![]() ![]() Fear flags are for telling your heroes to avoid areas of the map. Explore flags can be set anywhere on the map. Defend flags can be used on carts or your buildings. If the number is 0 you will need to add more money or the quest will be ignored.Īttack flags can be set on creatures or enemy buildings. ![]() When you put a gold amount in as a reward you can see in the central panel how many heroes are interested in taking on the quest. You right click on the target to place a flag and then you can add a reward using the panel on the bottom right of the HUD. There are Attack, Defend, Explore and Fear flags. The more you offer, the more likely heroes will be to answer your call. In order to get your heroes to target a specific creature or building you place a flag on it and offer a reward. Instead of direct commands, Majesty 2 uses a system of rewards. ![]() We’ll discuss the types of hero in more detail later but first let’s take a look at how to command them. There are various different types of heroes and selecting the right kind for each job will have a large bearing on your success. Each of the guilds can be upgraded and you can buy new skills or magical powers for your heroes. In order to recruit heroes you build the relevant guild and buy them. The difference with Majesty 2, when compared to other real-time strategy games, is that you don’t control them directly. Instead you’ll be hiring various heroes to do your bidding. The sovereign is much too important to risk himself in combat. In this Majesty 2 strategy guide we’ll take a look at the core mechanics and offer some advice to help you on your way. The quests start out gently and introduce you to the basics of gameplay before ramping up in difficulty quite dramatically. There is some choice in the order you complete missions but you’ll need to conquer every opponent to win. There are several quests to complete before you can rest in that throne and you’ll select them via the map screen which shows the whole of Ardania. Obviously, one defeat will result in you losing, well, everything - and any taking too long will result in a deadly response from the evil guy.As the king of a land overrun by evil creatures you have a serious task on your hands. Incidentally, Fantasy General's harsh difficulty is explained by it's backstory - think Lord of the Rings, if Sauron had won and, a decade later, you lead a ragtag army into the heart of Mordor. Fantasy General gives you limits that really make you think about how you can win a given scenario without losing the war via attrition. I would not recommend playing on "hard" as the scenarios are pretty challenging on "normal".įantasy Wars had some really nice Developers - the turn limits they give you are incredibly lax compared to what they derived it from. If this makes the game too difficult for the methodical, then just lower the difficulty to "easy". Trying to race across a map against the clock raises risk considerably and will result in casualties but in return is rewarded with better prizes at the end of each scenario. The "turn-limit" in that game is the developers' way of gauging difficulty level. Fantasy Wars is a great title but the Orc campaign is punishingly hard at the end. If you are serious about turn-based strategy, pretty much all the good stuff over the last few years has come from either Stardock or 1C (Dominions 3 was also good though could have used a bigger budget, and of course some excellent Civ4 mods). ![]()
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