Majesty Gold HD

Majesty Gold HD

Your Friendly Neighborhood.. Ratmen?
22 条留言
lordosoul 2022 年 4 月 24 日 下午 7:58 
I'm not having luck with the mod. Lairs don't seem to spread and too few rats spawn. Honestly for the cost the buildings feel like they're punishing me.
Theorden 2022 年 1 月 22 日 上午 11:02 
This is a really neat idea.

I guess Majesty 2 has been abandoned. I was really hoping to see specific Kingdoms, a Ratman Kingdom, a Goblin Kingdom, a Kingdom of the Undead, ect.

Majesty 2 Monsters King is cool tho.
AggroMiau 2021 年 12 月 19 日 下午 12:42 
Lovely mod - I cannot stop unleashing the Vermintide over and over again. Who needs heroes anyway if you get tax paying rats which spawn their little lairs over the whole map given enough time. :steamthumbsup:
FighterJet27 2020 年 5 月 15 日 上午 4:40 
Seems kind of useless, with 6 broken sewer mains and over 15 nests theres still not enough of them to destroy another kingdom, and a single rock golem can destory half of those buildings. Comments here gave me the impression that the spawn rate was high, but cost wise it seems more effective to build 1 guild than it is to sink any gold into these because theres simply not enough spawning out of them.
Durandal 2020 年 4 月 5 日 下午 10:39 
eugh making friends with the Skaven ;p
UnderCloud 2020 年 3 月 18 日 下午 1:28 
Good ideas, was thinking about ice monsters too. But there are destroyable graveyards in Majesty that spawns skeletons, zombies and vampires so he could use this. :)
Rise and shine, Guybrush! 2020 年 3 月 18 日 上午 11:29 
Your Friendly Neighborhood Ice Monsters: Wendigos, Yetis, Ice Drakes. Ice Lairs as buildings.

Your Friendly Neighborhood Forces of Scrylia: Harpies, Medusae, Greater Gorgons. Abandoned Shrines as buildings.

There are some monsters I might have forgotten or don't fit into any of these. Same with the buildings. It were just some ideas that popped up in my head anyways. :D
Rise and shine, Guybrush! 2020 年 3 月 18 日 上午 11:29 
This is awesome. Thanks for this and the Goblin mod! Maybe you can make an entire "monster kingdom" mod out of this, as I always wanted to play with only the monsters in the first Majesty (although I'm not sure how limited modders are).

Other than that I have some ideas here:

Your Friendly Neighborhood Forces of Nature: Daemonwood, Rock Golems, Dryads, Flowering Strangleweed (maybe also Hellbears, Vargs, Giant Spiders, and Rocs). Lairs as buildings.

Your Friendly Neighborhood Undead: Skeletons, Zombies, Vampires, Phantoms, Shadow Beasts. Graveyards (although you would have to make them destroyable) and maybe Abandoned Castles as buildings. [continues...]

RedFalcon360 2020 年 3 月 7 日 上午 3:28 
Doing god's work. Can't wait to see what new allies you bring to assist the Majesty.
UnderCloud 2020 年 3 月 6 日 下午 11:09 
Good ideas! Undead? You read my mind, haha. I've been playing Majesty since 2004r, I remember when as a kid I discovered that there is a quest, in which you get your own goblin fortress after some game days. It was so cool, then I dreamed about possibility of building your own lairs in freestyle mode. After all these years nothing has changed, as you said watching them is really enjoyable. And then you did it. So thank you again for this idea of friendly lairs, for your work and making this game fun like never before to me. :)
InfernalSkys  [作者] 2020 年 3 月 6 日 下午 3:52 
I've slightly reduced the prices of the more expensive lairs for both mods, you may now enjoy an increase in your horde numbers :)

I'm not quite sure about making something totally different, I've always enjoyed watching autonomous AI run around doing its thing, so friendly lairs were fun thing to do, I was thinking about and playing around with a "Henchmen Guild" so far it just spawns heroes to fill the slots every set amount of time that act as guards, I was thinking it would be interesting if you could hire an experienced sellsword band/company to serve you for a set amount of time although I'm not sure how feasible that is so I'm not too sure about that one, its just an idea.

Other than that I might do Undead next, they have a nice roster of zombies, skeletons, vampires etc. I wonder if it'll be fun to make Black Phantoms or the Liche Queen recruitable haha
UnderCloud 2020 年 3 月 6 日 上午 9:54 
Since we know how this spawn rate works I think it's no longer a problem, all about building a lair a bit later if someone wants a harder game, not at start. Maybe just a bit lower price of broken sewer and goblin fortress? When starting with 10k gold it's hard to get 2 of them, 3 seems impossible. 2-3 with normal spawn rate is a nice help, but not overpowered. Anyway may I ask do you have any other ideas for a new mods like this? Or something totally different? :)
InfernalSkys  [作者] 2020 年 3 月 6 日 上午 9:26 
Hmm, you seem to be correct, I tested it on an empty quest area and they did keep spawning, I'm assuming its the way lair spawn mechanics work.
I could try turning the lair into a guardhouse and have the "guard" be a ratman, I just need to see if its possible to make a system that randomizes the guard spawn, I'll need to play around with that some more to figure out a better spawn system
UnderCloud 2020 年 3 月 6 日 上午 6:55 
Tested it, spawn rate is going back to normal just after any enemy building is revealed. That's why the revelation cheat had impact on that too. :) And it's not true that your mods share cost scaling, it's working as it should. Peace, your mods are the best ones. :D
InfernalSkys  [作者] 2020 年 3 月 6 日 上午 3:04 
@UnderCloud Spawn rate should go back to normal after the initial phase, they'll spawn a bunch at the start and then it should start to go down, that seems to be how lairs work in Majesty to quickly populate the area when you start the game. You can wait 1-2 minutes before building a lair if you don't want the extra company
InfernalSkys  [作者] 2020 年 3 月 6 日 上午 2:32 
@tolaburke Definitely not. I just tested it and it seemed to work fine? Cost scaling is individual per building, are you using any other mods? I might be able to make them compatible if you are.
tolaburke 2020 年 3 月 6 日 上午 2:08 
The buildings of the two Neighbourhood mods seem to share cost scaling; build goblin building and the cost of ratmen building goes up. Is this as you wish it?
InfernalSkys  [作者] 2020 年 3 月 4 日 下午 3:23 
Hmm.. not quite sure why that's happening, I'll see if I can figure something out
Player 2 2020 年 3 月 4 日 上午 9:29 
No, goblin better, kill stinky rat *grr*.
UnderCloud 2020 年 3 月 4 日 上午 12:38 
There is one interesting thing - at start spawn rate is crazy, they spawn like every 10 sec, but after map is revealed it goes back to normal. After that I tried using the revelation cheat at the beginning and yeah, spawn rate was normal. Anything can be done with that? As I really don't want to use cheat every game. :D Without it even 1 broken sewer is really op.
InfernalSkys  [作者] 2020 年 3 月 2 日 下午 12:25 
Thanks :) I reduced the spawn rate by 2-3 times, hopefully that settles it.
I'll test to see if its good later.
UnderCloud 2020 年 3 月 2 日 上午 11:11 
Thank you for work, it brings so much fun to this game! Spreading chances should be a little lower imho, as rats spawn rate is really high. :D