Majesty Gold HD

Majesty Gold HD

Goblin Kingdom
129 commentaires
CallMeDevil 11 mars 2024 à 21h26 
having a little trouble getting the mod to work with new game + mod any chance you can look into its fix ? great mod though i like being the baddies.
Partheas  [créateur] 20 nov. 2022 à 21h23 
@Reft With a little digging, it seems the ability to have a working spells button in the temple itself is either not straightforward or not possible (other mods I saw that add temples also had that issue). I changed the interface tied to the Temple so that no one accidentally crashes their game using a nonfunctional button.

That, another bug fix, unique spells, and perhaps more tied to the Temple should come to the mod within a week or two I'm hoping.
Partheas  [créateur] 27 oct. 2022 à 18h26 
Thanks for that! I'll make note of the issue so I can fix it when I work on the mod again
Reft 26 oct. 2022 à 19h39 
Great mod

FYI clicking on the spells tab in the temple to grum-gog crashed the game.
Partheas  [créateur] 19 mai 2022 à 21h29 
I'm not planning on making a whole ratmen faction at this point. I do have rough plans to potentially make the embassy recruit random monsters, but that's a stretch goal for if I completely finish this project and want to add to it
Swinky 19 mai 2022 à 13h54 
Oh no I was just checking. I just recently got majesty and was just looking up the mods and was seeing the last updated dates. But it's a great mod tho. And was wondering if there are any plans for ratmen faction and such. :^)
Partheas  [créateur] 18 mai 2022 à 15h26 
On and off. Haven't for a little while.
Did you encounter an issue or have a request/thought for it?
Swinky 17 mai 2022 à 15h52 
is this mod still being worked on?
cybermax 7 déc. 2021 à 0h40 
Thank you so much for the clarification. We just didn't know. And yes, you have a very cool mod. Thanks again for him too. It will be very cool if you make those edits and fix those bugs that I told you about.
Partheas  [créateur] 6 déc. 2021 à 9h58 
Upon a brief investigation, I've found your issue. The fix is easy - build a single statue.

The issue is not a bug, but rather a mechanic you may not be familiar with. In the game Majesty, your heroes act independently based on several factors such as a hero type's personality and loyalty. As a healer, much like many real life healers, the healers of this game have a desire to heal the wounded - regardless of whether they are friend or foe. However, if they have a high enough loyalty to you and your cause, they will not heal your enemies. Healers have a pretty high base loyalty, so any building that increases loyalty will pretty much fix the issue, whether it be a statue or royal gardens.

If you severely dislike having to build a statue, you can change this mechanic by having a mod that removes lines 31-33 of GPL\TaskModules\Subtasks\Eval_For_Healing.gpl.
Partheas  [créateur] 6 déc. 2021 à 9h34 
If I discover the bug and am able to fix it, I will quite possibly put together a separate mod that has only bug fixes to the main game that I've managed to fix. I would include a note with that mod saying anyone with their own mod can incorporate the fixes into their own in the event that my mod conflicts with theirs. I will not be fixing a bug and sending it to you personally.
cybermax 6 déc. 2021 à 3h38 
No, no. This is exactly the error of the base game. After all, mods in multiplayer do not work at all. I would like you to fix this error (with agrell's hill) and send this file to me separately. I need to fix it somehow, and I don't know how.
Partheas  [créateur] 1 déc. 2021 à 18h40 
I'll look into that issue. I don't think I've made any modifications to the healing actions, though. That combined with you mentioning it happening in multiplayer games (mods don't work in multiplayer as far as I know) makes me think this is a bug from the base game rather than cause by the mod.
cybermax 1 déc. 2021 à 1h41 
By the way, one more thing. We noticed such a bug in the game. Agrela healers treat other people's heroes! both your own and others'! in multiplayer, it feels the most. in the campaign missions, this is a Siege (the northern mission with a castle so beautiful enemy), and the mission "search for the magic ring". in short, in those missions that have the presence of enemy heroes. can you fix it somehow?
Partheas  [créateur] 28 nov. 2021 à 14h00 
I'm also not particularly happy about the duplicate sprites. I have a few ideas to change that; they're just not high on my priority list.
cybermax 27 nov. 2021 à 17h02 
You have a palace guard and an overlord - it's the same! could you put someone else in the place of the palace guard? For example, a spider.
Partheas  [créateur] 24 nov. 2021 à 10h48 
I appreciate that you like the mod enough to want to translate it. Just so you know, it is a work in progress; it currently does not contain much original text in need of translation. Although I do still work on the project, the work is irregular, so I do not know when it will reach a final state.

Also, given my limited ability to work on it at the moment, my priorities are the technical and gameplay-related aspects. Once those aspects are addressed, I will look into more aesthetic-related changes such as the image issue. Unfortunately, I suspect that due to the limited nature of modding in this game, several of the things you've asked for are not possible, or at least beyond my current understanding and capabilities.

Thank you for the messages!
cybermax 24 nov. 2021 à 3h42 
Hello author! We downloaded your mod and are now translating it into Russian. Please tell me, could you instead of a picture on the goblin overlord's dwelling so that when building there was not just a picture, namely the building itself. and also add pictures wherever they are missing (on the left during construction, when a building is selected). Plus, it would be great if they were purchased at the forge and at the market. And also to make the mod work on all maps, including the original campaign.
edwin gibson 20 oct. 2021 à 16h13 
aww. ok. thanks for letting me know. :)
Partheas  [créateur] 20 oct. 2021 à 16h11 
When I say human buildings, I mean human guilds. There's still human infrastructure you can use. It was supposed to allow you to choose one race or the other for the purpose of guilds, but not both at the same time. I do most my testing with a blank kingdom start for simplicity so I never noticed a human start would let you have some human guilds alongside goblin guilds.
edwin gibson 20 oct. 2021 à 16h02 
[quote]Also fixed a bug that may have been allowing the use of both human and goblin buildings at once, which was unintended. [/quote]

O... that was a Bug..... As long as I have know this mod. I thought that was a Feature. XD
Partheas  [créateur] 20 oct. 2021 à 15h50 
So I ended up doing it all - finishing the Watchtower update and fixing the Temple issues mentioned, including allowing the casting of Fervus spells with the construction of the Temple to GrumGog. Also fixed a bug that may have been allowing the use of both human and goblin buildings at once, which was unintended. Update is available.

Watchtowers now behave significantly differently from Guardhouses, so that should be fun to play with.
Partheas  [créateur] 19 oct. 2021 à 17h24 
Of course! The mod has gone slowly, and it probably won't be done this year. But I do intend to finish this and make some other mods afterwards.

Thank you for your support!
edwin gibson 19 oct. 2021 à 12h26 
Thanks for the Updates you make for your mod here. :)
Partheas  [créateur] 19 oct. 2021 à 2h13 
The Champion issue is similarly related. Seeing the extent to which this is an issue, I'll actually put together a fix for it and get an update out for just that stuff. Gonna start working on that literally right now, and I'll try to fix it in the next couple days at the latest.
Partheas  [créateur] 19 oct. 2021 à 2h07 
@tolaburke Thank you so much for bringing this to my attention! The Temple to Grum-Gog does exist, but doesn't show up from upgrading the palace like it should. There are two viable workarounds until I fix the issue. Either upgrade the palace to level 2 as quickly and cheaply as possible, then destroy all human/goblin buildings to trigger the building permission check. Or, play using an outpost start.

I have identified the origin of the issue and will fix it with the next update I put out which will be a re-imagining of the watchtower system which will then function a bit different from an ordinary guardpost. The issue happens because the function that updates building permissions only changes the permissions when crossing racial building threshholds (no more human or goblin buildings, first goblin building built, or first human building built). I'll fix this by making sure that the palace upgrade enables the Temple to Grum-Gog.
edwin gibson 18 oct. 2021 à 13h52 
Nice. New update. :)
tolaburke 17 oct. 2021 à 19h17 
The Temple to Grum-Gog appears to be missing. No Priests, no Champions.
Partheas  [créateur] 11 oct. 2021 à 21h02 
I've fixed the issues with the changes I had in the works. New version out now.
Considering putting out more frequent, small, targeted updates going forward. Might be easier to work on that way. I'll only post here for updates when I hit certain milestones in the mod's development.

Let me know if you find any issues
edwin gibson 16 sept. 2021 à 17h54 
Nice. thanks man. o7
Partheas  [créateur] 16 sept. 2021 à 17h34 
Yeah, I include a short general change log with all my updates. I keep a running list of changes as I make them so I can compile them and throw them in as a note when I update. They're always visible in the Change Notes tab on this page. They might not always be fully comprehensive, but I try to keep them as detailed and accurate as I can.
edwin gibson 16 sept. 2021 à 0h15 
Sweet. I'm looking forward to the Update. :D Will their be a Change log letting us know what is new?
Partheas  [créateur] 15 sept. 2021 à 20h21 
I am slowly working on it. I'm just not able to put much time into it right not unfortunately. I wanted to get a certain feature set together before the next update, but seeing the slow pace I'm able to actually work on it, I might just work on having the stuff I do have together in proper working order along with a number of bug fixes I've gotten. - I have a fix for the improper handling of the race tracking, as well as one for the chest retrieval and follow and support bugs that I'm happy about. Just need to get an update out.
Dark 4 sept. 2021 à 2h25 
wonder if this mod is abandoned or on hold . w.
Mosley was right 19 juin 2021 à 1h33 
I love that there is a mod community for such a classic old game! Three cheers for Sir Partheas!
edwin gibson 3 janv. 2021 à 13h56 
Thanks for all you have done for this mod. :)
Partheas  [créateur] 1 janv. 2021 à 13h57 
Was working on the mod and testing things, and I discovered an issue that might pop up because of gnomes/rats. I know they're not the same thing, but the game doesn't right now. Even gnome hovels will generate rats nests right now. Because of how the race toggle works, this may cause you to be unable to build human buildings despite being on a human path. If this happens to you, just delete some rats nests and it should work again. I'll have the issue fixed in the next update.
Ixcellqueth 31 déc. 2020 à 22h27 
Huzzah for best Majesty mod getting some love! Huzzah!
Partheas  [créateur] 31 déc. 2020 à 22h25 
@dduhe16 Yes, I think custom missions can definitely mess with mods. I could be wrong, but I think the quests have the ability to modify files as well. Any overlap could feasibly cause issues for the mission and/or the mod. If there's a particular one you'd like me to look at, I could take a look, and maybe see if I can find a solution
Partheas  [créateur] 31 déc. 2020 à 22h23 
Picking this back up to finish it. This newest update is a little scattered, because I've been working on a few ideas, but the next one or two will fix this. I wanted to get a symbolic update out for the New Year though, as a sort of renewal. This update features a system which allows one to swap between building human buildings or goblin buildings. It's not completely functional since most goblin buildings are reskins, but this will be fixed shortly in the next update. This system, along with more to come, should enable more interesting gameplay options for the mod.

Here's to New Beginnings, working to finish this project, and moving on to new ones! Happy New Year!
dduhe16 22 sept. 2020 à 6h47 
Hi i have a question. Can certain custom missions from the workshop prevent this from working? Because I used to be able to use it just fine but now when I try to play with it one it's like its not on. I don't have any other mods install and when i try to play with the Goblin Kingdom it's in freestyle mode. Any advice?
Ixcellqueth 30 mars 2020 à 16h49 
My previous comment being said, I did enjoy that Valley of Serpents becomes the goblins supporting a serpent civil war. :P
Ixcellqueth 29 mars 2020 à 20h41 
Awesome mod! It's such a fun change of pace to play as goblins, and the dynamic for using the other monsters like humans getting the other races is also very well done. Excited to see how this mod will develop. What I'm most looking forward to right now is the goblin buildings becoming their own unique thing so that in the mission "The Siege" the enemy doesn't also get turned into goblins. :P (at least, I hope that's how it would work?)
Witch Doctor 18 janv. 2020 à 19h27 
DUDE THIS IS SO COOL!!! I love what your doing and the fact that there are still people who love this game!!!
♥ Rommel ♥ 27 oct. 2019 à 18h52 
If the gnomes are your peasants then wouldn't make since to use their hovels as your kingdom's peasant cottages? It would make the monster kingdom feel better in my opinion and feel 'patchworked' from different architecture like its still trying to figure out its style. Could also easily turn some of the other temples into specific monster guilds, for example the Temple of Krypta could be changed to Wight Barrow or a Vampire Castle and could train Wights or Vampires in place of the Sisters of Krypta. Anyway I do love this mod a ton! :)
edwin gibson 28 sept. 2019 à 20h53 
Sweet. that sounds like fun. :)
And that idea about the needing so many Sewers before rats are willing to join you. sounds like an interesting idea. one that fits nicely for the ratmen. :)
Partheas  [créateur] 28 sept. 2019 à 12h00 
The most I intend to do other monster factions in this particular mod is as guests of a sort, and as embassy recruits.

I may do another mod though to add on in that sort of way. I could expand upon the ideas already present for dwarves and elves, but do it for other races/themes. Perhaps with a certain number of sewers is when rats are willing to move in. Maybe having a certain number of ranger's guilds or some other naturey building would entice Dryads and other nature monsters to cooperate. There's some merit to the idea.

Naturally, I'd make sure that mod was compatible with this one so they could be used together if so desired.
edwin gibson 25 sept. 2019 à 16h09 
Thanks for the info. :)
Would it be possable to change to other Races/Factions/Themes useing this use system?
Like could we run a Rat Man Colony down the line maybe?
And I've alllways wanted to run a Game using monsters/enemies of the nature/Wild Types. Like those walking Dark Ent trees. With Driads(Those Green ladies), Werewolves and harpies. To make a Wild/nature Themed faction. :)
Etc etc.
Well, what maybe your thoughts on this?
Partheas  [créateur] 23 sept. 2019 à 12h50 
Just an update on what's going on. Just finished dealing with something that came up with my family, so I haven't had that much time to work on things. What I had done was looking into the use of custom text, though that caused issue in some places. I think it could be related to the fact that my buildings are not unique creations, so I'm working on that.

So far, I've had success in making the buildings with simpler modifications function as unique buildings, and I should be able to apply this process to even the more complex building changes. This will open up more possibilities for the mod, as well as allow one to fight quests that normally have human forces using goblins.

I've also played around with ways of letting one choose whether to use goblins or humans mid-game. So just as one selects their temples, one can select being human or goblin based on what they build and what exists. Haven't yet found the way to implement this perfectly, but it's in the works.
Your Fav Baka 2 sept. 2019 à 6h19 
Yo! @Partheas, it's really good to see you wanting to get back into this! This is hands down, my favourite mod! So fab!

Idk how much I would say I use this, but I would say it is one I definitely one that I never want to see disappear, it's like a necessary in my mods list. If all other mods got removed, this is the one I would miss the most probably. Although there are some good mods out there like the Evolving Lairs by Ivas & Better Heroes, this is by far the best. Imo.

I have played with it many times & love it. I haven't used it in a while, however, as I have been practicing various setups vs freestyle quests. I would be SUPER keen to see what updates you bring to this. Super keeen. I am actually REALLY excited to test out your updates & help you :)

So, if you ever make any changes please comment them here, as I want to work with them and can give feedback :)

Remember, no pressure! Just letting you know I'd be interested in helping this progress further :)