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About This Club

A place for members, moderators and developers to discuss the various Stronghold 2 mods and receive support, post issues, request features, discuss development and receive updates. This club is primarily aimed at communication between mod developers and community members. If you are a mod developer please use your associated club for ongoing development discussions.

Game

Stronghold 2
  1. What's new in this club
  2. Welcome back and congratulations! 🥳 I've made some of the fixes already, but there are still other lords and I'm not sure if their castles aren't broken. Just off the top of my head, Edwin builds a mercenary tent in each of his castles which he doesn't need. If anyone is interested in testing out the fixed castles I've attached the AICs. Bishop01.aic bull01.aic Queen01.aic
  3. Do glad to see these being mentioned. Also, awesome that you brought up those other issues with some of the other AI lords! Well, a lot has changed in my life lately. I got married in February this year, and we became parents in March. We have a baby boy now. This might be something to write about in the appropriate thread for off-topic, and I should definitely do that! However, I find that related to this topic: now I've come to enjoy some relaxing activities, and playing Stronghold 2 could be one of them. That, and fixing those AI castles! So glad you mentioned all these issues needing to be fixed! Also, if somebody manages to make those fixes before me, they have their permission to include my fixes for Williams castles in that larger "castle fix pack".[emoji4] Thank you do "summoning" me with that great idea! Sent from my motorola edge 50 fusion using Tapatalk
  4. Greetings everyone, as we all know castles built by AI in SH2 feature a number of issues from William's towers facing the wrong way to the Queen's giant hole in the wall. I thought maybe a list of known issues would be a good idea, which in turn could then be turned into a modpack that includes fixed AICs. Currently known issues Sir William builds his towers facing the wrong way or messes up his moat. Fixed by @ EaglePrince back in 2016. The queen leaves a hole in her wall. This one is the result of a misplaced engineer's guild. If the engineer's guild is moved one tile east in the editor the queen will place her square tower. The bishop has a misplaced engineer's guild. Same issue as with the queen. Guild needs to moved one tile east. The bishop also tends to mess up his moat. The bull will mess up his moat and prevent himself from placing a mercenary tent. This happens most often at free man start. Can be fixed by moving the tent away from the moat. Lady Seren places her engineer's guild outside her castle. Not really much of an issue, but she has plenty of room inside for a guild. Something to consider. Any further suggestion and notes are welcome.
  5. 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.
  6. 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.
  7. 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.
  8. 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! 🙂
  9. You can download this community utility on the following link: https://www.stronghold-nation.com/downloads/file/758-sh2-community-lord-editor/
  10. This utility was built by the former Stronghold Knights fansite. You can download this mod from the Downloads section here: https://www.stronghold-nation.com/downloads/file/40-sh2-lord-of-the-rings-mod/
  11. This utility was built by the former Stronghold Knights fansite. You can download this mod from the Downloads section here: https://www.stronghold-nation.com/downloads/file/39-sh2-ai-editor/
  12. This utility was built by the former Stronghold Knights fansite. You can download this mod from the Downloads section here: https://www.stronghold-nation.com/downloads/file/8-sh2-map-unlocker/ It also works on maps from Stronghold Legends.
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