenever possible.
Dwarves Dwarf heroes are suprisngly pliable. They don't work cheap, but they'll respond eagerly to both attack and defense flags, and will even do exploration if the price is right.
Dwarves are basically the tankiest tank who ever tanked. A first level Dwarf will eagerly confront a high level monster and simply tank it until they've gained 4-5 levels and then finish it off. Your average castle is easier to destroy than a Dwarf. They have an innate stun attack, and can learn a x3 normal attack and a x5 attack vs buildings. They also have a self buff to raise magic resistance. They are far tougher than warriors but don't do as much damage with normal or special attacks.
Elves Elves are essentially super rangers, but with a few twists. One they don't like Dwarves. You can build both, but don't put them in the same group, or conflict will result. (Elves will sometimes root a fleeing dwarf, for instance) Aside from Dwarves, Elves hate being tied down the most. They eagerly respond to attack and exploration flags, but avoid defense flags like the plague.
Aside from overall high stats, Elves are unique from Rangers in a number of ways. For one, they have access to both missle and magical damage. Their innate skill is to root enemies in place, making them all the easier to kill before closing. Low-level Elves still drop like flies though, so it's usually best to party them up. All the more so because they have a unique buff that increases the speed of the entire party. Any group with an elf on board is able to zip around the map.
I left out a few heroe and upgrade types because I don't have enough experience with them yet.
So, I can play Majesty 1 as long as I want, but Majesty EXP won't even load. Screen goes black and then crashes to desktop. I tried all possible compatibility options, no deal. Any suggestions?
I thought I'd already tried this, but maybe I tried running Steam in compatibility mode, not the game itself. I set Majesty.exe and MajX.exe to win98 mode, and it works fine now.
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Warriors and Dwarves: You wrote that warriors respond to attack flags but only begrudgingly to defensive. I feel you've switched it around. I've done a lot of experimentation with groups led by dwarves and warriors and I find dwarves are far less likely to respond to defensive flags compared to warriors. I now make my 4 man groups warrior (leader), dwarf, cleric and mage because the warrior responds well to both offensive and defensive flags and it gives the group 2 tanks in case the enemy has a knock back attack that sends the first tank flying behind the squishies.
Mages: The one thing I want to add about mages is that their usefulness increases exponentially the moment you put them in a group. Once inside a group they only very, very rarely take direct damage and they can sit planted in one spot blasting everything threatening the group to their hearts' content.
Rangers: It's good to note that rangers make an excellent "5th guild". After you've gotten your first 4 guilds split up into 3 full battle groups (my preferred group is listed above) it's great to get 1 to 3 rangers working independently so you can expand your sight lines. Groups led by warriors or dwarves are not going to budge for an exploration flag unless you drop bank on it.
Clerics vs goodly Priests: I don't know and I'd be welcome to a comparison.
Warriors vs goodly Paladins: Same.
I believe minotaurs are your biggest pain in the ass so getting a class that deals with that is a good idea. I tend to rely on rogues a little too much in every mission so I can't really tell you what to get (besides rogues. They are so cheap and they stun, whats not to like). Towards the end, like day 70ish?, elementals will start to swarm your town so get ready for that and make sure you're close to your goal.
I don't think I got my palace past level 2 but I did get my magic bazaar and market place I think. I don't think it'd be hard to lose as long as you do the quests and you don't lose alot of heroes. Its not any worse than 'A deal with the demon' in Majesty 1
Paladins are a must for missions where you fight big beefy bosses (which is almost every other single player mission level). They almost never die because of their hp pool but I think their normal attacks are pathetic. As mentioned in my previous post, its hard to give them money unless they are engaged in killing something. At least warriors respond to explore flags right next to them.
Blademasters are probably deal the most damage melee wise but are kind of squishy because they use leather and they taunt enemies as well
The good priestesses are great healers i suspect, with mass heal. I wouldn't know because I almost always get 2 cleric guilds at least and by the time I'm ready for the end boss, my clerics are almost level 20 while my good priestesses are sub 10
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Warriors vs Dwarves. I haven't observed that myself, but I'll take your word for it. Might have to look into it some more.
Mages: Agreed.
Rangers: Agreed. I usually avoid grouping Rangers for the same reason, though sometimes I'll group Rangers with Rangers if survivability is an issue. I'd bump rangers up in the build order for some maps/missions, though. Their beast killing power really comes in handy when you are getting swarmed by animals at the start.
Clerics vs Priests/Paladins. I left them off because I don't have enough experience with them yet. Happy to hear from anyone who does.
I have no problem at all with the base gameplay; I love it, in fact. My only problem with the game is that I'm going to have beaten it within the next few days, and I can't really see myself playing it again afterwards; much as I love the gameplay, the missions in which it is contextualized are too linear to inspire much by way of creativity in how I play them. There's a certain build/research order I found I had to follow rigourously to defeat the dragon Rafnir so that I could field heroes who wouldn't be immediately annihilated everytime Rafnir appeared on the horizon. Deviation from this order meant that either that I would field underdeveloped heroes or not establish my economy sufficiently to pass out bounty flags and give my heroes the resources they needed to thrive. If I play that map again, I would play it exactly the same way as before, because the fifteen previous attempts lead me to conclude that it is, in fact, the Way It's Meant To Be Done, and All Other Ways are Folly.
If there was a map editor, or a random map generator that seeded lairs for you, and if maybe there was also some random lewt heroes could find (special epic weapons or armors, for instance?) or if there were some random personality quirks to be found within the same subset of heroes (Sir Galdwyn the Warrior hates Minotaurs and will do Minotaur-related attack quests for almost no reward, and will eschew non-Minotaur-related quests so long as there are Minotaurs to kill unless properly incentivized, while Sir Griffith the warrior is an alcoholic who always returns to the Inn after completing a quest so that he can spend his money on booze, frequently with the result that he doesn't always have enough money left for new armor, potions or elixirs afterwards), then this is a game I'd be able to see myself playing a couple times a week for six months. As it is, there are so few single maps that I could easily see myself not bothering with the game after I finish the campaign.
Change booze to potions and it'll fit right into Majesty 2
Yeah, so true. Multiplayer doesn't seem that attractive either.
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Is it beatable? I tried a bunch of different things but the dudes just kept attacking from all over.
I KISS YOU!
Fairly easily, once you know what to do.
They're going to have a full-scale riot if they try charging for an expansion pack to flesh out the game. The official forums are just plain getting ugly as it becomes more and more apparent how gutted the game and game mechanics are as the developers rushed it to release.
When you've got die hard Majesty 1 fans telling the general public to avoid this game like the plague until it drops down to a $20-$25 price tag, you know something is wrong.
I personally don't care that much either way. I think it's a sign of an amateurish and greedy development company to release a game like this without a difficulty slider or a random map generator. I mean... seriously, what the hell were they thinking? But it doesn't really bother me because as soon as I beat it, which should only take another day, I will never, ever, feel the slightest urge to touch the game again or recommend it to anyone.
Oh hey you're back.
Are all the missions exactly like the ones from M1? A level with periodic attacks by a mighty dragon and a level where you have to make X gold in y minutes both sound awfully familiar.
It is definitely beatable. First thing I did was put down some towers next to the serpent dens and then wait until the serpents were dead before recruiting heroes. Next step is killing the ogre dens, one by one. If you do them all at once you risk getting overwhelmed by ogres, but if you take too long, well, you also risk getting overwhelmed. Once the ogres are gone and you've set up dwarven towers to deal with attacking bearmen, the map is pretty much cake.
Figure out where the rogue's guilds are and destroy them. You get 5000 gold for each one. And you get 10000 gold for keeping that guy's caravan alive, so make sure you set up a protect flag on him.
That said, like with all these russian made strategy games, what we really need is an awesome russian poster dude who can get information straight from the Devs. :winky:
In my experience, Russian devs and devs in general don't respond well to criticism.
I did hear that they were planning on selling new maps and other stuff via microtransactions.
That's possible. I just figured they probably have their own forums somewhere where they say stuff about the game from time to time. On the other hand, Paradox probably calls the shots on what they end up having to put in, anyway.
As an aside, the Hungarian Devs who did Mark of Chaos were pretty cool. Had a guy who used to exchange e-mails with them (Yes, in Hungarian) and even got them to explain some of the game mechanics that the manual never covered.
Edit: Oh hey, the dev is Ino Co? The ones who did Fantasy Wars and Elven Legacy? That's awesome. I guess they decided to tone down the difficulty for this game after all. Heh.
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Нет.
But hey, have a mod that makes the rangers explore on their own and lets you build four heroes per guild, among other improvements. Might or might not work on the english version!
How to install: backup Majesty 2\resource\resource.pak then open it with WinRar or other archiver. Copy the folders from the archive into resource.pak, save it.
How to uninstall: delete resource.pak and put back the copy you backed up.
Nah. But if we had a Russian guy, we could probably get quotes from the dev's insulting people who want a map editor or something. :P
Seriously though, knowing that these are the same Dev's who did the Fantasy War games cracks me up in a way that's hard to explain if you haven't played them. (And I do love the games, don't get me wrong) Those guys managed to create scenarios so brutally unfair you'd think any normal person would have a crisis of conscience at some point.
"So, Petyr"
"Da"
"This new mission of yours..."
"Great, isn't it?"
"I like the concept, I really do. I mean, the way you stick the player with a bunch of calvary, and then force them to move across this narrow band of open terrain surrounded with trees, and two river crossings."
"It'll be a real challenge!"
"No doubt. But not hard enough for you?"
"Of course not! That's why they'll have enemy Shamans raining spells down on them the whole time."
"I..see"
"And if they want to stop the nearest Shaman, they have to cross a river, after which there is a big space of open ground leading to the Shaman."
"Which is good for Calvary! So they have a chance after all."
"Right, too easy. Which is why the Shaman is protected by a bunch of Orc calvary which is better than the calvary we gave the player."
"Er, what?"
"I know, still too easy, right! That's why we have a couple elite goblin ninjas hiding in the forest, where they can launch unstoppable hit and run attacks on the players forces. If they catch a unit crossing the river, they can probably one-shot it right there. Perfect, isn't it?"
"That's...that's beautiful Petyr, it really is. Now if you'll excuse me, I think I need to go to confession, like right now."
Some players discovered the Ice Mage in the game files. It's fully fleshed out, just deactivated. A modder was having a hard time making it buildable until he realized there was a tag associating it with a "store". Only once he removed the reference to the store was it buildable.
So, basically..... despite the game being so incredibly light on content for a $40 price tag, the developers decided to hide content they already completed in the hopes of later selling it for micro transactions.
http://www.gogamer.com/searchresults.htm?keywords=majesty+2&categoryId=&x=0&y=0
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This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
As was mentioned earlier, there also appears to be more complex AI hidden in the files. I don't know what to do but laugh. :?
I wish Paradox had actually developed the game instead of crazy Russian guys.
I really don't think most people are worried about it.
I enjoyed the game, although I feel sad, I am not really pissed.
I just did one of the single player missions where you have to kill like 6 ranger guilds. The catch here is that there are 3 ogre dens in addition to the ranger guilds and if you ignore the guilds for too long, they literally mass up and demolish your base. The worst part of the whole ordeal is that the rangers just go for buildings and your heroes don't auto target them at all. I died to about 20 rangers on my first playthough T_T
On the other hand, elves are awesome. With the speed potion, they zip around like the old Lunord acolytes. Its pretty fun to watch especially when you lay down an attack flag and within 10 seconds you have a swarm of elves plonking away at the target
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Game won't load with the hacked pack.
Pity.
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EA really should pick up on this and release The Sims: Fantasy Kingdom Edition
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Yeah, I found that out. Gonna try again.