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They just stand there thinking until enemies come along :c
MajestyHD keeps crashing my older laptop, so modding has stalled again. I launch the game, it freezes the entire computer and forces me to hard shutdown it.
Most recent update (did another today), improves warriors, rogues, paladins, and elves. It also makes the Abomination, Yeti and Ice Dragon tougher... I'd prefer to release a separate mod, but steam has been refusing to cooperate with me and isn't properly uploading my "Better Monsters" mod... so included them here. If people don't like that, I'll revert the change.
- I rewrote the "max gnome camp" at the heroes1.gpl, at first to 3, then to 1, but I still get 9(!) of those hovels.
- I removed the "follow and support..." part from the gnomes thinking-list from the thinking.gpl file, but they still keep following the others and staring like retards in the fight (as they have nothing to support the other dudes)
- Too much gnomes. That's kinda annoying, especially in smaller maps, you can run out of space real fast. Maybe the 3 hovel should be enough.
- Why gnomes follow and support? They have no missile attack/ spells, so they just hang around a warrior/barbarian, doing nothing but staring the events, and get smashed.
Can I get rid of these two with some machinations in one/some files?
A remark: Priestes of Krypta and Wizard spend a lots of money on Blacksmith, buying weapon and armor, and avoiding Library in general so far. And while I understand their desire for armor, is weapon's level for Wizards and Priestesses make a difference? In Majesty2 it does, but here? Their attacks are spells, are the spell's hit modified by the level of the weapon?
As for the "follow/support" I modified that a lot for all heroes to encourage them to go out into the wilderness as a mob rather than as individuals. That way they could take on threats better and not so easily get picked off one by one. Thus as an example, agrelas now follow and support dwarves, monks, warriors, paladins, and solarii, compared to the original which was just warriors or paladins. As dwarves, monks, and solarii are powerful frontline characters I thought that it would be good to have them star as "tank" roles with the healers "healing" them.
I found a bug, tho. Had a bazaar on the map and everything, and all 6 of my Monks got stuck in a Thinking... loop. I assumed they were looking for a royal gardens and couldn't find one? Or maybe they wanted to gamble and couldn't? There weren't _any_ enemies on the map, so they probably just straight up had nothing to do. Agrela healers were 'following and supporting' them too, which I think is unusual, they usually only help pallies and warriors. Maybe it confused them.
I think Evil Everywhere is harder than The Hunters, as usually your guys will group up to kill url-shekk and get a shitload of xp from doing so. Evil everywhere causes minotaurs to nonstop kill your trading posts and stuff. Took me 32 days. Made use of the mausoleums, it was insane.
Outpost start is rough because of no wizards, or non-human races, though.
As for Dwarven Settlement... I gave it so much health so that it can be used to act as a powerful distraction without the possiblity of it being destroyed easily except by combined efforts. Also, note I haven't modified the castle in this mod... I believe I did in a different mod though... better civilians... unless I didn't upload that one...
As mentioned in the Magic Bazaar reply, the intent behind the mods is to make the currently impossible "master" difficulty in freestyle doable... the mode I generally play in. Anything less than expert+ to master (technically there is only "expert" but I find that some expert quests are much harder than others, ie The Siege is easier than the one with the 30 day time limit and burial mounds where you need to collect artifacts (cant remember name off hand)) difficulty is going to be a cakewalk with these mods.
I posted a fix for that bug in the AI Issue discussion of this mod. Follow the instruction there and you shouldn't have those problems anymore.