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Author Topic: Majesty Multiplayer Via Hamachi - I'm here right now and ready, anyone else?  (Read 15935 times)

Cthulhu

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I was expecting this to be a lot easier.  I guess I used the money cheat a lot more than I remember way back when.
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Virex

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Elven tretcher is easy once you notice that elves run from guard towers, and that Paladins can screw elves over.

If you think that is hard, wait untill you get to the tomb of the dragon king mission. 13 Dragons at once, and you'll need more than just a bit of luck to actually finish the mission. The only good part is that you get a temple of krypta to start off with, which means that your skeletons can beat the crap out of dragons. Provided they are around, of course.

I just beat that mission. Don't do anything but spam priestesses early on and keep replacing them as much as possible. you'll want a full regiment of priestesses early on. Don't build rangers untill your priestesses won't explore further since otherwise they'll take exploration experience from your priestesses. Wizards arn't that great either since they'll get fried very fast, but they're good to have some punishing power on the board and who knows, one may just make it to a decent level. Oh and use gnomes.
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Kagus

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Money cheat?  Pfft.  I used "Grow Up".  Obsessively.

Seriously man, I overused it.  Level 506 is just too far.


I managed to get it down so that I could type that code so fast, the text on-screen would fill five lines before it was all shifted up a notch.

Margrave

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Sean Connery ran my kingdom for me all the time while the Sovereign was passed out in the gutters next to the Gambling Hall. This game blew my socks off as a kid. Do you folks already have four people because I might like to get in on this. (Why did I always bet on Gold!?)

I might need an explanation on how to set up the multiplayer though.
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Kagus

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I think we all need an explanation on how to set up the multiplayer.  So far as I know, no one's played yet!

And yes, the advisor is all kinds of awesome.

Cthulhu

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I beat Quest for the Crown without a single cheat code.  I rebuilt my kingdom from the ashes with just three wizards and a ridiculously high level healer.

Oh, and some elves later on.  I basically just sat tight until I started getting some money, and slowly built the various buildings I needed until I had enough heroes to actually make some headway on the map. 

Also, wizards are idiots.  A minotaur can one-shot a wizard at pretty much any uncheated level.  Despite this, if a wizard is bounty hunting a monster lair, and a minotaur comes out, he will keep attacking the lair until the minotaur starts swinging.  His survival basically depends on the minotaur missing that first shot.
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Kagus

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Did this ever get figured out?  I'm still waiting for my first game of MP Majesty...

EDIT:  Not that it matters much, since my video drivers are apparently TOO ADVANCED for Majesty...  Goddamnit.  The game crashes at startup.

Cthulhu

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Try removing binkw32.dll from the Majesty folder.  The one that installs with Majesty isn't compatible with XP and you already have one.

Or add -nointro to the shortcut.
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Kagus

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Thanks mate, the -nointro seemed to do it (or at least made it go further than before, still haven't tested actual gameplay).


EDIT:  Crikey, this is just insane...  I've been running a few freestyle maps with Goblin Caves as the map, goblin scouts as wandering, cannon fodder as special #1 and goblin rush as special #2.

There's really not much chance of survival.


Everything is quiet for a couple days, and then you start seeing the first critters wandering around.  Maybe they're vargs, or zombies, or just a few lost goblin swordsmen.  Whatever.  They're dealt with quickly by your fledgling heroes.

And then it hits.  A massive, unstoppable tide of goblins cascades over your fort, slaughtering everyone in sight.  The huge overlords laugh as they obliterate the pathetic weaklings who come to turn them back, while the little enclave of goblin shamans chant and bring unholy speed and strength to the masses.

I really just don't know what to do.  The sheer numbers (and the fast speed of goblins) overwhelm early wizards, warriors are simply too slow and stupid (many of them forgetting to even stock up on healing potions) to fight them off, rogues are actually pretty good as backup, but they just die too easily.  Same thing for the rangers, who also have the nasty habit of not being in town too often.

The closest I've gotten to surviving was with Krolm.  I started with the "Wild Lands" setup and just brought forth as many of them as I could manage.  I got lucky with my gold and managed to upgrade the palace and build a second temple to them, thus sending another six barbarians into the world.

Not even the rage of Krolm could stop the green menace...   Yipes.

Virex

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Hmm, sounds like fun, I'll try to survive such an onslaught... ;)
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Virex

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It seems that if you rush for temple of Krypta you can survive the starting waves, untill you hit a wave that's about 3 times as big as the others. Usualy your priestesses will then be too spread out to make a combined stand. Also, since I was playing with 10 000 starting gold (minimal amount) I wasn't realy able to build an economy or anything besides rouges and priestesses. Still, you'll eventualy get about 2000 gold at one single time and from then on you got to watch out for the waves start getting huge then.

Come to think of it, maybe rushing paladins could work, but then I'd need to start with more money...
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Kagus

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With the champions of law start, you can pump out four paladins from the get-go for 4,000 gold.  It's not much, but you can also afford a marketplace, plus "buffer" buildings.  You might even fit a monk or two in there, if you so desire.

Agrela's healers can really help out, if they're kept safe.  An excellent scenario is where a couple paladins are knee-deep in goblins and berserking on their green arses, while a healer or two stand in the background and keep their health topped-off, thus rendering them practically immortal.

A not-so excellent scenario is where the positions of the paladins and the healers are reversed.


Oh, one more thing...  Ruins of Esterhausen (what I used to use before I gave up completely and settled for goblins) and cannon fodder will both result in ratman shamans showing up.  This means plague, the oh-so-wonderful ailment of the masses.

Well, I discovered a long time ago that healers are capable of curing plague with their healing spell.  If they see anyone who's infected, even if they are not otherwise injured, they'll toss some magic cure-all at them and continue on their way.  Even peasants and tax collectors.

This is one more reason why Agrela is just ace.


On an unrelated note, I really just don't understand why people would want to build a temple to Helia.  Sure, infinite-range attack spells are fun, and the warrior-priestesses ain't too shabby when it comes to smacking stuff, but they pale in comparison to what Lunord offers.

The Solarii are slow-ish, and they spend too much time hanging out in the wrong places.  Sure it's nice to beef up a guardhouse with the extra power, but it's quite often that you'll put a guardhouse in places where "a guardhouse" is sufficient.  You don't need a hero on-call just to fight off the occasional giant rat (regardless of what years of classic RPGs have taught us).

Adepts, on the other hand, are only middling fighters.  But they're freakishly fast, and they will patrol everywhere.  Plus, if you do decide to tempt them away with a juicy reward flag, they'll be out there in a flash.

But what I really like are the temple spells...  Or, more precisely, the spell.  Winged feet.

I don't care how much damage you do with sun scorch, heroes will always be your main method of dishing out the hurt.  But you'll never have a hero who can put turbo jets on your caravans, tax collectors, and long-range peasants.

Wind storm has its uses, but it seems a bit expensive for having such a short tossing range.  It's brilliant for scattering a pack of goblins or ratmen however, allowing you to single out the shamans while their bodyguards are otherwise occupied.

If you really desperately need more thugs, I suppose you could go for Helia.  But Lunord's adepts got a major buffing-up with the expansion, so now they've got a host of cool new spells to help them out.


On another completely unrelated note, a fun way of playing is to disable all guilds and temples in the build menu, and then just play with the reinforcements special option (possibly veteran heroes as well, if you're not using the other slot for something useful). 

By the way, has anyone ever had a "high-intelligence hero" learn one of those public access spells in the library?  I think I remember having a priestess of Krypta leatn power shock, but I'm not entirely sure.  I always wanted to figure out exactly what was going on with that...

In other other other news, Zesty Puddle is now one of my favorite hero names.  Cultists are just so damned cool.

Virex

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Yep, priestsses of Krypta can learn power shock. Had that happen on multiple occasion.s Happens when they go over level 10 and decide to go shopping at the library.

As for the comment on the rule of law start, I can already pretty much sustain myself against the goblin flood if I pick a high amount of starting money, since that allows priestesses (Who provide the chaff and will quickly kill anything besides the big guys in 2 shots) and a full complement of the basic heroes, with a lot of weapon enhancements. You'll incure some losses, but you'll get a copious amount of heroes and a running economy. I specificly went for the harder setting (No starting buildings besides a palace, and 10 000 gold), which is apropriately labeled "Master", to see if I could do it. Guess what? I can't.
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Kagus

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I just tried out the champions of discord startup to see if Fervus could help me through my troubled times.  A group of 4 warriors of discord, backed up by a bunch of wargs and knife-slinging cultists is actually remarkably effective.

Remarkably effective as in...  I won.


It started out as a bloodbath, with the Fervites (Fervors?) wading into battle against 20+ goblins.  What's cool about the warriors of discord is that they get that howl of chaos ability, which works wonders on large groups of weaklings like the goblins.  Furthermore, you've got your own chaff to soak up some arrows with the charmed wargs and such.

I lost a few cultists, but not a single warrior of discord fell (this was mostly due to luck).  The only irritating thing about these brutes is their intellect...  Or rather, their lack of one.  Of the four, two never bothered buying a single healing potion in their entire lives.  One of them would occasionally remember to go shopping, and the brightest of the bunch (4 points of intelligence) was actually pretty clever for an imbecile.  The highest-level warrior had 1 single point of intelligence, some upgraded gear (he may very well have just found it, I don't know if he had the wherewithal to buy his own), and about 10,000 gold pieces by the time the game was closing.  No healing potions.

After the cultists and warriors, I got gnomes in to help keep everything running.  These guys saved my life by patching up the palace while a surgical goblin strike team punched through my defenses and went straight for the keep.

Later, I invested in some rogues to help provide more backup for the warriors of discord, and also to get a little more gold into my stuttering economy.  The rogues proved invaluable, as although they died frequently, the guild was able to grant me emergency funds right when I needed them through extortion.

I noticed that most of the goblin attacks were coming from one direction, which also happened to have a sewer opening (this general location was known by the locals as "right outside the palace's doorstep"), so I plunked down a temple to Krypta there to provide a skeletal defense.

After that and a few more skirmishes, things were pretty much wrapped up.  I got an embassy and a wizard's guild up so I could get a few nice spellcasters into the mix (embassy works quite nicely with wizards, as even a single extra level will give them fire shield and thus greatly increase their survivability.  Level 3 means fire blast from the library, which is when the wizards start on the road to invincibility), and then just started expanding to help out my finances.

...

Ahh, shoot...  I just realized something.  I was playing with "super lairs" instead of goblin rush.  No wonder this was easier...

Still though, I was getting repeatedly pummeled on one side by vast amounts of goblins, so I still get some points...  Right?
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