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I ended up finishing the campaign on easy mostly because I was kind of interested in just reaching the end, so I don't have too much to note about Mission 19 or Mission 20. They were pretty easy on easy (as one would expect); I'll have to do them again on Normal to see if they are any harder. That brings us to the final mission. Mission 21 - Final Vengeance This mission is another siege mission, and it is actually pretty difficult as I had to reload about 30 times. You have more options here than you do with the End of the Pig, but the Wolf has a very well-fortified castle with many defensive siege equipment as well as a lot of pitch ditches. I started the level by moving all my troops a bit south some to make sure they were outside of the range of the Wolf's tower ballistae and then waited. Like the Pig, the Wolf will send out some troops to harass you at the beginning of the level, so it's best to wait them out and let your archers and crossbowmen kill the knights and macemen as they run towards you. After they were dead, I used my engineers to build trebuchets. I built two of them to begin with to take out the two enemy towers with siege equipment that were closest to my starting position. This was successful, and the trebuchets also took out the first gatehouse which was also nice. Next, I took my portable shields and crossbowmen, and used them to clear out the enemies in the outer towers. This might not have been the smartest move as I lost like two-thirds of my ranged troops doing this (down to 19 + 11 and no shields from 52 + 27), but it didn't prevent me from winning the mission later. I just had to be a lot more careful with my remaining ranged troops. After this, I used two knights to trigger the pitch ditch in front of the moat. I tried to retreat them to safety, but one of them still died from the fire. Then, I used about 30 of my spearmen to clear the moat in front of where the gatehouse used to stand. I then bought another two trebuchets to take out the ballista tower to the lower-left of the second gatehouse. It would have been nice if I could do it with only one, but it seemed that I always had to destroy the smaller tower first before it would let me destroy the bigger tower. I use my remaining archers and crossbowmen to clear out a few more of the enemy ground troops now that the ballista is gone. I also attempted several times to get rid of the four archers in the tower to the left of the second gatehouse, but I never seemed to be able to do so without sustaining heavy losses, so I ultimately gave up on that idea. Instead, I send in two of my knights again to trigger some pitch ditches, and then I sent in the remaining knights to join in on taking down the second gatehouse. The knights were relatively safe taking down the gatehouse, so I didn't lose too many troops doing this. At this point, I only have one gatehouse between the Wolf and me, so I thought I could just do a reckless all-in attack and go for the Lord. Unfortunately, like the Pig before, the inner courtyard is also filled with pitch ditches, so I had to reload a few times and take a different tactic. I commission another trebuchet near the west wall of the Wolf's castle and use it to take down the mongonel on the lone round tower. I got lucky, and the trebuchet took out the mongonel without taking down the entire tower, so I told it to fire at the tower with the obnoxious unreachable archers with its remaining stone instead. It took out that tower as well. I then used my siege tower to dock at the lower left wall, and used my remaining ranged troops to clear out the remaining troops in the outer two gatehouses. (I set up there because it still kept me out of the range of the enemy's ballista near the third and final gatehouse. At this point, I'm running out of troops and want to still save my knights for the final courtyard. So instead of sending some knights towards the final gatehouse, I instead send my spearmen. They ended up all dying from the flames and the enemy fire before they could really do any damage to the gatehouse, but I sent in my battering rams in behind them, and the rams were successful in destroying the gatehousee. Once the gatehouse was down, I sent in all my knights to trigger all the flames in the courtyard. All the knights died, but at least the path towards the Wolf was now clear. I then sent in all my swordsmen towards the Wolf while I moved my archers and crossbowmen to the square tower to the right of the second gatehouse. I had the ranged troops pick off the remaining ranged troops while those troops were distracted by the incoming advance of my swordsman. The Wolf still had one boiling oil engineer that I wasn't able to kill off, so I lost some swordsman to the fire, but my men still prevailed in the end. All in all, after a ~3 hour siege, I managed to take the Wolf down! The image is a screenshot of the map as I head for the final kill.
- Yesterday
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Vlad Enemies Lord Pack
Sir Windows replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
This isn't directly related to this pack but I noticed something. While playing SH2 I realized ox tethers work differently compared to SHL. Oxen in SH2 seem to operate across the entire map while they have a pretty limited range in SHL. The SH2 system has the issue that an oxen placed next to a quarry might decide to walk across the map to service an iron mine. Still this is imho much better than the SHL situation where the AI will place all their oxen next to their single stone quarry while leaving four iron mines unserviced. It's be a neat if there was some way to set ox tethers back to their SH2 settings. -
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Vlad Enemies Lord Pack
Sir Windows replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
I'll take note of giving him more farms. He should have plenty of peasants at the campfire for some more food production anyway. Yes, I've looked at the .uni files before. All the files listed in the .uni are there so the issue must be rooted somewhere else. I've also looked into the AnimList.csv and AnimList.anl. At least as far as I can tell everything is where it's supposed to be. -
Vlad Enemies Lord Pack
Lord_Chris replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Have you tried looking at the .uni files? They contain at least from my investigations lists of all the files needed to load the model correctly. You can open them in Notepad++, or use the Granny Viewer 2 software: https://www.stronghold-nation.com/article/62-adding-units-from-stronghold-legends-into-stronghold-2 -
Vlad Enemies Lord Pack
Asophix replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Thanks for the acknowledgement, @ Sir Windows ! Hálás vagyok a magyar ellenfélért! Hunyadi feels kinda slow to build up, but he is fun to play with once he gets stabilised. It's hard to find a map where he plays on full swing. His consistent attack rate is something I like, kinda like Lancelot. He may be in need of more farms, as he tends to break even on consumption sometimes ~ selling food for gold could improve his standing. Holy Knights with the update is way more consistent, he actually attacks very fast now. His raids are also somewhat annoying, as you can never suspect him bringing out a mounted knight, or just a small band of archers. As a footnote: I noticed some minor graphics differences as well, even though I don't know how the animations work in either SH2 or SHL. In SH2 Steam Edition the swords texture is consistently missing from the armoury, but not in Legends. Simply replacing the one from SHL did not resolve the problem. -
Vlad Enemies Lord Pack
Sir Windows replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Light cavalry was made possible by @ Asophix hard work as he found the unit codes for the unit in the gamerules.dat. I noticed a minor issue though. The animation of the horses doesn't work, despite all the files being present by default in SHL. I wonder if this could be fixed somehow. Initially I thought maybe the SHL files are somewhat incomplete/broken, so I replaced them with the SH2 equivalents for the light cavalry. Unfortunately, it didn't help. Still, it's only a minor issue, as the rider's animation work fine. 🙂 -
Vlad Enemies Lord Pack
Lord_Chris replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Interesting thought @ Sir Windows ….. Would there be any other changes which would make your mod better? Ie other aspects of the game you’d like to customise which haven’t yet been found? -
Vlad Enemies Lord Pack
Sir Windows replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Well, yes you can indeed. This update took a bit longer since I got distracted by something else but here it is. Many thanks @ Asophix for making it possible with the newest version of the lord editor. Radu builds breweries now Holy Knights granary will now be built outside the castle in order to reduce walkways for farmers steamroll group slightly adjusted And now to the biggest change for this update: a brand new lord is added to the roster! General Hunyadi Difficulty: medium Preferred troops: light cavalry, pikemen, crossbowmen Protector of the Hungary, regent of the kingdom, General Hunyadi is both a mighty warrior and a cunning general. He is a master defender and deadly skirmisher, seeking to undermine his enemies before they can become a threat. The general doesn't think much of glorious combat in open fields, instead preferring to cripple his enemy with his deadly light cavalry raids. His castle is a formidable fortress that will cause many attackers heartaches. Still, one shouldn't underestimate his siege force once he decides the time has come to strike at his enemy's castle. -
Vlad Enemies Lord Pack
Asophix replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Hey, can we expect to see updates soon-ish to the existing or the newfound lords? 🙂 The lords each have been given a lot of custom content, so I take it is no small effort to get everything in place. -
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The version had to be re-uploaded again due to a last-minute fix for a text oversight. The latest submission at the time of writing should work normally.
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A new version has been uploaded with slight tweaks and greatly expanding on raid group functionalities. Changelog: Raid groups functionality improved: Increased number of unit slots from 2 to 8. Increased catapult and fire ballista upper caps from 2 to 4. Fixed a bug where an unset unit slot preceding a set slot would result in the AI not forming raid groups. Base units and variance slots caps slightly tweaked. Population validation rule now takes an additional 2 people in the population used category to account for the treasurer and other AIC-relevant building workers.
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Hello All! A new version (v1.4) has been released. This version addresses a bunch of design changes and improvements that has been previously implemented for the SH2 Lord Editor. Simply follow the download link in the main post to download! Changelist: Buildings are grouped into their respective categories (SH2 LE). Tooltips have been added to Lords and a few more screen elements (SH2 LE). A few more lines of descriptive summaries have been added to each category's content (SH2 LE). Added Pictish Boat Warrior, Outlaw and Light Cavalry to the unit rosters. These units bring much flavour to the gameplay and it can also open some creative avenues for custom lords. Unique units - Dragons and Magicians - can no longer be set as Siege Army group types. I felt that dragons and casters have no place in a proper siege army. It is possible that e.g. a Merlin accompanying a siege formation could fit well, so upon request I may re-add the casters to the sieges. Validation rules have been revised. Complete list: Weaponcrafter workshop productions must be selected at least one type of product. Army groups consisting a unique unit must be given a maximum count of 1. The Siege Army groups' total size must not be less than the Siege Army base size. An error is thrown if Hovels cannot support the required number for running the economy. An error is issued if a blacksmith or armourer has no iron mines to supply them (thanks @ Sir Windows !). A warning is issued if Fantasy Units have no Special Recruitment Building, or vice versa. A warning is issued if there is no Pantry for supplying Royal Food, or vice versa. Overall run-time memory footprint decreased via code refactor. Attempts to save fail silently while validation errors are present (SH2 LE). About Window opacity slightly decreased for a more pleasant experience (SH2 LE).
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Vlad Enemies Lord Pack
Planewalker replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Fantastic. Glad to see this kind of work coming along after the recent editor improvements. :D -
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Vlad Enemies Lord Pack
Asophix replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Some feedback regarding the V2 lords: Radu Just like his original incarnation, he is considerably steady at building up. So far he is the most consistent lord. He builds no breweries for the Inn. I barely saw any harassment groups from him, apart from a few pikemen and archers. I could like a few more macemen, or more of the archers. 🙂 Holy Knights The defensive positions are manned well, however he is still conflicted between raids and armies. He forms his siege army fairly late. I recommend toning down the steamroll group to streamline his raids. The granary could be leveraged more by adding a gate, or pre-placing it in the AIC. The armory could be turned outwards for smoother weapon influx. Transylvanian Lord He is much better now, but still takes quite some time to build. The siege force is quite formidable (more threatening than vanilla Arthur!). The castle layout seems to be suffering from the fact that the walls greatly prolong travel time for workers. This is barely mitigated by having access to a second gatehouse. His pace could be enhanced by adding a gatehouse to the rest of the cardinal directions each. Men-at-arms could be used more in the raid groups. Overall it's a great improvement and can't wait to see the rest of the upcoming lords in the roster. 😉 -
Vlad Enemies Lord Pack
Sir Windows replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
First update to the lords is out! Thanks to @ Asophix and @ IgnasheunKnight for the initial feedback. The first update addresses issues with the holy knights and Transylvanian lord. Holy Knights Slight redesign of his castle with the goal of reducing stone cost and improving the economy. Engine tower with dragon harpoon removed in favour of more archers Number of lumber mills and quarries increased Number of weapons workshops reduced Apple farms added to food production These changes should hopefully help the knights get set up a bit faster. The reduced weapons production should get balanced out by more income from wood/stone/food which they can use to buy weapons. The engine tower+harpoon was a heavy investment which usually didn't pay out. Its removal should allow the knight to get things like a church built much earlier. Transylvanian Lord Number of lumber mills and quarries increased Number of bakeries increased Number of weapons workshops reduced Poleturner added Raiding behaviour and troop types changed Macemen removed from siege and raid rosters Men at arms added to raid and siege rosters The Transylvanian lord was by far the slowest and most sluggish new lord. Higher lumber and stone production should allow him to get his economy going and his castle completed quicker. Bread should provide him with a new income source as well. Men at arms were added to his roster in order to give him a cheap unit option for raiding and assembling a siege army quicker. -
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Vlad Enemies Lord Pack
Lord_Chris replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
This looks amazing! I definitely need to give it a try 🙂 -
Musings and Metrics
Lord_Chris replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
Maybe something to consider in future in case any mods become available -
Vlad Enemies Lord Pack
Sir Windows replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Glad to hear it! I've tried getting as much use out the voice lines from the campaign as possible. At least Radu should mostly taunt the player with his iconic lines. -
Come one, come all! We have arrived to another milestone, as a new game's tough shell has been cracked open: Stronghold 2 has given its own Lord Editor! This version of the Legends Lord Editor has been adapted to SH2 and redesigned in its outlook. Alter the lords at your own leisure, while enjoying the generally darker atmosphere of SH2 with burgundy buttons and embellished parchment panels. Newfound additions to the editor are improvements in the design, as well as a lot more descriptive text have been added to guide your hand more, should you feel lost in the forest of numbers and categories. You can now spawn Crime, Gong and Rats for the computer lords to bring them on an even playing field, as well as a lot of new buildings can be added to them. Perhaps will you be the first one to give the Bishop Warrior Monks? You can download the program here, where you will find additional information about how to use and what you can do with the utility. A fixed definition is also bundled in the release (gamerules_fixed.dat), which you can use to overwrite the faulty Firefly definition that hinders the King and the Hawk from launching proper sieges, as well as bars the Bull from recruiting guarding Spearmen. The Editor will be semi-regularly provided updates. Any feedback or feature request is welcome either in a DM or the SH2 Modders club! Also hereby I'd like to thank @ Sir Windows for the features and testing, as well as @ Lord_Chris for providing guidance during development! Happy editing and see you in the tavern! Asophix
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CURRENT VERSION: v1.1 v1.1: Raid groups functionality improved: Increased number of unit slots from 2 to 8. Increased catapult and fire ballista upper caps from 2 to 4. Fixed a bug where an unset unit slot preceding a set slot would result in the AI not forming raid groups. Base units and variance slots caps slightly tweaked. Population validation rule now takes an additional 2 people in the population used category to account for the treasurer and other AIC-relevant building workers. v1.0 - Initial Release: This list details differences to the SHL Lord Editor v1.3: Buildings are grouped into their respective categories. Tooltips have been added to Lords and a few more screen elements. The Legends Editor has always been a little obscure in terms of how it should be used. Moreover, a little flavour could also help give Lords a bit more character. A few more lines of descriptive summaries have been added to each category's content. Siege armies have their dedicated tab. This is done to ensure that tabs stay well within UI real estate. Validation rules have been revised: Barracks units are checked whether they can properly be supplied equipment (either via production, or trade from the Market). Weaponcrafter workshop productions must be selected at least one type of product. A warning is issued if a blacksmith or armourer has no iron mines to supply them (thanks @ Sir Windows !). Punishments requiring a torturer are checked for a Torturer's Guild being present. Fighting and Warrior Monks are checked for a Monastery building built. Unit types are accessible in a dropdown list instead of an autocomplete box. This is a compromise to ensure that wrong data can't be input that easily. Lords can buy up to 4 extra resources along with those they always attempt to buy. Buy limits are relative to the sell threshold based on the good. There is only one raid group instead of 8, which can be given multiple unit types and siege engines for inclusion.
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Vlad Enemies Lord Pack
IgnasheunKnight replied to Sir Windows's topic in Stronghold Legends Modders Community's Member Mods
Awesome! I can't wait to try it out! -
Hello All! This moment arrived: after 20 years, the Stronghold 2 AI lords are also open to modifications and making your skirmish experience a little better! You can now download the program from the SHN Submissions, for which you can refer to the Download Link thread. The SH2 Lord Editor is a fork (rebuilt version) of the Legends Lord Editor we released in Q2 2025, with a few improvements and new features added on top. You can edit any of the eleven lords to your liking, tailoring their trade, recruitment and building preferences. Unlike in SHL, the SH2 lords rely on pre-placed buildings in their castle template much more, such as the Armoury or Barracks. Make sure you include these in the AIC definitions as well. Happy Editing, m'lord! 🙂
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You can download this community utility on the following link: https://www.stronghold-nation.com/downloads/file/758-sh2-community-lord-editor/
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Good day everyone, some time ago I made a lord pack adding Radu into the game. After some time I decided that the other enemies Vlad faces in his campaign would also make for interesting AI opponents. This new lord pack replaces three existing lords in custom skirmish with three enemy lords from Vlad's evil campaign. The screenshots show each new lord's respective castles and the siege armies of Radu and the holy knights. Transylvanian Lord Difficulty: medium Preferred troops: swordsman, man at arms, Round Table units This lord replaces Arthur. The Transylvanian likes building a large and well fortified castle. He might not be the fastest attacker, but his siege armies are strong, and he uses the round-table to its fullest extent. His castle design is based on one of the three castles used in the third mission of the evil campaign. In the campaign mission the three lords run on the Arthur, Lancelot and Alfred AI respectively. As such, I mostly based the siege roster on the scripted invasion during that mission, augmented by round-table units. Radu Difficulty: medium Preferred troops: crossbowman, pikeman Vlad's brother replaces Lancelot. He is a formidable foe and an aggressive attacker. His castle is small and quickly finished, as such his raids and sieges commence rather soon. He's mostly unchanged from his appearance in the older lord pack. Some changes include the removal of knights and macemen in order to keep him from being too similar to the other lords in this pack. The Holy Knights Difficulty: hard Preferred troops: knight, archer, trebuchet These crusaders hail from across Europe and replace Dietrich. Their castle is simple, and they despise all kinds of magic & witchcraft. One shouldn't take these knights lightly, as their industry and siege craft is unmatched. By far the strongest lord in this pack. The holy knights need some time to get going, since they use some very expensive units, but once they attack be prepared for a fight. I wish they could've also been part of the good faction, but with only two slots available they had to end up in the ice faction. General Hunyadi Difficulty: medium Preferred troops: light cavalry, pikeman, crossbowman Protector of the Hungary, regent of the kingdom, General Hunyadi replaces Siegfried. He is a master defender and deadly skirmisher, seeking to undermine his enemies before they can become a threat. The general doesn't think much of glorious combat in open fields, instead preferring to cripple his enemy with his deadly light cavalry raids. His castle is a formidable fortress that will cause many attackers heartaches. Still, one shouldn't underestimate his siege forces either. Vlad & Mordred These lords are not replaced by anyone. Vlad remaining in this pack needs no explanation. Mordred doesn't really fit in but there wasn't really anyone to replace him with. He's received minor updates though. Vlad - Vlad is now the true master of evil. His Saxon warriors are replaced by werewolves across the board. It always struck me as weird that Vlad doesn't use werewolves, which play a central part in his campaign. Mordred - Since Vlad is now the werewolves master, Mordred will be using Saxons instead. Thematically it fits better with him since he was allied with them in Arthur's campaign. His men-at-arm are upgraded to pikemen for more staying power.
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Musings and Metrics
Sir Windows replied to Planewalker's topic in Stronghold Legends Modders Community's General discussion
I sometimes wish Alfred and Beowulf were available in custom skirmish just for the 3rd good/evil lord slot to put a custom lord in. 😅
