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any reason why? O_O is it unmoddable? Thought it would be weird to have 1 temple left out

btw, for some reason Ranger died alot even on high level 15+. Turn out they didn't even bother to buy potion (wtf). So the good thing is: they wander and explore alot. The bad thing is: no stopping to potion = dead rangers >.< Perhaps if you can prioritize potion-buying over weapon-buying for all heroes (esp. ranger) --> less frustrating babysitting.

btw, is there an inherent bug in the game that let hero buy potion at Magic Bazzar even though I didn't research any? I saw a Ranger with Potion of Rabit even though I didn't purchase any at the Bazzar
 
any reason why? O_O is it unmoddable? Thought it would be weird to have 1 temple left out

I think that this temple is in the encrypted files which I can't open so yeah, it's unmoddable.

btw, for some reason Ranger died alot even on high level 15+. Turn out they didn't even bother to buy potion (wtf). So the good thing is: they wander and explore alot. The bad thing is: no stopping to potion = dead rangers >.< Perhaps if you can prioritize potion-buying over weapon-buying for all heroes (esp. ranger) --> less frustrating babysitting.

Hmmm... I didn't have that bug before. Maybe it's something I missed? I will check on it later.

btw, is there an inherent bug in the game that let hero buy potion at Magic Bazzar even though I didn't research any? I saw a Ranger with Potion of Rabit even though I didn't purchase any at the Bazzar

May be a bug in the code of the game. But there are few explanations:

1. Your hero could find this potion in one of the chests around the map

2. Your hero is a lord and he has kept this potion for later
 
I notice the change for vampire in 1.1.

I thought the only way to murder a vampire is using magic.. so with an increase magic resistance, would vampire be almost immortal now? (they are already hard to kill in vanilla Majesty 2. One can be destructive, two could wipe out half of your heroes with their endless vampiric/auto healing spell

btw, did you re-balance the Elf? I want to try them out but always go with dwarf for 99% of the time lol
 
I notice the change for vampire in 1.1.

I thought the only way to murder a vampire is using magic.. so with an increase magic resistance, would vampire be almost immortal now? (they are already hard to kill in vanilla Majesty 2. One can be destructive, two could wipe out half of your heroes with their endless vampiric/auto healing spell

btw, did you re-balance the Elf? I want to try them out but always go with dwarf for 99% of the time lol

I have planned this for 1.02 so yeah, they will be implemented in the next version.
Also, I have to rebalance the Vampire. Thanks for reminding me that!
 
This thing still alive?

Not really, it's probably because of my lazyness. What I mean is that I'm waiting for the Majesty 2 Cold Sunrise release and I just want to have some fun with it before modding this game... again. So, I will probably start modding it again after the release of the mod.
 
I'm experimenting with modding here. But I ran into a curious dead end.

For example - I can switch weapons and armor pieces any way I like - I can give the paladin a warriors sword for example, or change the shield/pauldrons/helmet used

Curiously enough, I can edit the armor texture and it works (partially - it seems one part of the chestplate doesn't want ot change). However, editing the weapon texture doesn't seem to have any effect.


Furthermore, I can't seem to figure out how the HP is calculated. I'm re-balancing the whole thing and epxerimenting.
 
I figured out the arrmor texture thing. There's 4 different armor textures and 4 additional decoration textures. These otehr 4 are randomized - meaning hen a unit is created, one of these is assigned. It's basicly the front tabbard/coloration and plume (on the paladin at least) Everything in that texture that's not compeltely black will be blue-ish. Editing this you can make your own tabbards and chest symbols.

Still can't get modified weapon textures to work..which is baffling.
 
Uh?

Most images have ddx5 extension, and most of them have alpha channels enabled on some pieces. All images are stored in texture/common/items/hero for heroes. Just repainted cleric's weapon and it all works perfectly.
 
Odd...I see no alpha channels.
I'll re-extract them to double check. Been using the files from the resource folder


Speaking of which - has anyone tried giving one unit animations of another? For example, if I were to try to give a warrior a two-handed sword and animations from the blademaster...
 
I have planned this for 1.02 so yeah, they will be implemented in the next version.
Also, I have to rebalance the Vampire. Thanks for reminding me that!

sigh.. i haven't tried downloading the v1.01 yet since the vampire change (increase magic resistance) broke the game balance. Too bad.. because if you tweak and rebalance the stat a bit more and release 1.02, then we have a very good Majesty 2 Reloaded version. As of 1.01, its current state with the "super vampire" is .. game-breaking.