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Mega cool. I'm going to try it right now.
The armour type, henchmen, decision tree, exploration and research all excite me a lot.
I'm quite interested to look into the services system.
How much time have you spent with the War3 editor? You mention that you have somewhat modeled the unit properties prototype after it. I tinkered with it, but usually didn't accomplish much lol.
Thanks a lot of the notes!
P.S: Reading about the equiptment sytem changes have me super excited as that is always how I have wished and imagined the system would work.
If you have Majesty as a shortcut on your desktop, right-click->Properties
You should see a field that says "Target" that you can type in.
At the end of the field outside the quotation marks, type in -gpldebug
Save that and you should get error messages should any come up. The game may sometimes crash anyway without giving a debug error message, those only happen when it is a divide by 0 error so just knowing that is useful enough to report if you can remember the circumstances.
A last note, error messages pause the game when they display, but you might need to alt-tab to actually read them, as it might not do that automatically for you.
I spent a lot of time editing in War3, enough to the point that I tried to replicate Majesty's gameplay in a custom map. The results were vastly disappointing as I had no idea how Majesty did what it did. Now I get to work on the game itself, and merge some of the more appealing elements of other games that could work in this one as part of a mod.
Some combat/damage systems from War3, an equipment and experience system like D2 and a spell system that is a bit of a merge between D2 and Torchlight 2. I take what seems fun and see if Majesty can incorporate it.
It's probably better you got to it now than at release, the amount of bugs matched the amount of new content, which is to say a lot. Most of the major ones should be revolved now.
Is it possible to translate into Russian mod?
You'd only need to translate the text inside the quotation marks and editing the <IDTEXT> is not necessary. After that, all you need to do is save the file and the changes to whatever text translation you made should apply. You'd also need to save a copy of your translated text file somewhere else as if you leave it in the steam mod folder, it is bound to end up overwritten whenever the mod updates in any capacity. So be sure to have a backup of your translation around whenever you need to save over the one steam overwrites.