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unmerged(210145)

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Jun 8, 2010
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  • Majesty 2
I have found a couple short Youtube vidoes of the editor, but I am finding the learning curve to be a bit steep for piecing things together.

Has anyone compiled a step by step process?

If not maybe Paradox could have a contest to see who could write the best manual with top 3 getting a pirze or something? ;)

I would enjoy spending some time developing and sharing maps I would like to play if I thought I could more easily develope some editor skills.

Thanks in advance.
 
That´s useful but hugely incomplete. Even the guide that comes with the editor is ridiculously... useless... as it´s tremendously incomplete and badly explained as well. This is frustrating and annoying.:mad:

I gotta vent about this.

It´s the first time i put myself seriously into the effort to learn to create a map, but i came to some obvious conclusions. One of them is that it´s not rare at all no maps are coming out, why no one is creating maps except a few.

Landscape and all that is not hard, not badly explained but the rest is just offensive...

The editor is badly done to make things easier and more intuitive, like most other editors i tested. It´s just too complex, not for the casual fan, and explanations about it´s 1000 functions are not being given so i get myself to the point of not knowing how to test my map even. How the hell do i make a lair spawn monsters?, does those monsters attack me by default or what the heck do they do?, ETC ETC ETC. :mad:

No explanation of many things like that on no page.


What i have to do, to have a kingdom, and enemies, what do i have to put in the map, to be able to run the simulation mode, why buildings and lairs shown themselves as being "built" or like they are destroyed when you put them??¿, what sense does all that has?, this is just stupidly CONFUSSSSINGGGGG ARGJ.:mad::mad:

What i mean is that such an editor needs a LOT to be explained about it´s intricacies. Because it´s not oriented to casual users. More to experienced modders or similar. The casual user will walk away if it isn´t able to even put a castle for player 1 human against a player 2 enemy, testing and seein if it works, or something like that...

This is discouraging to say the least and i wonder if im the only one who felt like that when wanting to create his own map. I think im correct on that, otherwise we would have seen many more maps created not just the 3 or 4 i have seen by now...

I ask myself why the devs have even created a map contest.
 
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Ojcar.... Chill :D

I passed a serious test on investments today, so I can spend some time on the manuals.

Those 2 lessons on the website should guide you accordingly:

Lesson one - brief discussion of what is where. It is not really TEACHING you anything. It's like a book review. Only for acquaintance purposes.

Lesson two - now this is a full lesson that teaches you how to make a landscape. This lesson has enough knowledge to teach you use all functions that are discussed there.

Lessons that I will add in the nearest future:

Lesson 3 (I have a russian version, will translate it into english in a couple of minutes) - This lesson will teach you how to add two essential entities: units and buildings.

Lesson 4 (yet to be written) this lesson will talk about effects and objects.

Lesson 5 (yet to be written) Discovering the trigger world. Spawn triggers.

Lesson 6 (yet to be written) Triggers continued. Matching the conditions for variables.

Lesson 7 (yet to be written) Triggers continued. Multi-level triggering.

Lesson 8 (yet to be written) Creating a mission.

Lesson 9 (yet to be written) Polishing the map. Bug fixes, testing and things to consider.


Writing a manual is not an easy thing. The hardest thing is to pass my knowledge to you in an understandable and meaningful way. This takes a lot of work and time. Actually now I start to respect all people who write textbooks for schools and universities. It's a tremendous job.
 
Hi guys,

We never claimed that the editor would be easy to get into nor understand, in fact we were fully aware of how complex it is. We chose to release it because it was the closest we could come to allow players to modify something in the game. As you probably know it's the actual tool that the devs themselves worked in when creating Majesty 2.

If anyone wants/is willing to write a tutorial/manual/guide for the editor I'd be more than happy to compensate you, for instance by giving the contributors Blue Coins on GamersGate. I'd just need someone to take the lead and take the main responsibility so it doesn't fall on me to compile everything :).
 
No wonder why i vented about it.

Trigger mechanics doesn´t seems to be a problem in itself but how to apply the inmense majority of them as there are huge lagoons not explained and im talking about the tiny guide that came with the patch.

You could have also answered my questions.... There are some basic things i wanna know so i can get started, and from there maybe i´ll be able to learn on my own faster:

1.How do i make a lair spawn monsters?.

2.What i have to do, to set up my starting kingdom as human player?; enemies works the same?, what about monsters or neutrals?, what do i have to put in the map, to be able to run the simulation mode?¿.

3.Why buildings and lairs shown themselves as being "built" or like they are destroyed when you put them??¿, what sense does all that has?.


Give me brief answers about that so i can try make something without waiting for guides.


Also, i suggest to put all your effort in making the guide (Hapuga, if the real devs don´t even care about it...), if you really wanna see a flourishing community of map makers. Otherwise... we are all probably ...:wacko:
 
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1.How do i make a lair spawn monsters?.

The spawn consists of several stages.

1. in the F3 mode, press the S tag. This tag is for all possible spawn programs that you would like to use in the map. Because a spawn prog is a repetitive action, the program has to derive the data from somewhere.
Under the "spawn prog's" menu RM click on the emplt field and press add. Give it a name. your first spawn prog will appear. now you will need to fill in the "form" with all needed variables.
Spawn type: live it "units"
prerequisites: leave blank
name: leave blank
tag: leave blank.
Raw: you may select a unit type here. Lets select the simple wolves. This will be the "beast_wolf" line. press it.
Nationality: leave on "same"
Level: this is only relevant to heroes. heroes should have a range of 1-100. all monsters should have "0" here.
Ai task: leave at "none"
postspawn: means that the unit will spawn after the cooldown will be counted. so if the cooldown between spawns is 60 seconds, the 60 seconds will count before the first unit will appear.
gold: the carrying value of gold on a creature.
count: how many creatures would you like to appear. This variable is set in a RANGE, meaning you have to input two numbers. the first number means the minimum and the second is the maximum. If you put "1 3" (with a space), then 1-3 wolves will spawn every X seconds.
Spawn time: how quickly the spawn will trigger each cycle.
max count: the maximum number of creatures to be spawned from 1 lair. If you set it to 4, and the "count" is 3, if all 3 creatures are alive, on next cycle 1 more creature will appear. If all 4 creatures are alive till the next cycle, no creatures will be spawned.
First wave: opposite to "postspawn".

2. Now you have a spawn prog ready. You need a trigger to get it rolling. Lets assume that you have put a building on the map (a wolf dan). It is called "logovo_wolf" in the editor, where "logovo" is a russian word for "dan" (I have no idea why this was not translated properly). Put it on the map, give it full health and give it the kingdom.
Go to a tag that looks somewhat like a flipped Z sign, its a trigger menu. Right click, add. give it a name.
Condition: choose the "mission start" condition.
commands:
a) select the delay_days action. Imput the amount of days to wait till the trigger shoots. Imput 1 day. This means, that 1 full day will be delayed, and the trigger will start working on day 2.
b) choose the "set spawn prog" action.
type: choose "raw"
Raw: choose the "logovo_wolf" (thats why you needed that specific dan to be built)
zone: ignore this one.
Spawn prog: choose the spawn prog you created (should be only one)
global_prog: ignore it.

You're done!

2.What i have to do, to set up my starting kingdom as human player?; enemies works the same?, what about monsters or neutrals?, what do i have to put in the map, to be able to run the simulation mode?¿.

You have to press ALT + SHIFT + K. This will open the Kingdoms tag. there you will be able to create new kingdoms. its very simple and self explanatory, so I wont explain every line.

To run a lest you pretty much need only named entities.

To name an entity, press on the building, and press F7. in the menu, press functions. in functions, find the ENTITYNATIONALITY tag. Press "set nationality", select the kingdom and press call. It you did the correct thing, the building's roof will change colour. If you did not set the colours, they are set in the F9 tab. Press F 9, find your desired kingdom, and press "color". change it. Poof, youre done.

3.Why buildings and lairs shown themselves as being "built" or like they are destroyed when you put them??¿, what sense does all that has?.

That has a sense that if you would like to create a new building, you can choose, whether it is just a started construction, or a completely built building. Without this feature, my AI would not work, because all spawned buildings would appear as 100% built. Select a building, go to the menu in the right that will appear upon selection. Find a line that says "health". It has 3 parameters, value, min and max. you will see that your current buliding's value is exactly 10% of the maximum possible value. just change the value to the max, and the building will auto-build.
Give me brief answers about that so i can try make something without waiting for guides.

Also, i suggest to put all your effort in making the guide (Hapuga, if the real devs don´t even care about it...), if you really wanna see a flourishing community of map makers. Otherwise... we are all probably ...:wacko:

I will consider your requests.

If anyone wants/is willing to write a tutorial/manual/guide for the editor I'd be more than happy to compensate you, for instance by giving the contributors Blue Coins on GamersGate. I'd just need someone to take the lead and take the main responsibility so it doesn't fall on me to compile everything :).

I am willing to accept this challenge.
 
How about you start by giving him the prize for the community developed map? He rose to it and the fact you failed to generate hype shouldn't penalize him. He is by far the most active modder, all categories.Just the maps he ALREADY released AND fixed should be rewarded...
 
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Hi guys,

We never claimed that the editor would be easy to get into nor understand, in fact we were fully aware of how complex it is. We chose to release it because it was the closest we could come to allow players to modify something in the game. As you probably know it's the actual tool that the devs themselves worked in when creating Majesty 2.

Poor devs. :D
 
How about you start by giving him the prize for the community developed map? He rose to it and the fact you failed to generate hype shouldn't penalize him. He is by far the most active mod, all categories. Just the maps he ALREADY released AND fixed should be rewarded...

The poor hapuga is by now the only one who deserve prizes here, but he isn´t a mod, but a modder :rofl:

He´s a pionneer on map making on Majesty 2.


I´ll try to use the hints he gave me to try to get things started on a map, more bummers later:)
 
Hi guys,

We never claimed that the editor would be easy to get into nor understand, in fact we were fully aware of how complex it is. We chose to release it because it was the closest we could come to allow players to modify something in the game. As you probably know it's the actual tool that the devs themselves worked in when creating Majesty 2.

If anyone wants/is willing to write a tutorial/manual/guide for the editor I'd be more than happy to compensate you, for instance by giving the contributors Blue Coins on GamersGate. I'd just need someone to take the lead and take the main responsibility so it doesn't fall on me to compile everything :).

The learning curve is still steep but I am starting to get a handle on how things work. Special thanks to Hapuga for posting things here and on his site. If you haven't checked it out already please do you are really missing out! Love his Steel and Honor Map posted there.

http://fanfantasy.info/_en/

Although I share a bit of frustration, I am not asking for angry posts about about the editor. It is free aside from its learning curve and to be a seperate user friendly program would be its own program. Not unlike like delveoping and paying for another game/expansion. (No idea if the market support is there for this.)

I personally am a big fan of Majesty 2. I find it something I can play for just an hour or so or many hours at a stretch. It has decent replayability. New maps, whether I make them or not only encourage this but keep traffic about the game up and thus promote continued developement of new content from the publishers.

It is what is it, I am glad they released the editor. To be determined, if I end up posting any of my maps. But I am going keep messing with it and learning and see what I enjoy spending my time on from there.

Thanks to folks for caring and sharing. If you have knowledge and are willing to share, a special thanks to you...
 
The poor hapuga is by now the only one who deserve prizes here, but he isn´t a mod, but a modder :rofl:

He´s a pionneer on map making on Majesty 2.


I´ll try to use the hints he gave me to try to get things started on a map, more bummers later:)

I am not the first to make a map for Majesty 2 :)

The first person who is really a Pioneer in mapmaking is GrinN, and you may find his "Snowy Outpost" map on our website.
 
Yeah i know, i played it long ago but as he don´t shows himself here you get the credit due and your maps are better than his only one on my opinion so you work is more profound.

Im not talking about the mods shown there though, just map making.
 
I have been trying to do "something" today and no matter how easy you have explained it (not hard at all to do some simple steps), i keep having really STUPID problems with this editor.

For example, when i save, and i reload the map, all units and buildings, weather, all kingdom stablished options, dissapear. The landscape keeps the same though.


Probably im missing something, seein this editor is , sometimes... stupidly complex.

EDIT: Ahm, found out what it was, i placed buildings with the f2 menu instead the f3... :eek:o

don´t be temped to place anything (of the F3 menu) while you are on the F2 menu!. :wacko: But why is the option to put builds and heros, etc on the F2 landscape menu?¿, any purpose you should explain Hapuga?.

One important and confusing thing you gotta explain in the guide is the saving process. Because it seems that under F2 or F3 the things are saved on different files and that for the beginner can be confusing. so that´s why when you load under F2 everything dissapears to show only landscape. You have to load then under F3 mode to see the units you placed again, amongst other options.
 
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