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BinaryVision started following Stronghold 2 Unofficial Patch Worked on by B1naryvision
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Stronghold 2 Unofficial Patch Worked on by B1naryvision
BinaryVision replied to Alfred The Baker's topic in Stronghold 2
I think Krys0s' entire focus is on improving AI, in Singleplayer and Multiplayer @ Asophix so I will probably avoid that topic altogether for now as I don't want to overlap with his work. He will also be adding all the bug fixes I've added to his patch, unsure if he plans to take features/QoL stuff too. I'm largely focused on just making Multiplayer a nicer experience in general, I don't really play with the AI outside of testing so my eagerness is quite limited to be honest, especially as it seems a lot of the small modding community is focused on it.. -
Stronghold 2 Unofficial Patch Worked on by B1naryvision
Asophix replied to Alfred The Baker's topic in Stronghold 2
Thanks for your response! 🙂 Well, SHN always had its warm hearth, though I haven't been here as long as many other faces. Lately we built up a good cache of content and we also try keeping up with the new things, among others with SH4 and the Crusader DE before. I have a deep respect for modders like you that finish what Firefly couldn't after all these years. AI has been a staple in most Stronghold titles and it's baffling how it got cancelled for SH2. If these mods get a name for themselves, then it would help get even more people to play. For starters, maybe there could be an option to communicate with AI, like in Crusader. Right now it minds its own thing as an independent ally, however there are voice lines indicating that this feature was planned at some point. Are there traces you could work off of, or have you looked into it in the source? - Earlier
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Stronghold 2 Unofficial Patch Worked on by B1naryvision
BinaryVision replied to Alfred The Baker's topic in Stronghold 2
Surprised I used this name and not my Stronghold 2 name on this forum, it's been a while. @ Asophix Is there a long-term plan to spread this and/or collaborate in a more organised matter, to your knowledge? Do you see any points where the project can be further supported? I hadn't thought much about it, I hadn't even realised this forum was still open. I only advertised it via Steam Community, mostly because it is mostly targeting a small discord community I play Stronghold 2 with, to fix bugs we run into in Multiplayer. I only joined the official Firefly Discord a day ago because of Stronghold 4, not even realised anyone was aware of it outside of our small community. I have largely just been adding small crash fixes as and when I run into them, as well as adding some QoL things for myself. The end screen stats was requested by someone in our discord. 2 features I sadly had to take out as they are not compatible with Vanilla Multiplayer, code is still present but just not in the build. As for @ Alfred The Baker Binary himself would probably make posts about it once he reaches a more complete version I'm not sure what completeness means to be honest, I don't know where to take it from here other than minor QoL, next big thing I'd like to do is allow resuming games that desync but I'm quite frankly out of ideas after that. The AI in Multiplayer I wouldn't have even pursued if a lot of the heavy lifting hadn't been done by another mod I was aware of, only difference it's not an application that needs to be running. -
Lord_Chris started following Stronghold 2 Unofficial Patch Worked on by B1naryvision
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Stronghold 2 Unofficial Patch Worked on by B1naryvision
Lord_Chris replied to Alfred The Baker's topic in Stronghold 2
He is a member here too actually @ BinaryVision As far as I’m concerned, you/he are welcome to upload it to the site if you want as a download. -
Stronghold 2 Unofficial Patch Worked on by B1naryvision
Alfred The Baker replied to Alfred The Baker's topic in Stronghold 2
I have noticed that Binary is on the Firefly's Discord server, so if anything we can talk to him there. As for spreading this, i thought of this place first due to knowing people might take interest, altho i don't know what other places besides Reddit [and perhaps Binary himself would probably make posts about it once he reaches a more complete version but that is just assuming] He has uploaded a video showing of the mod a bit. -
Asophix started following Stronghold 2 Unofficial Patch Worked on by B1naryvision
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Stronghold 2 Unofficial Patch Worked on by B1naryvision
Asophix replied to Alfred The Baker's topic in Stronghold 2
Thanks for bringing this effort to attention. It looks like a humble yet well-oiled project. Is there a long-term plan to spread this and/or collaborate in a more organised matter, to your knowledge? Do you see any points where the project can be further supported? -
Working Tool to Read the Aics?
Asophix replied to Ser Steffen's topic in Stronghold 2 Modders Community's General Discussion
@ Lord_Chris I think you can consider this resolved, as Ser Steffen has not reported back with any further problems, only with an upvote to my suggestion. Currently I'm a little spread thin, but I'll organise something for the near future. -
Lord_Chris started following Working Tool to Read the Aics?
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Could this be due to a mis placed or mis installed Java version @ Ser Steffen ? I know it doesn’t seem to like the map unlocker any longer, I think. You mi get be better off using Zsolt’s updated version here, if you haven’t already. I just realised I can’t find this in the downloads. Are there any plans for this @ Asophix ?
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Alfred The Baker started following Stronghold 2 Unofficial Patch Worked on by B1naryvision
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https://github.com/B1naryVision/sh2-unofficial-patch So this is something new, i was talking on Discord to Kyr0sus about his own mod working to fix a few things about multiplayer as well as AI, but i have also come across this. Ive begun playing around with the above but i am having some major performance issues with it [seems im being silly, Windows is making the game use my Igpu lol], so i might try to talk to B1nary over on Github [or if it happens that they have a profile here or discord] I am making this post as this is the first time i have seen either of the 2 mods get talked about and to spread awareness, and any mod that wants to implement AI on MP or any fixes should prob be more known of.
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Hi, I fixed the Stronghold 2 AI Multiplayer about 30 minutes ago and wanted to ask if I can connect your mod with mine. If you want to reach me, I'm on the Stronghold Discord of Firefly and my Discord name is Kyr0sus, same on Steam. :D
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Hi @ Kyr0sus ! A pleasure to meet you.
What do you mean you fixed the SH2 AI Multiplayer? What needed fixing there in the first place? I haven't delved into the matter myself, other than that I know there are mods already putting back the AI.Â
Anyway, I will seek you out the next day and get a discussion going. I will need some time to reconsider how to properly prepare my mods, should it come to a further development of plans!
Blessings.
Â
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The AI attacking in multiplayer was never possible. At first, there were AIs without a siege camp, because with a siege camp there would be a desync when the AI attacked. I've fixed that now, and the AIs attack correctly in multiplayer. And have a good evening! 😄
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It would be interesting if each lord had a wooden and stone castle design, which they would both use during a match. Stone walls only become available at a later rank iirc. So each lord would first construct a wooden castle and then replace the wooden walls & towers with stone ones as the game progresses. I'm not sure if this would be possible or really worth though. 😅
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Since Rat already has his lines fully added, I can only assume that the other lords will follow suit. 🙂 Even in Crusader 2 these guys were serviceable, if corny (SHC2 Pig is just low effort). My takes on the original gang: Rat will field the lowliest units as usual, backed with catapults. It would be fun if he mixed both kinds of bowmen. Snake will like a balanced mix of Archers, Pikemen and Crossbowmen, with the occasional mercenary like those light scouts. Pig should be critting Longbowmen, with a higher emphasis on Macemen and Pikemen. If Vikings are like Berserkers, then he'll field them too. Wolf should be all bells and whistles and a large variety of siege equpment. Captains, Swordsmen, Crossbowmen, Pikemen, Longbowmen. Sir Longarm should be a balanced mix, with a Captain or two mixed in. I can also imagine him fielding Monks. A similar shtick for a character could be used, in fact I wouldn't mind if all had some sort of niche or heavy bias. If we can edit the castles or the AI personalities in the future, then I would really like one like that.
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Communicating with the AI would be great. Hearing the original rat, pig and snake reacting to your requests should be pretty funny. With the four dukes coming back, I wonder how Firefly will depict them in skirmish. The rat is obviously going to be the weakest opponent, so I don't expect many surprises there and an army mainly made up of armed peasants, men at arms, archers and catapults. Pig and wolf also have some very well established personalities over the games. Although the pig could probably use a bit more unit variety this time. Longbows might be a good fit since they're bald just like the macemen. I wonder if he's going to use pikemen this time around again like in the original SH. The specialists you've data mined are also quite interesting. If they're going to be present at launch I could see the snake using them intensively. It would fit with his military doctrine from SHC. Mixing European and mercenary troops. So aside from men at arms and archers, maybe the snake is going to come at the player with Vikings, saboteurs and hobilars as well. I'm assuming the Viking is going to be very similar to the SH2 berserker or SHL Saxon warrior. No idea if Sir Longarm will retain his knights focus. I could see him turning into the men at arms & swordsmen lord akin to Sir William or Lancelot from SH2/SHL. Given how we have two units related to the Norse with the Vikings and shield maidens I've got to wonder if one of the new characters will be a Viking. Basically an Olaf like character with a wooden castle and primarily using Norse specialists. It would be an interesting idea for sure, given how extensive wooden fortifications are in SH4.
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Working Tool to Read the Aics?
Asophix replied to Ser Steffen's topic in Stronghold 2 Modders Community's General Discussion
The buildings.txt comes is part of the download, the .jar itself is not enough to run. These are the files you need in your installation: Re-download the Editor and extract everything at a location of choice, or in the same folder as the .jar! -
Asophix started following Working Tool to Read the Aics?
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Working Tool to Read the Aics?
Asophix replied to Ser Steffen's topic in Stronghold 2 Modders Community's General Discussion
Hi @ Ser Steffen ! We got two editors for SH2: the official Firefly one and the one mentioned. The Firefly editor isn't really recommended since it can only parse intermediary AIV files, however it may work for you until you get your issue sorted out. The 2014 editor requires Java to be installed on your computer, for which there is an article in the upload's description. What exactly do you have problems with? -
Ser Steffen started following Working Tool to Read the Aics?
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Greetings to all! Firefly Studios started teasing the upcoming SH4 game with bits of information in a Q&A video. As time goes by, we obtain more and more information that we eventually are going to administer in the on-site wiki. Until then, the SHN staff pleasantly summarises you the points we find most worthy to know about Stronghold 4's lifecycle, release date and other features, in this thread. :-] We ask you however to kindly discuss SH4 in the dedicated forum rather than here. Thanks to the baseline Unreal Engine 5, datamining has been possible to a great extent. If you are really curious and want no stone unturned, you can read about additional potential features and characters here at your leisure. Be warned, there is no turning back! Key Points Release and Support SH4 will be released in 2027, preceded by a six-month-long early-access period that starts sometime in 2026. The price tag for both periods is unknown, but mostly determined by the community. Early Access will launch with Skirmish Mode (8 bots), a 10-mission-long Skirmish Trail, a 22-mission-long Story Campaign and Free Build modes. During Early Access, the Economic Campaign, the Online Multiplayer (with or without bots at will) and a Co-op Skirmish Trail will be added. Gameplay Features Most known features so far have already been unveiled by the first public demo, which we announced a while back here. Map sizes will go as large as 1000x1000, starting from 400x400 with increments of 200. Weather will have limited effect in the form of random events. Unit abilities will return, such as the man-at-arms can throw a recharging spear, or the longbowman can randomly land a critically hitting shot. Most buildings will be able to peeked into with a close enough zoom, or by hovering the cursor above the building while a worker operates it. Building will be possible in a certain radius around the Keep, rather than anywhere within the borders of the estate. Building and troop limits will be set for each player (numbers unknown). Story The main lore precedes that of SH1 by several years, featuring a bunch of characters well-known from that game. The protagonist will be Penryn of Wethel, a shepherd who is forced to climb the ranks. It will not be centered around either The Boy or The Wolf; the Boy is confirmed not to return due to his assumed young age. Stronghold 2 characters will not return. Most of the story will be narrated through interactive pre-rendered cutscenes. If you still got questions remaining, don't panic. Hit us up in the SH4 sub-forum to discuss your ideas, or anything you want to clarify. Until next time, my lord! :-]
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Elros changed their profile photo
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Live right now I’ve started a new game on Europe 12 in Northumberland, England. If anyone wants to join me, feel free! Let’s learn together and build a faction of power for SHN 👊 Also recording gameplay for videos on how my village progresses on YouTube
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Content Highlight - Lord Farckuath's Skirmish Pack
Lord Farckuath replied to Asophix's topic in Stronghold Legends
Guau muchas gracias Asofix me siento muy honrado de poder aportar a la comunidad de Stronghold Nation. Es de destacar el trabajo de los administradores y moderadores que dirigen esta comunidad. Mi aporte es pequeño comparado con el esfuerzo tan grande y notorio que ustedes hacen a lo largo del tiempo para mantener este espacio vivo y ordenado. Sin su dedicación, no seria posible. Crear estos escenarios ha sido genial gracias al editor de Stronghold Legends. Es una herramienta increÃblemente intuitiva con posibilidades casi infinitas para plasmar cualquier idea. Por eso, quiero animar a los demás jugadores a crear y sigan aportando mapas y demás as contenido tanto en Legends como en los demás tÃtulos de la saga, incluido Stronghold 4. Me darÃa mucho gusto verlos jugar en mis mapas y, sobre todo, probar las creaciones de ustedes. ¡Muchas gracias a todos por el espacio y por jugar! --- Wow, thank you so much Asophix! I feel very honored to be able to contribute to the Stronghold Nation community. The work of the administrators and moderators who run this community is truly remarkable. My contribution is small compared to the enormous and noticeable effort you all make over time to keep this space alive and organized. Without your dedication, it wouldn't be possible. Creating these scenarios has been fantastic thanks to the Stronghold Legends editor. It's an incredibly intuitive tool with almost endless possibilities for bringing any idea to life. That's why I want to encourage other players to create and continue contributing maps and other content, both in Legends and in the other titles of the series, including Stronghold 4. I would love to see you play on my maps and, above all, try out your creations. Thank you all so much for the space and for playing! (moderator's note: added English translation, powered by Google Translate) -
Oi, Good Folk! 🙂 It's with pleasure that I can announce the arrival of new maps to our humble repository, from the pen of @ Lord Farckuath , to whom hereby we are thankful! His pack consists of three skirmish maps for Stronghold Legends over the last month, summoning familiar locations with a touch of atmospheric landscape design. These maps are mainly aimed for less serious multiplayer matches, where human players can fight for control from their safe main areas, or roleplay their story of choice. Due to the complex main estates and large number of pre-built buildings, it is not recommended to play against AI players on these maps, unless the starting position allows them to construct their economies in order to them fully function. But let's tarry no longer, here are ye maps: Trails of Transylvania With a winding river that eventually ends up in a freezing estuary, this coastal swath of Transylvania features a large territory of varying flora and fauna. While the mainland is predominantly flat and lush green, offering lots of villages for the taking, an icy canyon with narrow ridges surgically infiltrates the western lands with some crumbling fortifications that can be used for overwatch. On an island further to the northeast sits an Evil Lord on his perch, on an elevated peninsula armed to the teeth, which is nigh impossible to approach. From his seat of power, this player is bound to send the legions of hell, looming over a central city that has been taken over by growth and the elements of nature. Will his corruption spread to the lands? Siege of Camelot Upon one of the rugged hills in a distant region of green pastures stands one of the defenses protecting the estates of the mythical Camelot, 'the jewel of the crown'. Protected by towering spires and an advantageous high ground, Camelot thrives thanks to its vast resources and its noble people. However, war has arrived. With resources strategically scattered, victory will not depend on brute force, but on clever strategy. Can Camelot withstand the onslaught? Will you defended the throne to the last man, or will you coordinate a relentless assault to see the myth fall? The Little Hill An unparalleled struggle for the dominion of these ancestral lands. Monstrous beings and immense creatures station themselves in the distance, lurking in the shadows to hunt down and destroy those who safeguard these realms. The little hill's vast and numerous spires hedge the horizon, which is loomed by an Evil and Ice domain in the distance, their endless legions assembling and waiting for their masters' marks. Defend the walls of the great bastion, forge unbreakable alliances, or descend with fury from the cold, hidden mountain passes and tenebrous crags to claim these lands. The SHN staff wishes you a great deal of fun and immersion with these maps!
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Well, most likely the AI players will follow suit. If the AI from Warlords is gonna be ported/reimplemented in SH4, there will be a lot of fun to be had for sure! In general, I expect them to work much like their recent incarnations. I really wish we were able to communicate with them again - the sound files are there for this purpose -, depending on a "mood" variable that makes the AI more or less inclined to obey our commands. I also hope that the unit and siege AI will be a lot more intelligent, already evidenced by the fact that the military mission invasions' catapults will take time to attack targets on the ground.
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Greeting fair lords and ladies, upcoming SH4 is going to feature a skirmish mode vs AI opponents. According to Firefly the game will launch with eight such opponents. I thought it’d be fun to share ideas, dreams or concepts on how these opponents could behave. My hope is that the opponents will behave more like SH2 lords. Since SH4 will feature ranks again, it’d be great if the AI opponents‘ castles and economy reflected their rise up the ranks. In SH2 even weaker opponents such as Edwin, Lady Seren or Sir Grey used all kinds of buildings/towers which were unlocked at higher ranks. Another hope of mine is that for the first time the AI will be able to use the stables properly and mount knights on horses. What’re your hopes, thoughts or expectations for the skirmish AI.
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A positive development in comparison to SH3 is that the core mechanics seem to work at least. Building walls and towers isn't an exercise in patience. 😅
