Commenti
Kentucky, USAReality5 years ago

Two things

Clarify in the Rules that this is north + south without (balance of twilight)

2: What is the full intention of "no save + load"?

Since you are using real-time instead of IGT, when you use save-loads it's a time loss to begin with (eg mostly for safety)

In majesty there are only a few applications -

Exploration Dismiss spell RNG Fight RNG in situations that could go "either way" Gambling hall in NON Elven treachery levels

Gambling hall is a non issue because with maximum game speed, you can't react fast enough to spend all your marketplace money anyway, and many of the beginnger/intermediate quests are finished entirely with the starting gold -

Dismiss spell is entirely for Vigil for a Fallen Hero at the end, and I think with fast game speed - it's a 8-12(good vs bad luck) minute level (no dismiss) as opposed to the 3-4 minute one. In my opinion with fast game speed on anyway, the real time it takes Dismiss to recharge is fast enough that with no S+L the strategy would be to KEEP dismissing (after he walked back from a non-palace teleport), because it would still be more consistant than getting your heroes to him and 2nd/3rd dismiss is still something like 6 minutes.

Exploration based S+L seems like it would be a timeloss (for Real time) with no upside(IGT only upside), so it's not really an exploit, and probbably wouldn't even be used.

Fighting RNG - Mostly applies to some of the finnicky bosses (Slay the Mighty Dragon, Darkness Falls, Vigil for a Fallen Hero, maybe Liche Queen) - I feel like it isn't super advantageous and the OTHER bosses are fights that don't destroy your town so with the fast forward on you can just re-recruit until it's over.

Kentucky, USAReality5 years ago

You can check a more easily readable version of level-specific scripts by going to

Majesty HD > SDK > Original Quests > GPLMx > Rules > Epic_Quest_Scripts

These are GPL files and open in Notepad just fine. I don't think it's too useful compared to the RGS, but can be fun to browse through if you want to know about pre-set monster waves and stuff.

discussione: Speedrunning
Kentucky, USAReality5 years ago

I kind of always thought the Future Tactics speedrun is a cool idea- someone did it on twitch, but it's not here or anywhere else. I think it could pique interest for people who like things like Valkyria chronicles (gameplay, not visuals) https://www.twitch.tv/makar4eva/video/47099704

Kentucky, USAReality5 years ago

I know we haven't really opened up the NE yet but, I have a chip on my shoulder.

The script for this quest has you win when his gold falls below a certain amount... in practice this will be about 8 days after you kill his marketplace. (assuming you continue to spell tax collectors to death during the 8 days)

So my IGT strategy from last July got a 14 IGT. and seems to be reliable up to the 17-19 range on repeat trys. It's a nice and simple build up and only special thing is the use of sorcer's abode earthquake and solari lvl 1 spell to snipe their marketplace.

I think in context this should mean the level will always end in 19-21 minutes at the worst.

However at the same time I had written down that you could kill the Marketplace earlier using Barbarians by using a series of "waypoint" buildings to get the peasants to the back. I'm sloppy about it in this video - I think I'm supposed to stagger the recruitment so he doesn't trigger his lightning storm.

However he has a bad habit of stalling out for AGES when I use this strategy? I think he spends less on resurrect spells and attacking hero buildings is hard to due auto-berserk defend home (unless you reset for north spawn so buildings face south I guess) I have great hopes about finding a way to make this work though.

Kentucky, USAReality5 years ago

I'm trying to learn how to play Doom the Rogue Like, and it has a both a tileset mode and an Ascii console mode (which their game history says was made earlier). I can record the tileset mode easily with OBS's game capture, but the console comes up blank. I find it much easier to play in Ascii (easier to see what's going on and no scrolling) but I don't know how to. I Assume that other super old games use this and whatever people use to stream them would work for this?

Kentucky, USAReality5 years ago

This is a pretty random level, and it's almost entirely the last few minutes that causes the problem.

The level has Daemonwood clusters (Five 3 tree groups and 9 at the Witch King Castle itself)

There's really only 3 heroes you can pump at these at level 1

Monks - Very strange reaction, but lvl 1 monks can even win without spell support (and you can gurantee with the level 1 stoneskin spell) Warrior of Discord - Need the Fervus Heal spell Wizard - Need to be invisbled twice (but once all 4 are out don't need support.

Monks have the problem of although they have a high chance of winning they don't THINK they have a high chance of winning, so unless you build the temple on top of the daemonwood to force them into berserk, it won't work. (and this level is not really gnome > elve friendly)

Wizards are Great for killing the temple, but expensive and awkward to use a second / rebuild first for the daemonwood attacking your palace.

IL hasn't been pushed, but kinda leans into the "wizard for castle destruction, then ignore what happens to the palace and hope he teleports into barbarians / wods.

discussione: Introductions
Kentucky, USAReality5 years ago

We're always lucky to have guys for you. I've got mysterious stuff to bang my head against in my games with SDK and the ones without it confuse me even more. I've always done testing via the "headbonk into every ceiling" method. You never know when you might bust through one and discover clipping for your game lol.

Kentucky, USAReality5 years ago

I've been trying to repeat the 13 day IGT indicated from my spreadsheet. Right now here are safe and unsafe stages.

Day 6, day 12(sometimes delayed till day 14), and day 18 are the "set" dragon waves that attack from map border. - No matter what strategy you use later, a Rogue guild's built immediately can 100 Gold flag the "rescue" trading outpost and you will have time to get a tax collector there before the day 1 dragon is done with the Rangers.

A: Using Krypta, as encouraged normally by developers B: Finding the Barbarians on day 0 and using WIther spell support. C: Building a Wizard Guild level 3 for opening the dragon castle and initial spawning of the tomb (2 lighting storms), Use invisibility wizards ~2-3 times (NOT towers) for defense against single dragons. D : Remote build Rogues. When the Tomb spawns a guild in the Far cardinal directions SHOULD be ignored in favor of the "closer" tradingpost/guardhouse that you rescued (breadcrumb wizard towers in this area to gurantee)

Tomb of Dragon King

discussione: Talk
Kentucky, USAReality5 years ago

I love Scotland Yard and Letters from Whitechapel, but I have never gotten Fury of Dracula to go over well with my group - generally, one problem seems to be that the Hunters are VERY slow on Night phase - Chossing what to Draw is a hassle . The other problem is that Dracula's Lairs seem more important than his current position (until very late turns) since the potential for him to score points from them hangs over the game more heavily than almost everything else.

Does anyone here like the game or has had a similar problem?

Kentucky, USAReality5 years ago

If you want to do Deal with a Demon in a "resetless" setting, I would recommend Starting the Gambling at 300 Gold per bet, and waiting until you had ~24,000-28,000 as a buffer before switching to 1000 Gold bets.

Kentucky, USAReality5 years ago

Ramsrock's doesn't use explore flags aggressively enough, That said one of his videos has the absurd luck of a day 27 Trade Routes >> He does use Fast game speed as much as possible (swapping back to default game speed when things are intense)

I used Faster game speed while grinding for IGT (days passed time) but I've stopped to make sure my recent videos directly comparable to what you two have been using.

Kentucky, USAReality5 years ago

Here's my notes on the Northern Expansion

Rise of Ratmen - Rhoden will always spawn day 24, and the Waves are light enough that you can power economy your way to having tons of Lightning storm by that time. Pretty much exactly the same as The Fertile Plain.

Clash of Empires Valley of Serpents Darkness Falls Fortress of Ixmil All very similar to "Barbarian smash" Southern levels. Clash is the easiest, Serpents is annoying casually, but with Barbarians the map will be over before the crucial In-game-time when the Ice Dragons start spawning. Darkness Falls, very rarely trolls you... sometimes the bosses can somehow kill a Raged barbarian but usually it's a non-factor. Fortress is kinda the most interesting, but it's mostly a matter of the Fort just teleporting off the map, even though your barbarians only need about 35 seconds with it.

Scions of Chaos I went nuts to get the extra optimization to do this in 4 IGT days, but it's extremely reliable to get 5s over and over no matter what strategies you are using. Trade Routes 29 Caravans, 15 must arrive. The way the quest is written in documentation suggests that next-caravan resawn timer activates when previous is removed. My idea is To only Winged Feet 15, and to have Wizard towers at map edges to spawnkill the other 14. However, My efforts here have been wasted AND to add insult, there's actually a video of a IGT day 27 using the simple Winged Feet only method. Urban Renewal You can do an "ALL IN" strategy where you destroy the statues and then try to get the Red charathers to kill all their own buildings. I recommend Barbarians, Saving up money till you have 2 Rage of Krolm, then keeping one Barbarian to Stand over the statues without attacking via explore flags, and only then starting the carnage. ALL Barbarians will die but this is fine. Siege I have a very funny backdoor strategy, but I have better results playing semi-casually, favoring Solari > Barbarian. You need their Palace revealed, (babysit a rogue around edge of map so he approaches from behind) and want to kill their marketplace with 2 earthquakes (since the way their caravans transfer directly to his treasury instead of to the marketplace) Use Solari' Temple spell to prevent them from repairing the marketplace while earthquake recharges. Afterward, use it to kill their tax collectors (mostly they'll go for gazebo or fairgrounds). If you get a big endless fight going near their squishy priestess they can run themselves down pretty fast by spamming Resurrect and getting 1-hit again and again. Legendary Heroes Look it up on youtube to find someone using a wizard tower spam strategy. I feel like grinding out the money to do this is slow, so I think it's best to mix and go for 3 "hero" barrow kills and only 3 "lightning" barrow kills. Balance of Twilight Deal with a Demon 2.0, Just GRIND MONEY. Vigil A VERY short level if done correctly. Steps are > Minimize casualty during day 0 attack (monk, barbarian, rogue most important). > Find the Sorceror's Abode quickly > Exile spell the Rogue and he SHOULD be in the far row - go up and down this row to find the abomination > While recharging, Build an INN and a Guardhouse by your castle (inside towards the middle) > Use Exile spell on Abomination (Unlike with Heroes it's only 1 in 4, it can go to any of the cardinal direction map edges) > Abomination should appear on top of your palace and get perma-aggroed on the Guard Tower > When it fears an important hero, let them enter the Inn, then delete it while they are inside for a "budget change of heart". Remember Monk/Barbaian are the DPS. Spires of Doom I'd go over the word limit describing how to do this fast. Wrath of Krolm Haven't tested it heavily, but you can physically wall the Avatar in with your heroes in certain situations. I'm not sure if it's better to Try to stall him during this and snipe all the temples while he's inactive or send in wizards (since most of your heroes will be unable to attack themselves) Vampiric Revenge Killing 2 vampires is kinda funny, since it's a "micromanagement experiment" Wizard's and timing invisbility so they don't throw up their shield is the way to go, and while it's easy to do during practice, revisting this level without a marketplacemakes it more interesting when you push the duration of each spell to the limit.

MY TLDR - I think NE is less interesting to speedrun since 8! levels are boring. 2 of these include the most RNG levels in the game (IXMIL's long teleport vs short teleport thing and Trade Caravan pathfinding around trees). The 5 Interesting ones (Legendary Heroes,Spires of Doom, Vigil for Fallen Hero, Siege, and Urban Renewal) Include 2 Humorous levels, 2 levels that are Hard on the nerves since they are intended to be endurance levels casually, and Siege, well I guess I do like Siege.

Kentucky, USAReality5 years ago

I don't know much technical stuff, but I do know that if you open the RGS editor up and you can look through the vanilla game.

From RGS > File Open > steamapp common Majesty HD Quests > the .q files not the mxql files

Once you have them open the thing that is most important to a speedrunner is in the Quest Tab.

Check the Force Patterns.

The randomization for every level is shown here on a 5x5 grid. Techincally the 5x5 grid represented by the Force Patterns is 25 smaller 5x5 grids, (the Unit Patterns), But luckily almost every important Building (Lich Queen Lair, Tower Prison, etc) is almost always centered... usually it's only things like wild random Chests or minor creature dens that are off center.

Now the important thing to narrow down on. is that for many quests, although the quest important building IS randomized, it won't be randomized over the whole map, but typically only some of it. For example, in Quest for the Magic Ring , it will only appear in Spaces 1-3 2-2 2-4 3-1 3-5 4-2 4-4 and 5-3 in short, a Big diamond connecting the 4 cardinal directions.

The Force Pattern IS pre-map rotation, so you have to orient yourself by which side of the map your palace is on. Typically, the game will consider the row your Palace is on as the 5 row. (even if it's a column due to a left side map start)

In my opinion you can minimize randomness enough to make Rogues (and occasionally berserking Barbarians) the only exploration unit you need. Rangers have no use in a speedrun except if you start out with them by default.

Tsundraki piace questo
Kentucky, USAReality5 years ago

I went nuts trying to repeat all these July/June of Last year. I recorded some of them, but I was very new to OBS back then and I've let pretty much all the twitch vods expire without bothering to make them into highlight or youtube exporting.

There were a lot of times I didn't have the patience to tie with, but all of the Cyberlore appear humanly possible to me. For some reason a lot of the (levels it's obvious to use barbarians on) have really bad times on the Cyberlore Forums (Vengeance of the Lich Queen)

The in-game cheats aren't neccesay.

discussione: Talk
Kentucky, USAReality5 years ago

WeaponLord piace questo
discussione: Speedrunning
Kentucky, USAReality5 years ago

Doom The Rougelike - This is a a fangame (and thus freeware) Memey in that it, you know confusing people into thinking you're running the famous First person shooter.

Kentucky, USAReality5 years ago

I live in Louisville. I would like an estimate on what you estimate the date could be so I can make sure it doesn't get in the way of my 9 to 5.

Kentucky, USAReality8 years ago

So the origin story.

There are 3 goals in each of these levels. a "complete" money goal (a very low number of coins, 40 or 50 depending on number of trophies) a trophy/trophy goal always X/4 or X/5. and a "perfect" money goal (varies from 108 to like 125).

You do not unlock the next level if you die below 40 (50) coins.

On a blank save file, to unlock each level, you only need to do the "complete" money goal in the previous level. Missing the trophies is fine.

On a blank save file, you can obtain perfect status without getting some or all of the trophies.

Collecting all trophies will always give the "complete goal" because the "complete" goals are 10 X number of trophies and trophies are worth 10 points.

On the level select screen, there are 5 trophies above each level(1P, MP, health, coin, zombie). The one normally designated for 100%, the coin trophy, will fill in for the origins levels without collecting the trophies once the "complete" money goal is reached. It will not fill in if you collect all trophies but die below the money goal.

The game does tracks trophies during the level itself (in the bottom left same as all other levels) and the "final score" screen, where it shows the 5/5 and adds them separately to your coin score, but as said, does not track them for purposes of .the C trophy

For the purposes of a RTA speedrun of these levels, most routes would still want to pick up the trophies since they count as 10 rather than 1. Almost all the (fast) "perfect" routes would involve getting all trophies incidentally. For "complete" it is fastest to beat the levels with 1-3 trophies less than the goal. Levels such as Locksmith allow quick access to safes for example, while mole/blonde would want the 10 coin boosts of some of the trophies even to reach the small goal.

It's quite clear that optimal strategies would want to take damage throughout the level and to try to time death just after touching their last coin/trophy.

It's possible to go by the ingame requirements to unlock/clear the level. (In which case all trophies is unnecessary in both. This would make the any% and 100% route the most distinct from one another.

If the rules are instead defined as any% as all trophies and 100% as "perfect" +all trophies. We have the advantage of making the speedroute more comparable to other levels.

I feel like the way the developers made the number of trophies exactly enough to reach the "complete" goal even without collecting a single normal coin indicates that they want that to be an alternate level completion goal, or at the very least did so to ease new players who picked mole: origins right after level 2 into the same kind of gameplay as elsewhere.

Therefore I think I'll side with Frank- any% should be "complete" without all trophies and 100% should be "perfect " with all trophies.

Spikestuff piace questo
Kentucky, USAReality8 years ago

I'm Reality from the steam community for this game. I was going inactive for this game but MonkeyPocket recently asked me to do speedruns again and I took two new times last month.

I might have enough time to do something with the game on this website, but won't be free for another 2 weeks.Personally I think a IL leaderboard is more appropriate than any%/100%. I would personally format it the same way as command and conquer or starcraft. The locksmith any% projects were mostly a "fun diversion" for community members who primarily worked on IL. Besides the ones on this site, I believe Mopo and others have done some for the pick campain, but not Fin. ILs represent the community better because the ingame leaderboards are largely the reason the speedrunning community for the game picked up in the first place, and feature competition as tight as hundredths of seconds, while only about ~5 any% runs have ever been recorded.

Concerns about an IL table not showing second place, being as aesthetic as any%- The site could support both formats easily. An IL table does not need to display second places, because if someone wants them they can check ingame, and besides, ILs do not allow for recovery... As a rule 1st and 2nd place runs use the same route. any% and 100% could maintain 2nd,3rd,etc place videos, because due to their lower level of development, they have noticeable differences in routing over their length.

Most of our efforts were for our own cross-reference and sharing strategies. Video quality is poor. Slightly out of date, I stopped updating regularly around September 2015. About 2/3rds of runs are still current. I could easily get the ones that have been obsoleted since then because I still keep in touch with vell/mr.u/notcarlos/mopo. However, the same cannot be said for Classic. Many of them were likely never recorded. It is possible that many of them could be beaten if the speedrun community made a concentrated effort on them. There is some interest in doing so, but mostly for the pick campaign. The aborted IL table on steam http://steamcommunity.com/sharedfiles/filedetails/?id=491790956

Spikestuff e IHateComicSans ti piace questo
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