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- Stronghold Legends Scenario Design
- 5 mins
I have years of detailed user map experience in Stronghold Legends, and I'm here to give you a rundown on every component of a SHL invasion.
The basics of an invasion are quite straightforward. You pick what troops, how many, and what color. Below that you can choose which map marker the army will appear from. If you do have any questions about this section, I will answer those in the comments. Let's get into the meat of the settings by going into the Advanced menu. I'll explain these features from top to bottom.
A simple setting to create repeating invasions. The first invasion will occur on the date set for this trigger. Every repeating invasion will occur at the interval of months you put here. You can choose how often you want it to repeat as well, to a maximum of either 10 or infinite repeats. This is useful for lengthy scenarios with a objective that is not related to the invasions.
Determines where the invasion moves upon entering the map. A normal invasion will seek to immediately perform its Orders (next setting), choosing its own deployment site as it sees fit. A siege point invasion will ignore all AI helpers (and its own plans) and move its units to the indicated map marker, immediately placing its siege camp there. A target point invasion will simply move the entire army to the indicated map marker before it does anything else. Depending on its Orders, it may move very far away from the target point.
Determines what the invasion does once it has finished deploying. A free AI will do whatever it thinks it must do to execute its Plan (explained later) and chooses targets based on its own calculation. Attack Player will cause the invasion to focus its attack on the listed player color, emphasizing the main castle if one exists. Reinforce Player, by contrast, will bring in troops who change to the chosen player's color after deployment and are then placed under their control. Note that reinforcement troops are under the chosen player's control before they arrive at their deployment site, if the player is human.
Does what it says. Includes the correct Lord for that color's player and faction, or does not. Note that lords spawned this way do not seem to count toward the All Enemy Lords Dead script condition.
Indicates what messages the player will receive about the coming invasion. Early Warnings are the classic "A large force of the enemy's men are marching towards us" messages. These will alert the player 3 months (1 minute at game speed 40) in advance of an incoming invasion. Normal Warnings occur when the invasion enters the map, with the "We are under attack!" or "An ally has sent us some reinforcements." messages. The Full Warnings setting (preferred for normal circumstances) will use both types. No Warnings will, of course, include none.
Some notes about this. First, regardless of the settings, a minimap marker will always flash when an army enters the map -- red for enemy armies and green for ally or reinforcement armies. Second, reinforcements do not have Early Warnings, only a message on entering the map (Normal Warning). Lastly, allied troops generate no messages whatsoever, regardless of settings.
If an invasion's Plan (explained next) is Movement, has a set map marker as a target point, and the invasion is set to Leave Map, the units in the army will disappear from the map when they stop moving upon reaching the specified location. This has no effect on other kinds of invasions.
Determines the main purpose of this invasion once it has deployed and how it will decide to carry out its Orders. Also affects how siege equipment appears and behaves.
These are the little flags that can be accessed and placed by clicking on an estate's keep in the map editor. The AI will do what it needs to do without any of these. They're just here to let you shape how the AI performs. It is particularly useful if you have some unusual map design or terrain, or if you have the AI attack a prebuilt castle where you can guarantee the layout.