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Lord_Chris

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Everything posted by Lord_Chris

  1. Thanks for all your entries everyone! Very close to the deadline there @Floki, but glad you managed to get an update in just in time! :D In future, when we mention "midnight", I mean midnight by the default time on the forum, which is (as the clocks have just changed here, GMT +1). If it confuses you, the forum time is up-to-date, open it in another tab viewing as a guest and that should hopefully help you. I'll take a look at these entries now! Good luck everyone!
  2. It's brilliant that this has been fixed, thanks for sharing the solution! I'll look forward to it getting submitted to the downloads section. It's a very good map that looks like it will be quite good for a few multiplayer games. :)
  3. What version are you using? I'm lost here. I've never seen this bug before, I have no idea how to fix it. See if you can do what I did by creating a completely blank map but adding just 3 estates, 1 village and 2 castle markers and make it produce wood. If that works, make it produce what you originally wanted. If this works, then for whatever reason it is, it's specific to that map. If not, it's your entire game.
  4. This article explains everything you will ever need to know about waves ;) http://www.stronghold-nation.com/article/156-guide-to-placing-waves
  5. It appears to be a problem with trees or placing them near trees. I opted to put one village on just collecting wood, and they built no saw pits to collect wood at all even though they enough wood to place about five saw pits. However - when I placed a saw pit, the estate reacted perfectly. When I made a new map from scratch with nothing in other than two castle markers, one estate marker and some trees, setting the village to wood production, it worked. The only thing I could think explain this, from what you've said, is the sav-to-map trick. It could be one of those "unintended consequences" - was this the map you used the sav-to-map trick on or was that a different version?
  6. I did actually mean to add a restart point to the list, but I forgot about it. Thanks ... I've added it now. I've also added a point about Peace Time.
  7. Done: http://forums.stronghold-nation.com/topic/727-official-stronghold-2-suggestions-list/ :)
  8. Use this thread to share and suggest ideas, new features or improvements for Stronghold 2. Ideas that collectively people agree or share I'll post in a list in this post. Starting with a few that I've seen or thought of already .... AI in multiplayer Saving games in multiplayer Configurable autosave Seasons More Kingmaker/multiplayer settings such as: no rats, no gong, no crime, honour ... Auto market (like in Stronghold Legends) Better looking moats Custom crests in multiplayer games Allowing scripted events from single player also possible in multiplayer Ability to add custom messages and briefings to maps through the editor Ability for scripted boat invasions More scripted events Easy way to add modifications or extensions to the game to expand its functionality without modifying the core, e.g. adding new units or overriding characteristics of units Possibility of choosing a randomly generated terrain for Kingmaker/multiplayer battles, e.g. from a list such as: Coastal, Mediterranean, Plains, Hilly, Rivers ... More variety of Mercenary units such as: Elephants, Landsknecht, cheaper but poorer archers ... Ships that can transfer units and fight at sea, maybe two types of ships - potentially a new building that builds them, some kind of Port A warning when leaving the map editor that you will lose your map (if unsaved) Ability for peace time (like Stronghold Legends) for Kingmaker and multiplayer battles Ability to restart the game from the in-game menu when playing A warning when quitting the game while playing a map Tougher AI opponents Better AI castle defences (e.g. more troops on the castle, particularly when sending out invasions) Larger AI armies when taking back villages Automatic firing of Ballistae Alternative multiplayer engine instead of now non-working GameSpy Ability to choose the strength of each AI opponent from easy, medium and hard Ability to set Castles, Troop allocations and weapons allowed in Kingmaker and other more options in Kingmaker for flexibility Ability to place and rebuild Ruined keeps Multiple player colours Ability to control the castles of other Lords Play Stronghold 2 Multiplayer via LAN
  9. Actually, that's not entirely true - the AI does place the Stockpile, along with a Granary and I think a small food production if building placement is disabled. It's only the extra buildings that aren't placed. If this isn't the problem (and it's not for the contest) I'll take a look at it.
  10. Maybe we could do an "Official Stronghold 2 suggestions" topic which I'll make sticky. It could prove very useful to all of us, and give us a proper place to discuss ideas.
  11. Do they place any buildings on their own other than hovels, granary stockpile .etc ? It could be that you have disabled village production until the player manually places buildings, that's happened to me before. Do any other estates place buildings?
  12. To attach a file you need to use the full editor - use the "Post reply" link at the top right or bottom right of a page.
  13. I've received a reply from Marta. She said that Firefly might be adding more fixes and/or features to Stronghold 2 or Legends in the coming months.
  14. I've sent an email off to Marta, one of the PR officers at Firefly I'm in touch with. I'll let you know if there are any plans to add any more features or bug fixes to Stronghold 2 or Legends.
  15. As far as I'm aware, you need to run Steam. But I don't know this either.
  16. For now, the map can be any type of map. Later on in another challenge you'll edit it and turn it into a specific type of map. Let me know if this didn't quite answer your question.
  17. Your challenge for this week is: Use the Stronghold 2 editor to create a non-functional, scenery based map with rivers, waterfalls, hills and cliffs. Useful resources http://www.stronghold-nation.com/article/156-guide-to-placing-waves http://www.stronghold-nation.com/article/65-bridges-over-canyons http://www.stronghold-nation.com/article/39-how-to-make-ruins http://www.stronghold-nation.com/article/239-making-hidden-pathways Note: Your entry must be attached to this topic by Midnight on Saturday to be counted in this challenge (21/3/16 23:59). If no entry is attached (via .zip. then your entry will not be counted! The results will be revealed on Sunday. Good luck everyone!
  18. Congratulations , who has won in an amazing time of exactly 18 days!!! [user]Tokamaps] managed to finish with exactly 1 minute, 40 seconds left - which is the equivalent to 1 day and 16 hours remaining. A very close challenge indeed! Thank you to both of you for your entries, and goo luck everyone on the next challenge! :)
  19. Thank you for all your entries! I'll take a look at them now. :) @Fail Session - I'm sure there will be another chance to enter for a Crusader 2 competition. If you follow us on Facebook or subscribe to the forum, you'll receive an email notification - this might help you remember in future. :)
  20. Welcome ! This is a great trick, thanks for sharing! I may well post this on the main site as an article, if this is ok? :)
  21. Done - sorry for the delay! http://www.stronghold-nation.com/article/246-making-minimaps-in-stronghold-2
  22. I wouldn't think for a week or so yet, I'll try to let you know when I can play nearer the time.
  23. I'll try to take a look tomorrow - this looks amazing! P.S. Attachments do work, you just need to be logged out to see them. I've fixed this in the next version of the forum.
  24. Sorry, I never saw the email until it was too late :(
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