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Everything posted by Lord_Chris
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This sounds fantastic - I'm looking forward to it! :)
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I don't believe this is possible, unfortunately. Most of the information like this is hidden away somewhere, where we can't find. I usually buy an entire estate exclusively for the purpose of candle production and get them persistently shipped in to me as quickly as I need in order to avoid this problem. In regards to 1.4.1, you can find the download patch here: https://www.stronghold-nation.com/downloads/file/12-patch-141-update/ Once installed, you need to download GameRanger in order to play online now, as unfortunately GameSpy no longer works.
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A Call to Arms: Character Creation
Lord_Chris replied to Charles of Tours's topic in Adventures in the Duchy of Riverbourne
That would be great Matthew to have you here with us! Feel free to post your character in here at any time. :) -
Those are some great ideas @Floki, I can't believe they hadn't already been added to the list! I've added them now. :)
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It's achievable but you have to upload the XML file with your map so that other players download it and get the translated village names. The downside to this of course, is that you'd lose the translations and only English speaking users would be able to use the map. Unless, of course, you had translated versions for each language. It's just like crests and other things where each person who plays the map must have the edited files to play. Best of luck with your exams, I hope they go well for you! I'm great too thank you, been very busy over the last few months, and hardly had a chance to look back, but other than this all good!
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Once the village names have been selected, they're saved in any saved games for that map as some form of ID, I believe, which relates to the language string for that specific village name. They go sonething like 'VILLAGE_ESTATE_1' through to various numbers, if I'm correct. When the map loads, the game then translates that string into the village name. The reason for this is so that any map can be multi-lingual, no matter where it was made and which version. But of course for this to work, the names need to be set as various strings in the xml file. You might be able to extend it and add more village names, I've never tried this actually so it may work - but personally I'd find this highly unlikely. I just can't see Firefly developing a system like that. Could be wrong, though. Once any new game is launched, or a lord dies, or the 'convert to village' action is used, the game scrambles these and randomly selects a new village name. I'm not sure whether it prevents duplicates of already existing names or not (e.g when dynamically changing a village name such as through 'convert to village'), but this is never a situation that I've encountered. Because of this, the corresponding language string needs to be changed in whatever xml file you're using in order for the updated village name to display. Good to see you around again by the way, seems like a while since I last spoke to you! How are things going lately? :)
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Adventure #02 - Foreign Fancies
Lord_Chris replied to Charles of Tours's topic in Adventures in the Duchy of Riverbourne
After some time marching, they came to a forest. A long, wide path with a fairly open forest, this did not seem too much of a problem other than the line size extended slightly in order to accommodate all troops getting through. They walked through the forest for a while but eventually came to a crossroads. Straight ahead would take them past a sizeable Garrison containing several buildings. Although well camouflaged, it could be seen from this far away and posed a serious risk to their strategy. No matter how strong in number they were, they could not get past without being seen, and to risk open combat was a fatal error in this environment. Not because of ambush, but because it would be very easy for enemy troops to sneak away and warn the Castle of the oncoming attack. Without being sure how many troops were even there, although it could be lightly defended, this could be a disastrous move which could end the entire mission in failure. They did not even know how any additional outputs existed in their path before even getting to the end of this forest. The adventurers were shocked. Goodman did not remember this checkpoint being here, although it was a long time since he was in this forest. The only alternative was a 50 mile detour, taking the group through Barnemouth, the infamous 'City of Death'. Then afterwards, a trip through Myhegh Forest to the Mines of Xilious. The group hesitated - this was not a move which they wanted to make. But their hesitation was shirt lived, as in the distance, the sound of a carter could be heard. Looking through some nearby trees, Goodman could tell that it was approaching the checkpoint. He kept very close attention to the guards to see how quickly it was spotted. Although this was approaching from a different direction, north eastwards, it would give Goodman an idea of how quickly the guards would spot the adventurers. It very quickly became evident that the guards in one of the larger wooden towers spotted the carter very quickly, even though they were not really paying attention at first. They then signalled to more guards who then came from behind the checkpoint. No longer this seemed liked only a checkpoint but much more of an outpost. Who had built this, and for what purpose. Were they friends or foes? Their questions were very quickly answered when the carter was eventually approached by some troops on the ground. "By the order of his grace, Duke Renault, who is in control of these lands, we demand to know at once what your business is." the Senior of the guardsman exclaimed. Several guards nearby held Pikes and were very well armoured. They must have been guarding something extremely important - although this was one of the central routes into the castle, however rural it was at this point on the track. "I am here to deliver some goods to the Duke" replied the Carter. "What identification do you have?" snapped the guard, replying immediately. "I have here, a document of authorisation from the Duke's Constable." One of the Senior guards took it and began to examine it. He looked closely for a few moments, before sharply dropping the parchment and pointing to the Carter. "This document is a fake! Guards, arrest this man at once!" The poor carter was immediately dragged away with a shocked expression on his face. Other guards attended to his cart, quickly taking it past the nearby tower for examination. "Take him away to Warington Citadel!" ordered the Senior guard. He had the appearance of a Constable and looked like nobility of some kind. Goodman sat thinking for a moment. He had never heard of Warington Citadel, but assumed it must be close by. Probably through the checkpoint. And maybe the Carter knew something too about what was going on. But he did know someone who would know what it is, along with the significance and history of it. That person lived in Barnemouth, which made a detour look even more likely. One thing was for certain. They could not get through this checkpoint through disguise, and fighting was not an option. Besides this, there could be layer upon layer of security past this checkpoint, all which was unknown .... -
The names of Estates in the game are stored in the language file you're using, and, as @EaglePrince has already pointed out the game chooses these at random. I have managed to change the names of estates in the past, as it's a really easy process. You'll need to find whatever XML file is in your Stronghold 2/i18n directory and all estate names are in there. Simply change the wording and then re-open the game and the estates will change names. If there are multiple XML files in there, open the text file named 'lang.txt' which contains the file name of the XML file which is used by the game. This is the file you will need to edit. And, as @Crusader1307 added, it would be great if you could upload your map to the downloads section when complete!
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I think there might be one AI who uses Assassins, but Lady Seren definitely uses Horse Archers. As @EaglePrince mentioned, I don't believe Firefly will ever release the source code unfortunately. That means there is not a lot of things which can actually be changed relating to AI, or their behaviour.
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Adventure #02 - Foreign Fancies
Lord_Chris replied to Charles of Tours's topic in Adventures in the Duchy of Riverbourne
The King waited for a moment, clearly lost in thought of what to do. He then suddenly spoke. "I'd like to ask both of you to do this task. I'll provide you with four platoons of my best troops to try and rescue the Duke. This is a sizable amount but the Duke's safety is much more important than having good men standing idle around me." -
Adventure #02 - Foreign Fancies
Lord_Chris replied to Charles of Tours's topic in Adventures in the Duchy of Riverbourne
There was a knock at his door, and he opened it to which he saw a servant. A servant who did not look particularly familiar but out of attention being elsewhere, he did not particularly think more. "My Lord, may I have a moment?" Goodman nodded and signalled to come inside, then shut the door behind him. He moved over to his circular table, his back turned - where he moved over and picked up his sword, polishing it lightly. "So, what news do you bring?" he asked the servant. But just a moment after he had finished speaking, the servant put his hand in his pocket and removed a small, easily concealed Aztec blowpipe. Raising it to his mouth, he prepared to shoot a dart in the back of Goodman's neck. But Goodman caught sight of this out the corner of his eye in the mirror opposite - and immediately lurched to the right onto the table, avoiding this fatal dart which instead hit the mirror shattering it into a thousand pieces onto the oak floor. All that remained was the strong rectangular shaped frame where the mirror seconds ago had stood. -
Adventure #02 - Foreign Fancies
Lord_Chris replied to Charles of Tours's topic in Adventures in the Duchy of Riverbourne
[OOC] Let's see if we can revive this ..... The two of them rode at the top of the company for a while and talked. Then they approached a dense forest with a small single-track pathway. There was no way around this for 30 miles, and Goodman knew that there was not time to take the detour. This would be the perfect site for an ambush, and he knew of all the enemies who could take advantage of this. But before he could decide whether or not to go through, a messenger came riding up from behind the company, at full speed along with a scruffy looking troop who had clearly been in combat. The messenger himself wore the emblem of the Duke on his tunic. "My lord, the Duke has been captured. He has been taken to a hidden fortress inside the forest by Duke Renaut's troops." Though Goodman had not seen this particular messenger before, it seemed obvious the situation appeared legitimate. He thought for a moment before taking the time to reply. Duke Renaut was renowned for ruthless killing in cold blood and was a fearless warrior as well as being very powerful and deceitful. He was also a very skilled strategic commander. His troops were made of up the very best, and this was not someone who anyone in their right mind would actively seek to anger. Duke Renaut had usually always been loyal to the Duke and this was an extremely concerning situation. -
Automarket is probably possible - as all you'd want from the game is the exact same behaviour, but without a market being built. However, it's probably coded in the exe file which means it's untouchable unless Firefly release the source code. Seasons on the other hand, I would absolutely love to have myself. But I honestly can't ever see that happening. At least seasons which are changed by the game. It's going to be an incredibly difficult process and again, a lot of what you need to edit is probably hard-coded in the exe file. However, that's not to mean we can't have some fun with this. I see absolutely no reason why we can't make buildings have snow .etc. on them, maybe some rain or other things. In fact, to a certain degree this already exists as our snow mod in the downloads section. We could also maybe even use some files from Stronghold Legends, or if a modder is confident enough in editing the texture files then they could edit those and add the snow effects themselves. I'm dreadful at art otherwise I would try this myself. We do however have a comprehensive guide here on how to do this process. The only problem with that example is that it you would have to manually alter the names of game files when you wanted the seasons to change. We could of course create some kind of installer which could do this for us, but that would have to be uninstalled and another one reinstalled before the season would change. Maybe we could even randomise it. Who knows?
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I'm not sure that adding units into the game is possible, I'm afraid. At least with the current setup - which is why hooks and addons are such an important addition. They would allow you to extend or alter the game's functionality without actually needing to change anything in the core of it. That means you'd be able to just paste in a few files and allow the game to take care of the rest, rather than overwriting files or even changing them altogether. A lot of things appear to be hard-coded though at the moment in files which are compiled (i.e. non-readable and irreversible) so this would require quite a few restructuring changes. I'm not entirely sure that will ever happen, even if Firefly did add updates. What we would really be looking for would be for Firefly to reveal the source code, but I doubt that will ever happen. However, it is possible to change the skins, speech, weapons .etc. of existing units. You just replace various .uni files, skins .etc of the units. Modding Stronghold 2, as in adding custom music, changing unit files .etc. isn't very difficult to pick up, and we do have existing tutorials for most of those things you're probably referring to. And when a tutorial isn't available we're more than happy to help the best we can on the forum. That is still a work in progress though, as there are a lot of tutorials ? and for a lot of games too!
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Please do not excessively double post. I have deleted your three other posts, two of which were quotes of your first and the other was exactly the same - and all posted within 30 minutes of the first post too. Folks help on the forum as their time, schedules and whimsy dictate, and by double posting it isn't helping anyone, even yourself. I'd also like to point out that here in the UK, it was actually 5 o'clock on the morning when you made those posts. So some users in various time zones, such as myself, were actually asleep when you posted those messages.
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What's your game version? I'm not quite sure why this could be happening if you followed the tutorial correctly, as every time I attempted to do that it worked perfectly.
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Some really nice photos there @EaglePrince! You're very gifted with taking good scenic pictures. :cool:
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Request: Let's make our own Skirmish Trail
Lord_Chris replied to Andreas9541's topic in Stronghold Crusader 2
I know the feeling only too well .... ;) When I started a campaign in Stronghold 2 which was eventually going to replace the original one (may do so still some day) I focussed on mission 1, then went straight to the last one and made a Siege of Barclay's castle. I made the whole map really dark and evil terrain, with lava terrain .etc. It's a three-pronged attack, from Sir William, The King and the player. It's actually pretty tough to complete, it requires you to do very well in a really short amount of time, constantly moving - you're under attack from the second the game starts and each "section" of the castle has a unique challenge to pass. Your allies' survival also depends on how well you do, which in turn depends on whether you will win or not. I really need to dig that out again at some point. -
That tutorial is our Bridges over Canyons Tutorial. You probably already know everything, but here is the link to it again in case you'd like to refresh yourself (and for the benefit of other users) : https://www.stronghold-nation.com/article/65-bridges-over-canyons - recently rewritten and better than ever! Once the map is saved, and you exit the editor, you can no longer edit underneath that bridge. That's the only opportunity you have. However, you should be able to get units to walk underneath the bridge, if I remember correctly (may be wrong on that point but I think I can remember I have managed it in the past). But to do that, it has to be done the first time you edit the map, whenever that is. Also, it depends on what version you used to build it originally. 1.4 is unstable, we all know that, which only really leaves 1.3.1 that is any real use for building these as the traditional trick doesn't work at all in 1.4.1 (small workaround shown in the above article). And because you can't port a map backwards to another version, this map must have been built in 1.3.1 for it to work properly. As I can see from your file there, this map was made on 1.4.1 which may be why it's not working.
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Welcome @Azibeel! We regularly run our own tournaments and events in our Gaming Events section, but you can post your own topics in any specific game-related forum if you'd like to host tournaments .etc.
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Very sorry to hear you think this, and if you'd like we can discuss this more in a new topic. But the last reply to this topic was 3 years ago. Please do not necro post unnecessarily. Closed.
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In light of the recent upload by @Mezzy Chizra to the Crusader 2 downloads section, it is simply impossible to ignore the vast amount of effort which has been put into The Viking Crusade campaign. Therefore, we have decided to promote @Mezzy Chizra to the rank of Contributor with immediate effect! Congratulations @Mezzy Chizra, and I hope as many of you as possible take the time to play the very well created campaign that has been created. We've also decided to promote to the rank of Global Moderator for his outstanding work in the History section and Open Castle Inn - but also site-wide. [user]crusader1307] is one of the most active members by far, even more than myself sometimes, and this is a very well-deserved and overdue promotion for hours and hours of hard work and dedication, which our gratitude and thanks cannot possibly put into terms. To both of you - thank you very much for making the site the place it is today!! Your contributions cannot possibly be put into terms. A big thank you from everyone, and enjoy your new promotions! :)
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What happens if there is a gap in at least one tile in the moat (somewhere) so that they can at least reach the wall in one location?
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Hmm. What game version do you use?
