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Lord_Chris

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Everything posted by Lord_Chris

  1. Do you get this? If so, that's because the tool crashed your game. There's nothing that can be done. The tool isn't very stable anyway, and hasn't been updated for about 10 years. But I would be interested to know exactly what causes the crash on yours. Perhaps just operating system incompatibility. Have you noticed anything unusual on Windows 10 - such as more crashes, grainy textures .etc ?
  2. The StrongholdNation staff are pleased to announce the availability of the StrongholdNation history quiz! The quiz is made up of 5 questions which test your history knowledge from various eras. The questions are different and from different time periods. Further amendments will be made to the quiz later on, including more questions being added. Why not be the first to try out the quiz and let us know what you think? http://www.stronghold-nation.com/community/history-quiz/
  3. There may well be something along these lines at some point. :)
  4. Your challenge for this week is: Create a replacement loading screen for loading Stronghold Legends. The loading screen should tell new users what the game is about through images only, with the exception of the Stronghold Legends logo. Upload to our Gallery when completed. Useful resources http://www.stronghold-nation.com/article/207-customising-load-screens Note: Your entry must be uploaded to our Gallery and a link must be posted here by Midnight on Saturday (2/4/16 23:59). If no link is posted then your entry will not be counted! The results will be revealed on Sunday. Good luck everyone!
  5. There really is some competition this week! Each map is unique and brilliant in its own way and since they are so vastly different they are very difficult to compare. I've decided to give you all 3 points because all of your maps are to the exact same standard. They really are good! Again, as usual, graded in no order other than the order submitted ... @Floki - 3 points @EaglePrince - 3 points @Tokamaps - 3 points @Floki Your map was very well detailed and contained a lot of additional extras which I was very impressed with. I had not prepared myself for what I was about to see! The ruins I did not expect, and I was extremely impressed with them. It is very clear you spent a long time landscaping this map and it shows it very clearly, everything is positioned perfectly to look realistic while not being over-powering. You mentioned that you hadn't made maps in a long time and lost some of your skills - I completely disagree, the landscaping on this is just as good, if not better than other maps I've seen from you. Another feature which immediately stood out was the waterfall and this impressed me a lot as well. I liked the different layers it contained a lot, they looked and behaved very realistic. I also liked the shrub placement near the stream. There were some amazing details here, such as the small ripple effects in the water. Though only a small map, it really makes up for it visually. It really is a great map! @EaglePrince This is a fantastic map! You really seem to like having wide open spaces on a map, and so do I. I see you've also built on the feedback I gave you last time regarding the terrain, it's much better now. I noticed all the added extras such as the weeds, small stones in the rivers and shrubs, and they are very well placed. I particularly liked the tree placement, it looked very natural, I liked it a lot. When I keep talking about "randomly generated maps", this is the kind of thing I have in mind - perfect Kingmaker maps; large open spaces to fight and build, while not sacrificing the landscaping, extras such as the stones and shrubs, and the bridges help to connect them all together. You've used the bridges over canyons trick which looks very nice. I mentioned I liked the tree placement, but what I like about it so much, is that it's not just a forest, e.g. trees placed all in one area. You've taken the time to place each tree individually so that the user gets the maximum effect from seeing the trees like that. It looks so much more effective than a typical forest because it looks like a perfect ambush ground. Not only that, but by having more trees over a large area they aren't all squashed together. I really liked this map! @Tokamaps There are some excellent features on this map which makes it stand out to me. Probably my favourite feature is the tunnels on the far right of the map. It really looks natural and impressive, as if it goes under the mountain into some kind of mine. Another feature which I really liked was the floating bridge in the middle of the map. This actually worked as I checked with some troops. I think I remember you posting this in your mapping tricks thread. It's a great trick and I like the result very much. Another one of the features which stood out to me was the volcano - I was very impressed with how this was constructed and was continuously smoking. Another feature which I particularly liked was the ruins on top of the hill over the bridge. It clearly represented some kind of old fort or watchtower which had been destroyed and I liked it a lot. The paths intertwined with each other perfectly, and there were numerous good mapping tricks used. I see you also used the bridges over canyons trick, which looked fantastic over that waterfall. The boggy marshland to the left hand side of it looked very realistic and the terrain blending over there was perfect. This is a fantastic map, which really uses the Stronghold 2 editor to its best to create a stunning masterpiece. I really liked the features this map contained! Results Because each of you all received 3 points, there is no clear winner through that, but I believe I have found one. This was a very difficult decision. Had I been able to award all three of you first place, I would have done so. It really was much closer than you thought, it was very difficult to decide which map should win, because they are so vastly different but also because they are all so good. I looked for over an hour and a half, and I could not find a single flaw in any map, they really were all that good. After a long time thinking, I can now reveal that the winner for this week is ... ! Congratulations, [user]floki] on winning on your first competition! Thank you and [user]tokamaps] too for handing in your submissions! This really was a close call!
  6. Hmm ... This looks good. Hopefully if Firefly are adding updates, they will actually add AI in online though, so it could work anyway. But this is definitely still worth a try in the meantime!
  7. 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!
  8. 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. :)
  9. 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.
  10. This article explains everything you will ever need to know about waves ;) http://www.stronghold-nation.com/article/156-guide-to-placing-waves
  11. 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?
  12. 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.
  13. Done: http://forums.stronghold-nation.com/topic/727-official-stronghold-2-suggestions-list/ :)
  14. 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
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. As far as I'm aware, you need to run Steam. But I don't know this either.
  22. 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.
  23. 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!
  24. 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! :)
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