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here s an example for those who like having more impressive wizards

{"ActionManager"
{actions
{action
{name "vampire_basic_attack"}
}
; {action
; {name "mage_basic_attack"}
; }
; {action
; {name "mage_fireball_attack"}
; }
; {action
; {name "mage_freeze_attack"}
; }
; {action
; {name "mage_firestorm_attack"}
; }
; {action
; {name "mage_guardian_wind"}
; }
{action
{name "mage_arcane_shield"}
}
{action
{name "ice_mage_ice_block"}
}
{action
{name "ice_mage_blizzard_attack"}
}
}
}




First i gave him summons as well, but i took those out again because he just got his but handed by the imp advisor.. his summons kept dieing and he stood there resummoning all the time ^^

i also added this from the warrior:

{HeroTargetManager
{AllureFactors
{cl_dist 40} ; ðåàêöèÿ íà ðàññòîÿíèå
{cl_danger 0.1} ; ðåàêöèÿ íà îïàñíîñòü

{cl_flag_attack 3.2} ; ðåàêöèÿ íà ôëàã àòàêè
{cl_flag_protect 3.8} ; ðåàêöèÿ íà ôëàã çàùèòû
{cl_flag_explore 3.6} ; ðåàêöèÿ íà ôëàã èññëåäîâàíèÿ

{cl_theft 1} ; ðåàêöèÿ íà âîðîâñòâî
{cl_building 9} ; ðåàêöèÿ íà çäàíèå
{cl_research 1} ; ðåàêöèÿ íà èññëåäîâàíèå òóìàíà âîéíû
}
{"loot_relations"
"monster" 2.0
"beast_rat" 5.0
"building" 2.0
}
 
There's already a game just like Majesty 1, it's called Majesty 1.

There seems to be a distinct lack of apprecation for how awesome the first majesty was. The reason people want Majesty 2 like the first, is because how much fun it actually was. I find it rather disappointing that they would take such a wonderful game, and mainstream it. I'm sure it alienated many fans (I almost did not purchase it because of the lack of random maps.) and the (what it seems like.) lack of editing tools only harms it further.

Rangers who will actually explore:
Resource.pak\gamedata\units\rpg_params.xml
(In the hunter hero parameters.)

<AIParams>
<SearchAdventureTask>
<f_minDistance>30</f_minDistance>
<f_maxDistance>45</f_maxDistance>
</SearchAdventureTask>
</AIParams>

Adjust the F_min and the F_max accordingly. I have it set to 30/45 for my game. This makes them actually go out and do rangerly things without explore flags.
 
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Inside resource.pak\entity\buildings\hall_of_lords\extenders, the file keep_population.inc might have something to do with spawning more than 3 lords.

BTW where can I find hall_of_lords_menu.xml?
 
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I've done some more digging (I've been looking into the Hall.) and I found a small transcript of a teleportation amulet/ring. Doesn't appear to have made it into the game, though.

Found an elixer that has no use, and has a rogue skill for an icon.

{"sell_elixir_goblin_antipoison"
{Elixir elixir_antipoison}
{"Production time" 0}
{Cost
{money}
{"count money" 50}
}
{Prerequesities
{inevntion sell_elixir_goblin_antipoison}
}
{enabled}

in shops.set - Remove the ## comments to enable it in the elixer shop. Doesn't seem to serve any purpose.

This goes hand in hand with the idea that there might have been goblin heroes at one time, as they are present in the files.

I think we're looking in the wrong areas for the HoL. It's a campaign thing, so going through those files makes the most sense.
 
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I havent test this but i think we change spawning rate of guards, peasants, sewers, ratman hole here : global_spawn_settings.set

Code:
{"grave_yard"
	{"spawn type" buildings}
	{Prerequsities_list dead_heroes}
	{Prerequsities
		{dead_heroes
			{Min_dead_heroes 1}
			{Max_dead_heroes 999}   [COLOR="Red"][B]<== our heroes can only die 999 times? :(  j/k[/B][/COLOR]
		}
	}

------------------------------------------

Code:
{"peasant_house_spawner1"
	{"spawn type" buildings}
	{Prerequsities_list city_value}
	{Prerequsities
		{city_value
			{Min_city_summ 1}            [COLOR="Red"][B]<== number or hero guild required ... i think[/B][/COLOR]
			{Max_city_summ 999}
		}
	}
	{raw peasant_house1}
	{"Rand turn" 50}
	{Nationality Same}
	{Remoutness 10}
	{gold 0}
	{count "1 1"}                                  [COLOR="Red"][B]<== how many can be spawn a time ?[/B] [B]{count "2 10"}[/B][/COLOR]
	{"spawn time" 35}                         [COLOR="Red"] [B] <== re-spawn time ?[/B] [B]{"spawn time" 5}[/B][/COLOR]
	{"max count" 1}                             [COLOR="Red"] [B]<== how many can be spawned ?[/B]  [B]{"max count" 10}[/B][/COLOR]
}
{"peasant_house_spawner2"
	{"spawn type" buildings}
	{Prerequsities_list city_value}
	{Prerequsities
		{city_value
			{Min_city_summ 3}
			{Max_city_summ 999}
		}
	}
	{raw peasant_house1}
	{"Rand turn" 50}
	{Nationality Same}
	{Remoutness 10}
	{gold 0}
	{count "1 1"}
	{"spawn time" 35}
	{"max count" 1}
}
{"peasant_house2_spawner3"
	{"spawn type" buildings}
	{Prerequsities_list city_value}
	{Prerequsities
		{city_value
			{Min_city_summ 3}
			{Max_city_summ 999}
		}
	}
	{raw peasant_house2}
	{"Rand turn" 35}
	{Nationality Same}
	{Remoutness 10}
	{gold 0}
	{count "1 1"}
	{"spawn time" 35}
	{"max count" 1}
}
{"peasant_house_spawner4"
	{"spawn type" buildings}
	{Prerequsities_list city_value}
	{Prerequsities
		{city_value
			{Min_city_summ 5}
			{Max_city_summ 999}
		}
	}
	{raw peasant_house1}
	{"Rand turn" 35}
	{Nationality Same}
	{Remoutness 10}
	{gold 0}
	{count "1 1"}
	{"spawn time" 35}
	{"max count" 1}
}
{"peasant_house2_spawner5"
	{"spawn type" buildings}
	{Prerequsities_list city_value}
	{Prerequsities
		{city_value
			{Min_city_summ 5}
			{Max_city_summ 999}
		}
	}
	{raw peasant_house2}
	{"Rand turn" 35}
	{Nationality Same}
	{Remoutness 10}
	{gold 0}
	{count "1 1"}
	{"spawn time" 35}
	{"max count" 1}

-------------------------------------------------------------

resource.pak\entity\units\heroes\[hero name]\extenders\ai.inc :

I think we can change the rate of hero to buy things here

Code:
{PurchaseManager
		{TypeNecessity
			armour		max             [B][COLOR="Red"](Priority ... min ~ medium ~ high ~ max)[/COLOR][/B]                                  
			weapon		high

			action			max
			artefact		high

			enchant_help	min
			enchant_buff	min

			enchant_attack	medium
			enchant_static	medium

			potion_mana		min	0  [B][COLOR="Red"](Quantity to buy/carry)[/COLOR][/B]
			potion_health	max	5 

			elixir_antipoison		max	3			
			elixir_wisdom		min	0	; íå óïîòðåáëÿåò 
			elixir_strength		high	3	; ïüåò
			elixir_accuracy		min	0	; íå óïîòðåáëÿåò
			
			elixir_melee_prot		high	3	; õîðîøî ïîêóïàåò áàíêè çàùèòû, èáî òàíê
			elixir_range_prot		high	3	; õîðîøî ïîêóïàåò áàíêè çàùèòû, èáî òàíê
			elixir_magic_prot		high	3	; õîðîøî ïîêóïàåò áàíêè çàùèòû, èáî òàíê
				
			elixir_speed			high	3	; èãíîðèðóåò
			elixir_regeneration	high	3	; õîðîøî ïîêóïàåò
 
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Indeed. You can mod the game with nothing but WinRAR and notepad. I don't know why Total Commander users are always so eager to convince others to use it.

I'm just using WinRAR and notepad++, personally.

Oh and, a trick for anyone who wants to mod games, ever... Add notepad to your sendto menu. Makes it so much easier when you can view any file in notepad just by using the right click menu. I've been doing this since Win95. It's one of the first things I set up on a new computer or new install of Windows.

Or you can get Notepad++, which places a "Edit in Notepad++" option in your right click menu automatically.
 
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Quick question, and sorry if this has been asked before. Feel free to beat me over the head if it has. Anyways do these modifcations effect multiplayer? If so this would be a horribly easy way of cheating. Make everything cost one gold and before you know it you have 3 temples to krypta while the other guys are trying to train their second warrior
 
{"grave_yard"
{"spawn type" buildings}
{Prerequsities_list dead_heroes}
{Prerequsities
{dead_heroes
{Min_dead_heroes 1}
{Max_dead_heroes 999} This is the number of dead heroes that can fit in the graveyard
}
}

------------------------------------------

{"peasant_house_spawner1"
{"spawn type" buildings}
{Prerequsities_list city_value}
{Prerequsities
{city_value
{Min_city_summ 1} <== number or hero guild required ... i think
{Max_city_summ 999}
}
}
{raw peasant_house1}
{"Rand turn" 50} - How far away it will randomly spawn from the castle
{Nationality Same}
{Remoutness 10}
{gold 0}
{count "1 1"} <== how many can be spawn a time ? {count "2 10"} - Not sure
{"spawn time" 35} <== re-spawn time ? {"spawn time" 5} - yep
{"max count" 1} <== how many can be spawned ? - yep
}


{"rat"
{"spawn type" units}
{raw beast_bearman}
{Nationality Same}
{level 0}
{"AI task"
{task none}
}
{postspawn}
{postspawn_i 1}
{gold 0}
{count "1 2"}
{"spawn time" 60}
{"max count" 2}

Something I tested which I found interesting. beast_bearman used to be beast_rats. After I changed it the sewer spawned 2 Bearmens. I'm gonna try to create a random spawner in the map somewhere for different beasts.


I also changed how many tax collector you get everytime you upgrade your castle. Originally it as always 2 but since I noticed that later in the game when you need more money because every upgrade is so expensive, why now have more tax collector for balance.


{"taxer_spawner1"
{"spawn type" units}
{Prerequsities_list building_level}
{Prerequsities
{building_level
{Level 1}
}
}
{raw taxer}
{Nationality Same}
{level 0}
{"AI task"
{task none}
}
{postspawn}
{postspawn_i 1}
{gold 0}
{count "1 1"}
{"spawn time" 10}
{"max count" 2}
{"First wave"}
}
{"taxer_spawner2"
{"spawn type" units}
{Prerequsities_list building_level}
{Prerequsities
{building_level
{Level 2}
}
}
{raw taxer}
{Nationality Same}
{level 0}
{"AI task"
{task none}
}
{postspawn}
{postspawn_i 1}
{gold 0}
{count "1 1"}
{"spawn time" 10}
{"max count" 4}
}
{"taxer_spawner3"
{"spawn type" units}
{Prerequsities_list building_level}
{Prerequsities
{building_level
{Level 3}
}
}
{raw taxer}
{Nationality Same}
{level 0}
{"AI task"
{task none}
}
{postspawn}
{postspawn_i 1}
{gold 0}
{count "1 1"}
{"spawn time" 10}
{"max count" 6}
 
Thanks for verifying that Thunderspark :)

I still cannot find hall_of_lords_menu_xml :( I think if we change its action to not close the list after spawning 3rd hero and change Keep Population to value 10 we should be able to spawn more than 3 lords a time. When I change Keep Population I could summon 4th 5th lords when one of those 3 lords died ... idk prolly i could do it before i changed it but i didnt notice till then :D

Also in the .mi file of maps folder:

Code:
{buildings ""}
					}
				}
			}
			{commodity "hall_of_lords"
				{building_base {entity_base {cost}
						{production_time}
						{max_count}
						{is_enabled [COLOR="Red"][B]{value 0}[/B][/COLOR]    [COLOR="DeepSkyBlue"][B]<== Delete that to enable Hall of Lords so that we can show off our heroes in multiplayer games :)[/B][/COLOR]
						}
						{id}
 
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Quick question, and sorry if this has been asked before. Feel free to beat me over the head if it has. Anyways do these modifcations effect multiplayer? If so this would be a horribly easy way of cheating. Make everything cost one gold and before you know it you have 3 temples to krypta while the other guys are trying to train their second warrior

One of most basic multiplayer cheat prevention methods is checking any file differences, so I would assume that simply editing the files (without other players doing the same) doesn't allow you to cheat.
 
I also changed how many tax collector you get everytime you upgrade your castle. Originally it as always 2 but since I noticed that later in the game when you need more money because every upgrade is so expensive, why now have more tax collector for balance.

Code:
{"taxer_spawner1"
	{"spawn type" units}
	{Prerequsities_list building_level}
	{Prerequsities
		{building_level
			{Level 1}
		}
	}
	{raw taxer}
	{Nationality Same}
	{level 0}
	{"AI task"
		{task none}
	}
	{postspawn}
	{postspawn_i 1}
	{gold 0}
	{count "1 1"}
	{"spawn time" 10}
	{"max count" 2}
	{"First wave"}
}
{"taxer_spawner2"
	{"spawn type" units}
	{Prerequsities_list building_level}
	{Prerequsities
		{building_level
			{Level 2}
		}
	}
	{raw taxer}
	{Nationality Same}
	{level 0}
	{"AI task"
		{task none}
	}
	{postspawn}
	{postspawn_i 1}
	{gold 0}
	{count "1 1"}
	{"spawn time" 10}
	{"max count" [B][COLOR="Yellow"]4[/COLOR][/B]}
}
{"taxer_spawner3"
	{"spawn type" units}
	{Prerequsities_list building_level}
	{Prerequsities
		{building_level
			{Level 3}
		}
	}
	{raw taxer}
	{Nationality Same}
	{level 0}
	{"AI task"
		{task none}
	}
	{postspawn}
	{postspawn_i 1}
	{gold 0}
	{count "1 1"}
	{"spawn time" 10}
	{"max count" [B][COLOR="Yellow"]6[/COLOR][/B]}
I messed with this, but I found that the values stack. So if the castle is set to have 2 tax collectors at level 1, 4 at level 2, and 6 at level 3, you actually end up with 12 tax collectors at level 3, because they stack.

Whereas if it's 2 at each level, you end up with 6 at level 3, which is more than you got in Majesty 1, and really more than sufficient. I never notice a huge backlog of uncollected tax money in this game like I did in Majesty 1, which is one reason I never use the Extortion power.
 
that s not true,

you can change the menuclosing there, as i mentioned above.

My Halloflords ALWAYS opens the lord menu, even before the building is complete.. which is kind of funny lol.. as soon as you activate it, it keeps opening the menu, until you deactivate it.



hint: use "Search" in winrar and hit in "lord" it will give you the lord menu xml file, and many other files as well.


Code:
<controlItem class="BUTTONWITHTEXT" action="HallOfLordsOpenLordListAction" stateAction="HallOfLordsOpenLordListAction">
				<appearance texture="BUT_lord_hire" autoTexture="TEX_MASK" autoHint="true" propertyBlock="action_but"/>



compare that to your original... usually it s CheckHall.... under action... now it just opens!

But that s just the building menu... somewhere there s got to be the LordListAction, because that s the one blocking!


someone in another thread figured out how to build a temple on any ground.. remove the areabuildrestriction.. where do you do that? :)



lord transfer xml is a giant file. Wonder what it got..



I removed the ammount of buildingsrestriction so i could build several halls, ..to get around population issues.. but that doesnt help .. cant hire more than 3 like that.



In the castle_menu.xml i changed the appearance of the button of the hall of lords in the build menu into the mage guild symbol... which is kinda stupid... but it s always good to know how to change more things .. lol


Code:
			<appearance texture="BUT_build_guild_Mage" autoTexture="TEX_MASK" autoHint="false" propertyBlock="action_but" userdata="hall_of_lords"/>
			</controlItem>

under entity\fx\common there are files in which you can generate new spell effects and change their graphics.

might be able to give a character balrog wings with the stuff in the fx meshes

One of the easiest modifications you can do if you're like me and need jsut that extra bit of gold is to go through the gamedata folder in the resource.pak file and find the magic files. Open spells.xml with notepad or another text editor and scroll down to find 'magic_extortion'.

From there is a simple matter of changing the cost_money from 0 to a negative (-0000) number and then changing the f_percent from 30 to anything lower.

Afterward it should look something like this:

spell name="magic_extortion" cost_money="-2000" icon="magic_extortion" player_spell_gfx="magic_extortion"
conditions target="caster" area="1000" culldownTime="1"/
s_invention>magic_extortion /s_invention
b_instant>true /b_instant
Blocks
CollectMoneyOffPercent
f_percent 0 /f_percent
/CollectMoneyOffPercent
/Blocks
/spell

And there you go. Just save and when winRAR asks if you'd like to update the files, click yes and bingo. Start a new game/mission and use the magic spell Extortion to get all the money you need.

You can also change other spells to suite your needs this way, either by upping the attack power of attacks or lowering the costs of the smells and ect...

from http://www.cheathappens.com/show_board2.asp?headID=88390&titleID=15531
 
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If you want to alter the gold carried by monsters then it's quite easy to do. In this example I'll change the gold carried by undead skeletons from 25 to 40. To do this you would alter the following code located in the file entity\units\monsters\undead_skeleton\undead_skeleton.def

Default gold carried by undead skeletons is 25:
Code:
;#line 31: 	(include "extenders/unit.inc")
;#line 31: /entity/units/monsters/undead_skeleton/extenders/unit.inc BEGIN
{"Unit"
	{PersonalCashCard
		{Classes
			"monster"
		}
		{TreasureKeeper
			"money" [COLOR="Red"]25[/COLOR]
		}
	}
}

The gold that the skeleton carries is now 40 after altering it:
Code:
;#line 31: 	(include "extenders/unit.inc")
;#line 31: /entity/units/monsters/undead_skeleton/extenders/unit.inc BEGIN
{"Unit"
	{PersonalCashCard
		{Classes
			"monster"
		}
		{TreasureKeeper
			"money" [COLOR="Red"]40[/COLOR]
		}
	}
}