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Lord_Chris started following Crusader Definitive Edition Update - Custom Lords
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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 doesnโt fall into this category for the best chance of success. -
Come one, come all! SHC:DE got another release (v2.6) today, bringing us the ability to customise both existing and custom lords, above all! This includes voice lines, short videos and even the small avatar displayed on the various game interfaces. In order to prevent apparent abuse, Firefly ruled that custom Lord submissions in the Steam Workshop may only be added small avatars, however it is allowed to upload fully customised Lords in third-party sites like SHN & ModDB. As a consequence, adding custom media for lords has been made slightly difficult, which has been covered in more detail in our article here. Beyond the editable AI, some bugfixes and improvements have been brought to the Spectator mode and custom trails, as well as the CPU Editor has been updated too. Here are the most noteworthy changes: Spectator Mode Selecting units now displays the health bar of those units. Game speed upper cap has been increased to 300. Invisible units (assassins & ambushers) and traps (pitch ditches & killing pits) are revealed for the spectator. AI behaviour Bots no longer retarget their attack force mid-siege, if they target either the Richest or the Weakest players. Pikemen, Swordsmen and Arabian Swordsmen properly occupy their rally points in the castle design. Patrol groups in the siege army all properly engage the lord. Unit groups that can be composed of multiple groups have been added a slider to prevent undefined behaviour - this effectively caps maximum group count at 5. Custom Lords no longer cause a crash in multiplayer games. Have fun around modifying and creating your bots. If you are interested, feel free to share your ideas or modifications here on Stronghold Nation, so that you can spread the fun! ๐
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mthyw0650 joined the community
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Behind the scenes In the original SHK Editor there is a weird quirk, when it comes to displaying buildings. Even not long after its release, people complained about the Engineer's Guild being off by one tile, when rotated east. Even though this itself is an easily fixable problem, delving into the buildings list reveals that almost every building has a whole slew of corrections applied on top. When adapting the Editor for the Legends buildings, all buildings got vastly different dimensions, so all corrections had to be painstakingly found out and updated. Still, the in-game Map Editor in SH2 & SHL is able to effortlessly rotate buildings. Is the math behind it so complex and difficult? What could cause this mismatch in HicRic's interpretation? The answer lies in the anatomy of a building. See, building footprints starting with SH2 are slightly more complex than for example in SHC, as buildings are comprised of two components: Occupied Area: this footprint is reserved for the building itself, and can't be built on Walkable Area: this footprint outlines a general area for peasants / units to approach the building. While still can't be built on, walkable areas can overlap for multiple buildings. Since most buildings effectively carve out a rectangle or square, HicRic's interpretation was that this could apply to every building, and as such a rectangular 2D area was assigned to each of them. There are however buildings with more complex footprints, like the Keep, where the campfire's 4x4 area is attached to the occupied area of the building: Going further with the above theory, it seems that rotation around a center point always results in a consistent position, however it is almost never the case, if the building's footprint is not a perfect square and is included a walkable area. HicRic also realised this and implemented a correction system on top, which adjusts the building to its real position. This does not follow a pattern however and takes unjustified effort to implement. What HicRic failed to account for, is the fact that the focal point of the rotation is the center of the occupied area, not the center of the building's effective rectangle footprint. See how the yellow point is about two tiles away compared to the real point of rotation, visibly misplaced: In short, all buildings in SH2 & SHL have occupied areas each that assumes the shape of a rectangle or square. Using this knowledge, the brute force correction system can be dropped and building administration can become more intelligent, further improving invalid building placement checks and other related features. Thanks for reading! ๐
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Crusader: Definitive Edition - Winter Update Is Out!
Isaiah replied to Asophix's topic in The Town Crier
It's definitely a cool update. I tried Spectator mode and pit the Lioness against four Rats and three Sultans. I was surprised at how well the Sultans held up; it took the Lioness over an hour to vanquish all seven foes. -
Asophix started following Crusader: Definitive Edition - Winter Update Is Out!
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Greetings Everyone! The Winter Update (v2.5) is out on time and it is now available for download on Steam. Please make sure that you update to the latest version in order to access multiplayer via Steam (auto-updater). Refer to the following detailing the announced features: Winter Update Custom Lords and Trails As part of the update, the developers also include two tools - "Castle and CPU Lord Editor" & "Custom Trail Maker", which are available on Steam as a standalone application each. Much like our published editors hosted here on SHN, you can customise the existing AI Lords, as well as create your own Skirmish Trails consisting up to 50 missions. These are also added Steam Workshop functionality to share and access your content with other players. Firefly Studios also implemented / borrowed some custom castles (like Evrey's Improved Castles from the UCP) for starters. In order to access the editors, make sure to tick "Tools" in the Library filter: Spectator Mode Originally another UCP feature, Firefly implemented a spectator mode that lets you watch a cage match as the player, as the AI lords battle it out between each other. New Maps and Coop Trail As usual, Firefly added three new maps to the roster: Oasis Crossing: 600x600 Skirmish map Mind Games: 500x500 Skirmish map Approaching Seas: 700x700 Freebuild map Additional Changes Extreme trail difficulty: AI Lords start the mission with their castles pre-built. Pinging option in multiplayer matches by Alt+P: this sends a blip on the minimap, which can be clicked to place the view on the exact location. The Sultan now hires Slaves for filling in enemy moat. The Jewel starts harassing with fewer knights. Various bug fixes covering missions, AI behaviour (such as the CPU incorrectly destroying his buildings when moat & drawbridges seal off its domain) and units. Have fun with the new patch and editing, my lord! ๐
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Thread moved to modding club section from Legends general discussions. Also in light of new features added to the editor some updates were made to existing AIs. The rat has lost his swordsmen. His assaults will now consist of men at arms only. His defensive swordsmen were replaced by pikemen. The snake received a major overhaul. Gone are the Saxon warriors and men at arms. His armies and raids will now contain a large number of outlaws instead of men at arms. The Saxons have been replaced by macemen.
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Introducing: the Stronghold Legends Ai Editor!
Asophix replied to Lord_Chris's topic in The Town Crier
Follow-up to my comment: I checked the potentially dangling bytes and I'm not too much smarter, but: potentially there is a pattern that could help us prevent malformed castle definitions. A little lengthy, savvy summary comes: LordBritian's parser in the original SHK identified two types of marker data: rally points and defenses. Rally points can contain position (x;y coordinate, 4 b each), and elevation toggles (4 b each). Maximum of 10. Defenses only have position (x;y coordinate, 4 b each). Maximum of 20. His assumption was that the component values for the X and Y coordinates are never 0, which is fine for most of the time. The catch is that this is not always true. My parser was ran on two potential marker sections that have no positional data, but filled bytes in the elevation data: Unknown 1 has a fixed first byte set to 1. This is uniform for all vanilla castles and carries no valuable info for us, so we can safely ignore this one. Unknown 2 has as many bytes set to 1 as there are guarding troops markers. Also: Troop Pool markers have as many bytes set to 1 as there are ranged defence markers. I struggle to understand what these bytes may toggle/influence. One possibility is default stance, another is that the bytes are simply references, kinda required helpers for the assigned troops to behave properly. It may take a little time to make sense of all of this. -
Introducing: the Stronghold Legends Ai Editor!
Asophix replied to Lord_Chris's topic in The Town Crier
That's been a long-standing bug that seems to be more related to the game itself. I'll have to double-check the definition more in detail. -
Introducing: the Stronghold Legends Ai Editor!
Lord_Chris replied to Lord_Chris's topic in The Town Crier
I noticed this bug as well. Not sure if itโs fixed on the recent version of the editor? -
New Version in Development
Planewalker replied to Asophix's topic in Stronghold Legends Modders Community's AI Castle Editor
Fantastic news! I've been pleased with the castle editor, but there's no question that the UI feels very dated and can be hard to work with at times. -
Greetings to All! The Castle Editor for Stronghold Legends has been serving us well for almost two years now - at the time of writing -, as it allows for modifying castle layouts for all the Legends lords, in an intuitive and considerably user-friendly way. One example would be the Vlad Enemies pack by @ Sir Windows , which brings us Radu and a handful of other characters to fight in Skirmish mode. However, it is obvious that the Editor's design and overall serviceability does not hold up to what we would expect in current times, since this application is essentially a re-compilation of Lord Britian's SHK Editor, intended for SH2 from 2006. Even though the source code had been somewhat modernised and extended with a handful of nifty features, the underlying visual tech is still the original one. Due to its dated presentation appeal and challenging maintenance hurdles, I decided to start working on a re-implementation. The new Castle Editor aims to bring a similar editing experience that feels more like present times, powered by the same tech presented by our Lord Editors, while also preserving portability for your comfort. The key advantage is that the source code would be fundamentally similar, while the visual style can also reminisce that of SHL with colorful backgrounds and visual elements adapted from the game itself. Some more advanced features could also be added upon request, as always. As a recap, allow me to list the core features to be expected for the Castle Editor: Displaying a Lord's castle on a 100x100 grid overview, with small pictures sized exactly to the footprint of each building. Setting the order of buildings based on their priority. Placing troop markers in the layout to tell the AI where to send its defensive and patrolling units. Placing traps in various key locations. Placing 'no build' tiles in order to restrict the AI from building in places of patrol points, or the way of rolling logs. Taking note of a file history so that you can recall your favourite files from a bullet list. Automatic saving option. And more to come. At this point, the parsing and creation of a castle file is done, and the presentation is being worked on. Should you have any remarks or feature requests, feel free to comment or send a DM to my profile! Until next time, Asophix
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A Line in the Sand - War Communique
Sir Windows replied to Asophix's topic in Stronghold Crusader & Crusader Extreme
It was a pretty intense battle for sure. ๐ -
A Line in the Sand - War Communique
Asophix posted a topic in Stronghold Crusader & Crusader Extreme
Once upon a time, two influential and adventurous lords under the name of @ Asophix and @ Sir Windows decided to try their lucks in the vast desert. The tale of a prosperous, yet winding and long road with unforeseeable end on the horizon immediately hooked them on a quest. The initial conquest went admirably: dispatching rival warlords like harvesting wheat proved a far from difficult task for the two. Reaching the sixth signpost however on the trail, they met a large rival alliance in their path, who were protecting a large swathe of the land ahead. The two wanderers were forced to dig in on the narrow coastline, as the opposition were beckoning with their full might. This cooperative mission involves a whopping of 6 opponents - three Kahinahs, two Nomads and a safely tucked away Saladin - with a large real estate and a lot of resources. Asophix in the red colours took on the responsibility of protecting Sir Windows in green, who could safely build an initial economy, however the team had to be vigilant to quickly erect a rudimentary defense line, bracing for impact. For a Bloke to Go Broke The initial minutes were hurtful. Asophix knew from an earlier attempt how the immense pressure requires a steady number of troops, so he got up some walls with a tower in front with some help from his ally. He noticed that a rogue Bedouin Outpost was also pumping out troops, so he dispatched about 15 Camel Riders to dismantle the structure. In the meantime, Sir Windows was also immediately mustering a force of Crossbowmen reinforcing the front lines, while also building his economy in the nearby marshlands and the southern patch of oasis. Thanks to the defensive efforts, Asophix gained a stable foothold in his domain, but the AI enemies also were yet to arrive. And did they arrive in force. For the next 30 to 40 minutes, Asophix was heavily reliant on financial support from Sir Windows to hold his ground. The steamroll waves from the enemies concentrated around the stone outcropping close-by, defined by the Nomads' Skirmishers and Camel Riders and the Arabian Bowmen of the Kahinahs, who required slightly more time to build their siege forces. Asophix initially failed to seal the gap in the line, scraping the bottom of the barrel for Slingers and eventually for a few Slaves to dig moat where stone was inadequate. The southern part was supplied moat and a small Gatehouse, with Sir Windows deploying troops to these new locations. After a few unsuccessful siege attempts, he sounded the alarms with high volume: the Kahinah waves have arrived. Take the Brunt to Avoid a Punt Fire ballistae were constructed by the heathen temple guards, forcing to build a Tower Ballista while making gold off of excess wood and only one Fletcher's Workshop. Sir Windows mobilised the court carters and provided his ally with trickles of gold and equipment for Crossbowmen, which were used partially for gold as well. The computer-controlled units started putting a dent in Asophix's ranks, claiming the lives of some standing troops and Slingers. Brave Slaves were also thrown javelins at who were desperately trying to complete the front fortification lines. The camp suffered from the computer steamroll greatly, but the tower and the walls still stood. Whenever possible, Asophix built additional fletcher shops, while deluding his citizenry by spreading knowledge about the nutrition value of Ale. The peasants did not tarry to seek out the famous Inn in the town, forgetting their conservative dieting ways. Sir Windows's jaw also dropped upon seeing that his cheese shipments had nowhere to go, as Asophix's granary was not rebuilt after the Nomad's raiders destroyed it. Such a foolhardy decision goes against all principles - he thought, but he reluctantly pressed on as his teammate was integral at holding off the pressure, regardless of being a jester or not. Eventually, the defense line was complete. Sir Windows kept reinforcing its ranks with Crossbowmen and Skirmishers backed up by a few Fire Ballistae, while Asophix churned out the lesser mercenaries and ensured that stone is always available for closing the gaps in the north and in the southwest. Some Slaves also snuck out to quickly dig moat in the southeastern path to the oasis, resulting in the deletion of computer buildings and granting full claim over it for the valiant Sir Windows. Asophix was desperate to repair any holes in the line of rudimentary low walls, but eventually a moat was added to that section as well. Lashing Out to Leave No Doubt Sir Windows's green army was slowly accumulating behind the comfort of defense. His industry was going strong and the combined arms under the protection of Mantlets and Catapults eventually ventured out to take on the blue Kahinah, who was suffering high casualties constantly from our sentries overlooking the forest between the two teams. After a few more minutes, the economic power allowed Sir Windows to slowly crawl forward and methodically level one side of the Kahinah. The temple guard was huffing and puffing promising all sort of things that eventually never came true, as the green contingent of Skirmishers brought the Kahinah's heroic epic and heartbeat to a full stop with a dagger. With the blue troops' pressure relieved and receiving a nominal value of two thousand gold coins, Asophix's fletcher empire grew to unseen heights: fifteen fletchers were crafting crossbows from expensively imported wood, and eventually enough stone was bought to seal off the heart of the northern oasis. Additional square towers were added and parts of the main lines were pushed further west to secure the stone outcroppings. While the stabilisation of these positions took quite an effort, it paid its worth in full, as five stone quarries and an additional one from Sir Windows were built to bring in additional materials to cement (sic) control over the foothold. Sir Windows decided to give the word 'lavish' a new subtext by constructing his personal castle quarters in the heart of the lands, with some gardens for good measure. Soon the second Kahinah followed. Asophix got enough income to hire Arabian horse archers and field an army to repel the never-ending waves of computer troops, while Sir Windows were pushing forward with some reinforcements obtained from his castles. The black Kahinah was dispatched quickly in the same manner, however the red Horse Archers were showing their usefulness by picking off the small defender squads on towers. The purple Kahinah could not do anything else but watching his soul evaporate in the same way, as the red-green combined attack descended on her castle. Asophix did eventually bring in a few Assassins to capture a gatehouse and gravely wound the Lady, however she was still standing. Sir Windows eventually opened a big gap in the walls to unleash his Skirmishers and bring death on the Kahinah by a thousand cuts. No Nomad, No, No Mad The next logical pick would have been Saladin, however the Nomads proved to be vastly more annoying with their persistent trash unit raids. Without discussing the strategy, both humans brought their own armies to the orange Nomad, who was having a lot of troops, but not enough range to counter the 200 red Horse Archers and the 160 Crossbowmen + Skirmishers from Sir Windows. Even with deliberate targeting the Bedouin Outpost from horse archers, it took a few levelings to make the Nomad run out of gold and eventually reinforcements, which was made use of by Sir Windows. Once the skirmishers were thinned out, he ran in with his own batch to claim the Nomad's life. The yellow Nomad quickly followed. Asophix's assassins were lagging behind, but the momentum did not subside. This Nomad fielded a lot more skirmishers, who trade very well against the first green wave, leaving Sir Windows in a large need of troop replenishment. Asophix's horse archers quickly dealt with the majority of the skirmishers, clearing the path for the assassins, who were given a sacrificial wave of preceding slaves to spring killing pits. This net the first kill for the red player. While Sir Windows reinforced his ranks, Asophix decided to attack Saladin's castle with one fell swoop after his probing fires against farms were ineffective. The bloodbath was immense: out of 250 horsemen 50 met their demise in the wasteland, at the cost of Saladin's entire ranged force manning the walls. After the mangonels were destroyed by the concentrated fire, the entire outer line was clear. The red assassins were also commanded to charge in, as the green allied formation also came closer and started putting a number in Saladin's ranks. Some cyan horse archers were desperate trying to get out and best the attackers in melee, however the ever circling horse formation made them run into closed gates. This bought all the time for the 60 assassins to arrive, and kill off Saladin's lord unit. Conclusion An epic match with lots of pressure and also showing the importance of vigilance & teamwork. Thanks @ Sir Windows for the stellar teamwork! Here is the final statistics: -
Well, I found the pauses again in the Crusader: Definitive Edition castle files. ๐ The pause effectively signals the AI to halt construction for a long time. Back a few years when I was experimenting with custom AI castles for vanilla SHC, I found that the bot was much more stable financially, and it could set up its patrol groups much earlier than he usually would, if at all. But this could set back the defensive capabilities of the AI, given how it can build its first walls for free. In the case of Frederick and Marshal, stables came after the first pause. Frederick usually builds his first walls along with a few workshops, then extends his castle with moat and more buildings, finally comes the complete castle. Marshal is sort of like this, but his castle is kinda unremarkable so all you see is that he adds more stuff. To be fair I doubt that this is supposed to be a leash mechanic, as Frederick has a balanced personality and Marshal's economy is not very strong on some maps (with the weapon buys included). On another note: Crusader 2 also has a list of build order on top of the castle definitions, where certain buildings cannot be skipped in the list. There the AI castle is also not allowed to loop, meaning that the castle gets stuck on the same development level for some time until the AI can build the building (mostly walls or a tower).
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Pauses in an Ai Castle
Sir Windows replied to Asophix's topic in Stronghold Crusader & Crusader Extreme
Interesting, I didn't know they paused castle construction. I don't see a reason why they should, and that's probably why Firefly abandoned the idea in later games. You mention Frederick and the marshal, but is the pause before or after they build their stables? If it's before then, my guess is that it's a balance decision to prevent them from harassing too early. -
Stronghold Crusader for its time had a fun little Artificial Intelligence. Above all, that was - and still is - defined by a pre-defined castle template that varies per character. The AI tries to build a castle gradually, where each building has an order (1 being the first one, etc.), so the castle can be built starting with the essential buildings, with the less important ones added later. Some opponents build include a few pauses in their construction, allowing for a more gradual build-up. This is in force for example for Frederick and the Marshal, who don't build their full castles right away, but rather build in three or four larger steps. I was wondering, what purpose a pause could have? While construction is paused, the AI seems to devote its efforts towards building up defenses and patrols more instead of attacking, but is it meaningful at all? In later games such as SH2 and SHL, the pause mechanic is present but seems to be completely unutilised by the opponents. Crusader 2 and Warlords has completely phased it out, so even Firefly deemed it an excess feature. Do you think having pauses is an advantage, or rather a disadvantage?
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Not Able to Download Game or Update Via Steam
Planewalker replied to Lord_Chris's topic in Stronghold Legends
That's a wild outcome. Thanks for posting the end info. -
Revisiting the Arthur Faction in Multiplayer
Asophix replied to Asophix's topic in Stronghold Legends
The thing is, men-at-arms are quite capable as a shock trooper, but not as a prolonged fighter, which makes them less attractive then e.g. a maceman. For years I didn't recognise this former value. ๐ Granary variety is fantastic, but seems redundant or at least very difficult to keep up very early on. After 90 population or so, you can make room for the bread chain, or replace a few dairy farms with apple farms; I've not yet arrived to this stage. A gradual build-up of both bread and apple production may however very well be viable. In early peace time I'd still buy in food only until rank 3 or 4, then the Pantry offers a similar source of bonus honor. I used to play by buying up food aiming for max variety, but this drains a lot of gold, and you may be losing out on the arms race, when peace time ends. Gawain's shield protects against projectile-based stuff, which the Ice Mirror also qualifies for. There are a few cases, such as Merlin's or the Sorcerer's area ability, which I haven't tested yet. The rule of thumb is that the projectile landing inside gets negated, but splash effects don't. In some cases, a unit running into the shield and being shot at by the Ice Queen's regular attack can still get frozen, as the ice bolt connects with the area in the unit's wake. -
Revisiting the Arthur Faction in Multiplayer
Planewalker replied to Asophix's topic in Stronghold Legends
The single biggest thing I agree with is how much people sleep on men-at-arms. I think people instinctively equate them to Spearmen from previous SH games too much. Arthur's ability to produce honor early on is also fantastic due to four granary food types plus a full lord's kitchen. I am also very impressed to find out that Gawain's shield protects you from Ice Queen and Ice Dragon. Does it also defend against Ice Mirrors? -
Hi All! On the day of writing this post, I had a very intense match with @ Lord_Chris as Arthur against Ice. I also wrote a detailed article about a year ago to-date about how the Arthur faction is vastly the underdog compared to Ice and Evil, at least when it comes to utilising their faction-specific toolkit. This prompted me to revisit the idea and share my findings with you. Point 1 - Arthur is not a muscle faction Like in my previous post, I pointed out how Arthur's Knights of the Royal Table are geared towards controlling an area and exerting control there at an opportune moment. They are indeed excellent and there are definitely a few who you always want on the battlefield. This doesn't mean however that they are the workhorse of your military. Quite the contrary. Special units are very expensive and given how Legends feeds you only so much honor with a proper economy, you can't always rely on them, not to mention their gynormous ability cooldown time! Siege Tower concentrations with missile troops and casters are a common thing, which you can't immediately remove by your siege engines, or your Green Dragon. Even if you manage to take out a bunch of enemies, they will just print reinforcements. Moreover, the enemy caster often comes in under the forest of mantlets to safely erase your army. Not even hundreds of men-at-arms chew through that much wood. This is where a paradigm shift comes into play: you are supposed to play by trying to overwhelm your enemy with control. You are supposed to divert their attention. Let's just face the fact: Arthur's army's unit power is the WORST among all three factions at maximum size. Ice can always pump out Giants, Evil can always bring Werewolves, not to mention Bats and Stake Hurlers can just rain on your carefully constructed siege position at whim. Instead, if you create a second or even third army and try to create opportunistic attacks elsewhere, the enemy will suddenly be unable to solve all their problems right away. Getting around an entrenched position may mean running down enemy estates left vulnerable, flying in your Dragon or sending in Percival as a major threat, only to strike somewhere else by setting up a second siege camp and running down their defenseless flank. Point 2 - Men-at-arms should be your core unit Men-at-arms are cheap units that are easy to sleep on: their staying power is relatively low, they don't generally do much damage, and they are bad in sieges. What they excel at however, is mobility and skirmishing. Usually with Arthur you can't afford all those shiny troops right away, and even if you do, you will find how your other options all come with a drawback: Macemen are very expensive and they tend to get bogged down in melee once engaged. Even though they are a decent shock troop, they have problems taking over garrisoned village halls or wall defenses. Crossbowmen are very slow, even though they declare an area a pin-cushion in their immediate vicinity. They make a bad response troop, due to their abysmal movement speed. The same can be said for Pikemen and Swordsmen. Archers are another mainstay unit, however once the enemy starts fortifying its key positions, they barely put a dent into shields and crossbowmen. Moreover, their firepower is insufficient when the enemy approaches en masse. On the contrary, Men-at-arms are a great candidate as a core unit, because: They are cheap. Even if you don't build poleturners, their equipment is easy to come by on the market, consequently they are always available for recruitment. They are fast. As interceptors, Men-at-arms can traverse the battlefield quickly. It's not uncommon for an enemy to throw a bunch of troops against your outlying guards or flanking your position into your Siege Camp. These interceptions are what give you the option to intercept, or show up on another front to cause mayhem, where the enemy forgot to put sufficient troops. They throw javelins. Believe it or not, Men-at-arms' javelins actually cause respectable damage against light troops and siege engines, even Mantlets. If the enemy tries to wear you down by deploying Catapults, streams of White Wolves / Hellhounds, or other shooty things, Men-at-arms can run them down and pick them apart in a cost-efficient way. They can bait expensive stuff. Men-at-arms are such units that could be thrown into the mouth of the enemy army with impunity. An Ice Queen or Sorcerer is attacking them, or a caster is throwing an ability at them? Who cares! Replacing 30 weak units isn't as regrettable as replacing 50 Crossbowmen, or heavily armored units. Baiting out abilities and drawing firepower to an extent can make room for your own special units to attack or strike with your own ability. Surely, Men-at-arms are a one-timer, which loses efficacy as the game goes on, however their mobility and ability to counter certain ground units makes them a prime affordable troop. Their reinforcing and intercepting ability is second-to-none, and they may even stand their own ground if controlled correctly against smaller formations. Point 3 - Bedivere & Gawain can always find value In the previous post, I alluded to how Gawain has insane potential, but wrote off Bedivere. Turns out they both carry value throughout the game. Gawain is the core unit beside Merlin and Percival. His ability to conjure a shield that absorbs all types of projectile attacks can declare a zone safe for quite some time, giving your main army a good way to advance from a bogged down area. While a large army doesn't fit under it fully, this protection can make all the difference for attacking the enemy's impenetrable defenses, or allow your casters to fire off an ability or two. A lesser known fact is that Gawain's shield negates the projectile-based effects from the Ice Queen's and the Ice Dragon's freezing attack, divebombing Bats and even siege projectiles' knockback. Consequently, it can also be used to protect against these devastating abilities as a reactionary tool, if your army is caught bare out in the open, or in an entrenched position. Bedivere is kind of a one-trick-pony due to his very obvious niche ability. What however cannot be underestimated is his ability to circumvent an area and create an opening in the opposition's defenses, causing a quick ruckus. On larger maps where the enemy can be attacked from multiple positions, the Horn of Camelot assigned to an attacking infiltration group can cause the enemy to react haphazardly, or divert reinforcements from their main position to deal with the threat. Combined with Men-at-arms and Archers, a commando can cause noticeable damage or even conquer the Keep, if the enemy forgot to fortify it even slightly. Point 4 - Streamlined build order trumps economy This section is obviously geared towards games with peace time and/or with low starting tech. Probably moreso than the other factions, Arthur loves to enjoy a fast Rank 8 due to the unlocked units and Automarket. Getting to this point ASAP however comes at a cost of your ability to partake in the arms race that comes with the expiry of peace time. Here is a build order that served me well in various versions throughout the eco phase (assuming 10-15pt, rank 1): Immediately set taxes to -16, build the granary and give +8 rations. Buy 5 non-meat food if starting with no food. Build two or three chicken farms from your sold stone and starting gold. You may be able to squeeze in a dairy farm if you are extra greedy. Build a wood camp when you can't build anything else. Until you build your first hovel, you can freely sell food and buy wood for additional farms. We prefer buying wood over having it delivered from wood camps, because the workers are considerably slow and peasants come at a premium early on. Keep selling meat whenever above 5 units and try to get at least one unit of food of each type to leverage potentially +12 honor per month. Don't forget about popularity. If your rate approaches 55, dial back taxes to -8 to break even with your granary. After the first hovel we prioritise building farms, slowly shifting to cheese. Build chicken farms for 'firefighting' purposes, however dairy farms will eventually bring in cheese. Because of the increased granary consumption, we switch to a pantry without any production, set royal food consumption to double and buy royal food there. Keep selling cheese and meat whenever above a combined 10 food. Keep buying wood for your industry, building hovels whenever low on free peasants (constant influx is required due to reduced migration speed!). When your farms bring in a steady stream of food, you can eventually start adding iron mines. Add tethers only when the miners produce ingots, or ingots start piling up. Also build an eel pond fairly early to slowly ease the burden on your coffers. Always sell excess iron. Build stone quarries once you are nearing 5-6 minutes peace time left. About 3 or 4 quarries should do, constantly add tethers to prevent storage overflow. Once your stone quarries deliver, start investing into a Church and chandler's workshops. Keep a keen eye on your stocks and once your production is steady (about one chandler per hovel), then raise the mass to extravagant level to cash in on honor and raise your popularity back to 100. Once done, set taxes to -12. By this point, you should be nearing the end of peace time. Buy assorted weaponry (a little bit of everything) for your preferred troops, and be ready to face thine enemy! Closure Hope this tablet of text has entertained you and provided you valuable insights. Any time you would like to ask questions and leave comments, you can do it either here, or in a DM to happily discuss the matter further. See you on the battlefield!๐
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Not Able to Download Game or Update Via Steam
Lord_Chris replied to Lord_Chris's topic in Stronghold Legends
Issue solved: thanks to @ Asophix who sat with me and helped me out this afternoon, I managed to get everything up and running. It was nothing to do with Windows 7, this was just a nonsense put out by Steam support in order to not take responsibility for fixing their buggy software. I fixed it by installing on another computer, moving the files over and copying the manifest file for Stronghold Legends. To be fair there was also a Steam Workshop version as well which I had missed, this was causing problems as even though the game had updated, the game was still trying to download what appeared to be a 1.21MB Workshop map which had been updated. I copied and changed the manifest which was set to download and then after a few crashes my game worked. Tp be fair could probably have used the install already there instead of moving files over from my other PC (the same black error was occuring on launch), but I decided to try this solution instead. I think I might have had these crashes in the past, so they are not new to this issue but I did wringly assume the game had not downloaded correctly when they occured. I tried a few times and then when I got the Workshop content sorted it all worked. I can't remember if I did anything else but if so I will let you all know. I also unsubscribed from the file on Steam Workshop, but I don't think this made a difference since I believe the problem was with the client. -
Moved to site questions/ support. The technical support forum is more for IT issues or programming support. Iโm afraid not, at the moment. But I will look into it over the next day or two and see if I can add a new option in your profile or something.
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I kinda like the lioness' castle design. It reminds me of Richard, just with samller towers and more archers.
