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Asophix started following Music and Meters
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Music and Meters
Asophix replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
Sounds really good! 😄 Have you been thinking about a fixed tracklist? I'm not sure if the triggers can be manipulated well enough, but even if there are improvements over the original one, I'll be more than happy. Would you also mind documenting your findings? -
Music and Meters
Planewalker replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
Hey, while you're in there among the voice lines, would you be able to poke around and make a list of unused campaign lines? I hadn't thought about that and I should look into it further. I probably can fix that too. -
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Greetings, everyone, The idea of an LotR mod has been floating around since the moment Asophix introduced his SHL lord editor. Last year I even started some work on a mod. Though I've put it on hold eventually. The biggest hurdle was getting enough voice lines for each lord, as SHL skirmish lords have ~30 voice lines each. What I realized recently is that almost half of those are never used in the game. Unlike SHC or SHC2 there's no real way of communicating with your allies, so all those lines related to sending goods, requesting goods, thanking, helping, and so forth are completely irrelevant. I've also remembered that there is a decent source of already prepared LotR voice lines out there. The Battle for Middle-Earth strategy games from the early 2000s featured every major character as a unit, so their unit lines could be repurposed. Lords The initial work I've done last year was narrowing down how to distribute the six available lord slots. This was the breakdown I've settled on. It may be a bit basic. Spoiler The good lords Arthur and Lancelot would be replaced by Aragorn and Theoden. The evil lords Vlad and Mordred would be replaced by Saruman and Sauron. The ice lords Dietrich and Siegfried would be replaced by King Dain and the Witch-King. Ice featured units that can be seen as part of both the forces of good (dwarfs, bears) and evil (giants, wolves, dragons). So dividing it between good and evil seems logical. I've attached the old gamerules.dat where I've attempted to give each character a fitting unit roster. Here's a breakdown of my train of thought. This is all from last year, so maybe I'd do things a little different now. Spoiler Aragorn I wish the game had the ranger unit introduced from SH3 onward, alas it doesn't so Aragorn is most the archer lord. Now the editor received a great update since, allowing the use of outlaws and light cavalry. I believe outlaws could be used to represent rangers and be part of Aragorn's army now. Also, he uses Merlin, who is a stand in for Gandalf. Theoden The current Theoden is very outdated. Mostly working as men at arms and knights lord. These days, he should probably use light cavalry as well. Fully embracing the horsemen nature of the people of Rohan. The knights of the round table could be renamed to different famous Rohirrim. Dain He's the King under the Mountain and as such focuses on dwarfs and crossbowmen. Polar bears are also used representing the Beornings. Witch-King The Witch-King is the evil ice lord so to say using all the evil creatures of the north such as giants (trolls), white wolves (wargs) and dragons. Crossbowmen and macemen would make up his main fighting force. Saruman The fallen wizard would mostly use Saxon warriors (orcs), hellhounds (wargs) and pikemen in his armies. Sauron Sauron would be the toughest lord and mostly using units from the sorcerer's tower. Saxon warriors (orcs), bats, werewolves, dragons and demons would feature in his roster. Now, all of these were just ideas I've been playing around with. Everything is subject to change and suggestions are welcome. I've not designed any new castle. Orcs, trolls and other creatures of Middle-Earth Middle-Earth wouldn't be what it is without its iconic creatures. I've discovered an entire unit reskin pack in the SH2 download section. If the creator gives his blessing, the orcs could definitely be reused. Units like the white wolves and hellhounds can get away with a name change, imho. Same with Merlin and the kights of the round table. Saxon warriors becoming orcs is pretty much given. Macemen are another unit that could also turn into orcs, though I'm not sure how popular this idea would be, since a player might want to use them when playing as a good faction. Again there are also the Battle for Middle-Earth games which have models for each unit from the movies, I don't know how easy/difficult it would be to port the models from that game into SHL. Anyway, these are some thoughts I had about this project over the course of last summer/fall, which I've since forgotten to share. Any ideas and suggestions are welcome, as nothing here is final. gamerules.dat
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Music and Meters
Sir Windows replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
This sounds great. I've been wondering, for some time now, why there's no music during skirmish matches when playing as evil. -
Lord_Chris started following Music and Meters
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Music and Meters
Lord_Chris replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
I’d be interested in testing this out for you. Let me know and I’ll take a look 🙂 Feel free to PM me the voice lines / music if you want. -
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Music and Meters
IgnasheunKnight replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
That sounds cool. I also saw these music files over the past month. I have been looking through the game files to find voice lines to try them out in my user maps. I found some that are complementary along with tons of unused campaign, skirmish, and multiplayer lines that aren't used. I also noticed the odd timing of tracks and some tracks not playing. That would help so much. If you truly figured it out I can't wait to see them implemented, especially in the campaign where there was more potential to be had...also the unused and misplaced campaign lines such as the polar bear line at the end of Ch 4 of the Arthur campaign that should have been played in Ch 5. If you actually figured out a solution that would be very complementary to the game. -
Hey there, fellas. I've been quietly engineering something. If you are familiar with Stronghold Legends, then you're aware that the in-game music has some glitches. The battle music hardly ever plays outside of a campaign scenario. Even then, it often glitches and ends abruptly and starts a peacetime song after the first few seconds of the battle track. The map editor never switches over to peaceful music like it did in Stronghold 2, even though those tracks still exist in the system files. Some special tracks made specifically for SHL, like the beloved Thorns on a Rose which featured prominently in the demo, never play when they should. Certain tracks play too often, and some hardly ever, and the mood conveyed can feel somewhat random and out of sync with what's happening. I may have sufficiently figured out the music system well enough to solve (or at least mostly resolve) all of the above problems. Testing for it so far has been great, and I think I'd like to have some other people try it out. What's cool is that it *should* be an entirely localized patch, so it should run on any game mode, including in multiplayer, without file issues from different languages or the like.
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wassim_hj joined the community
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Disgraceful the way they will no longer to continue patching software bugs.
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iwan.akunx76 joined the community
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Thank you for the short summary of the community post. I was sure they'd still release a fall and winter DLC lord pack. SHC DE will probably continue to be the most popular SH title for a while, especially with how easy it is to create custom content (lords, missions, trails). Hopefully some daring modders will eventually make a version of the Stronghold Europe mod for the SHC DE. Now concerning the future of Stronghold, I guess they're moving on to SH2 DE.
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Lady Ivonne changed their profile photo
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@ Isaiah There is no problem with Firefly ending support by itself. The pressing concern is the limited replayability once a player runs out of new content, that's where the AI should come into play. But it currently has such bugs and/or weaknesses which make gameplay experience rather dull after a while. Single-player scenarios also can't become varied enough just by themselves, missions need to be designed specifically for maps and starting conditions, else they fall under one of these categories: play on equal footing, where you can dominantly outgrow your opponents, play with a severe numeric and/or economic disadvantage, where you develop at a snail's pace, play tower defense until you are confidently beating back attacks, then use an overwhelming force to dispatch your opponents one by one. Allied games are not much better due to how the same limitations also apply to your partner. The coop trails are designed with human players in mind and many missions include spawner outposts that quickly wear down your allied lord. The only apparent 'saving grace' for Crusader DE is thus having a community of hard-working and talented mission makers, who can come up with interesting trails and maps, or maybe Firefly allowing to play with custom lords in the coop trails, in my opinion.
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I think this end is to be expected. At the end of the day, Firefly needs to be able to support itself long-term, and that requires releasing new stuff. With as small as the team is, they probably can't support both working on Crusader DE and making entirely new stuff indefinitely.
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There has been a semi-official update to how long the Crusader:DE will be supported by Firefly Studios. According to this Reddit post, a community manager Tasha has provided the following points on the studios' official Discord server: The main takeaway is that the game will stop receiving content and major patches after the Summer Update rolls out sometime in Summer 2026. At the time of writing this post, the studios already have started transitioning away from the DE to other projects, which haven't been provided any details at all to-date. The justification given for the decision has been the fact that creating custom content takes up less resources from the team, letting them focus on their other endeavours. --- Where does this leave the community? Basically on top of adding custom maps, SHC:DE allows sharing overrides for the game's AI opponents (profile and castles) and custom trails on the Steam Workshop, as well as modifying the media and voice lines for them, which can be shared on third-party sites without a license. Personally saying, I predict that the SHC:DE will fizzle out some time after support ends, just like the majority of the games post-SHL. Even though the sheer quantity of content can provide a lot of playtime, the game will essentially stop delivering an engaging gameplay experience without massive community effort, because the AI - one of the main selling points of the game - still plays very close to the vanilla 2002 SHC, being very predictable and ineffective compared to a human player. Not being able to play with a modified AI opponent in the Coop trails also hurts the experience. We here on Stronghold Nation naturally encourage playing Stronghold games and enriching it with content; a hill we will die on, figuratively speaking! But there is a chance that Firefly leaving the game will do a disservice to this potentially enjoyable game.
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Greetings Everyone! The Spring Update (v2.7) has been released for SHC:DE, featuring the usual quarterly free and DLC content along with a small batch of bugfixes. The two new lords in the DLC are Baldwin & Bullseye. Please make sure that you update to the latest version in order to access multiplayer via Steam (auto-updater)! Refer to the following forum post for more details regarding new content: Full patch notes: Added 'keep enclosed' symbol for pre-built CPU Castles in Co-Op trails Added 'keep enclosed' symbol on Skirmish briefing screen when the CPU Castle is pre-built Added 2 new Charges for the Coat of Arms, representing CPU Lords Bullseye and Baldwin Added some of the maps from "Realm of the Crocodile" Historical Campaign as Freebuild Maps: "Ancient River, Fractured Frontier, The Lush Strip, The Rivers Edge, Oasis by the River" Adjusted Sentinel’s Stockpile Sell Thresholds: Stone sell threshold 50 -> 43, Ale sell threshold: 10 -> 2 The Sergeant CPU no longer uses Tunnelers Fixed an issue causing CPUs Moat Diggers to 'glitch' and not move sometimes, leaving the moat undug Fixed a bug where Achievement would not trigger for beating the Trail of the Cobra within the Target Time Fixed a bug causing a Radar map click issue when UI is disabled Fixed a bug with house placement (house cycling system now matches other buildings, like gardens) Note: "house cycling" is the feature where selecting the design of certain buildings changes every few seconds, allowing to place a variation.
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Done. I changed it to 125.
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Lady Ivonne joined the community
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Thank you, I think an upper limit of 90-100 characters total should suffice. There have been only about two or three transcriptions in need of condensing.
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Let me know how many more characters you need and I will add them in.
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As a next round of changes, the Bedouin mercenaries' lines have been transcribed and added to the quotes database too. Some compromises had to be made for a few lines, as the database allows up to 75 characters only, resulting in slightly reworded English translations - the Arabic lines have been fully preserved. Enjoy! 🙂
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Welcome back @ bradley0095 ! I would definitely be up for another duel at some point 😄
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Hello @ bradley0095 ! Raising a keg to your health! 🙂 Have you originally made SH2 maps, bringing up the topic? We also have released a Lord Editor for the game last autumn, which allows you to tailor the AI characters' gameplay styles, should you want to feature some as well in your custom scenarios.
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Been a few years now lets keep the inn going xD may have to come out of sh2 retirement and make one last map one of these days xD hope everyone been well
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Thanks for your help on this Zsolt, more updates coming as I need to make a proper announcement on recent changes dating back to late last year.
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Hi All! A small update has been added to the site, as now the main page "Quotes" section now has a chance to display the Arabic mercenary troops' voice lines. Both the original Arabic and translated English transcripts can be read, so now you may understand what "Mustahil" or those other frequently heard lines may mean! Courtesy to Ali Aziz on Youtube for providing the original transcripts in his videos, which were then ever so slightly refined with the help of Google Translate. Enjoy this small crumb of update! 🙂
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Hello All! Firefly Studios recently published a status update video, detailing plans about continued support for SHC:DE in two waves of separate seasonal updates. Both updates will continue the tradition of featuring two new AI lords and Sands of Time trails in the form of paid DLC, as well as a cooperative trail and an assortment of new maps as free content in each. Nothing else is mentioned regarding upcoming new features or fixes, implicating that these updates serve solely as additional content to the game. Expected Contents - Spring Update (scheduled April 21, 2026 - price: 4 GBP / 5 USD / 5 EUR): AI Lord - Baldwin (paid DLC) A well-known legend of the Crusades, Baldwin IV ruled as King of Jerusalem in the twelfth century. His rule was riddled by infighting among other Crusader lords, while he also fought to strengthen his fiefdom against the ever increasing pressure of Saladin and his united Arab support. His castles and economy resemble much like those of Richard the Lionheart, with an extension per se. The castle with a square-shaped layout, a densely packed interior and square towers, with a second ring of walls being present. He also utilises pitch and stake traps in his outer defense. Baldwin's economy is very efficiently supported by bread production, a lot of weapons workshops and tightly packed religion buildings. His troops feature the sturdiest Barracks troops as backbone, mixed with Bedouin Skirmishers, Demolishers and a few other types of troops, with Tunnelers added in to sieges. AI Lord - Bullseye (paid DLC) Bullseye is the name coined for the European messenger, who informs you about invasions and various other events, predominantly in the historical campaigns. He wears a kettle hat with a mail coif and a red-colored padded vest. He is more of a humble opponent, who is said to be rather defensive in nature. His castles seal off a large swathe of the land, packed to the brim with Crossbowmen. The walls are thick and are surrounded by killing pits. Bullseye's economy seems to be mostly supported by sheer raw material extraction and weapons industry. Thematically his one and only favoured troop seems to be the Crossbowman, however in the preview a handful of Macemen can also be discerned. Sands of Time Trail - Trail of the Eagle (9 missions, paid DLC) Cooperative Trail - The Ravens' Duet Map Pack Expected Contents - Summer Update: AI Lord - The Surgeon (paid DLC) AI Lord - Baibars, the Mameluke lord (paid DLC) Sands of Time Trail - Trail of the Vulture (9 missions, paid DLC) Cooperative Trail - Dance of the Scorpions Map Pack --- More information will be known over time, as the Studios reveals them. No additional news is shared, except that from now on the Steam Workshop has more categories for SHC:DE submissions in order to make content management and searching easier. Feel free to share questions or your feedback in this thread!
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Crusader Definitive Edition Update - Custom Lords
Lord_Chris replied to Asophix's topic in The Town Crier
As a reminder to everyone we have a strict no AI content policy on our site. You are free to upload to us what you want in terms of custom lords, but if your file is found to include any AI generated content it will be removed or not approved. Please make sure it doesn’t fall into this category for the best chance of success.
