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Asophix

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Everything posted by Asophix

  1. Thanks for your response! 🙂 Well, SHN always had its warm hearth, though I haven't been here as long as many other faces. Lately we built up a good cache of content and we also try keeping up with the new things, among others with SH4 and the Crusader DE before. I have a deep respect for modders like you that finish what Firefly couldn't after all these years. AI has been a staple in most Stronghold titles and it's baffling how it got cancelled for SH2. If these mods get a name for themselves, then it would help get even more people to play. For starters, maybe there could be an option to communicate with AI, like in Crusader. Right now it minds its own thing as an independent ally, however there are voice lines indicating that this feature was planned at some point. Are there traces you could work off of, or have you looked into it in the source?
  2. Thanks for bringing this effort to attention. It looks like a humble yet well-oiled project. Is there a long-term plan to spread this and/or collaborate in a more organised matter, to your knowledge? Do you see any points where the project can be further supported?
  3. @ Lord_Chris I think you can consider this resolved, as Ser Steffen has not reported back with any further problems, only with an upvote to my suggestion. Currently I'm a little spread thin, but I'll organise something for the near future.
  4. Since Rat already has his lines fully added, I can only assume that the other lords will follow suit. 🙂 Even in Crusader 2 these guys were serviceable, if corny (SHC2 Pig is just low effort). My takes on the original gang: Rat will field the lowliest units as usual, backed with catapults. It would be fun if he mixed both kinds of bowmen. Snake will like a balanced mix of Archers, Pikemen and Crossbowmen, with the occasional mercenary like those light scouts. Pig should be critting Longbowmen, with a higher emphasis on Macemen and Pikemen. If Vikings are like Berserkers, then he'll field them too. Wolf should be all bells and whistles and a large variety of siege equpment. Captains, Swordsmen, Crossbowmen, Pikemen, Longbowmen. Sir Longarm should be a balanced mix, with a Captain or two mixed in. I can also imagine him fielding Monks. A similar shtick for a character could be used, in fact I wouldn't mind if all had some sort of niche or heavy bias. If we can edit the castles or the AI personalities in the future, then I would really like one like that.
  5. The buildings.txt comes is part of the download, the .jar itself is not enough to run. These are the files you need in your installation: Re-download the Editor and extract everything at a location of choice, or in the same folder as the .jar!
  6. Hi @ Ser Steffen ! We got two editors for SH2: the official Firefly one and the one mentioned. The Firefly editor isn't really recommended since it can only parse intermediary AIV files, however it may work for you until you get your issue sorted out. The 2014 editor requires Java to be installed on your computer, for which there is an article in the upload's description. What exactly do you have problems with?
  7. Greetings to all! Firefly Studios started teasing the upcoming SH4 game with bits of information in a Q&A video. As time goes by, we obtain more and more information that we eventually are going to administer in the on-site wiki. Until then, the SHN staff pleasantly summarises you the points we find most worthy to know about Stronghold 4's lifecycle, release date and other features, in this thread. :-] We ask you however to kindly discuss SH4 in the dedicated forum rather than here. Thanks to the baseline Unreal Engine 5, datamining has been possible to a great extent. If you are really curious and want no stone unturned, you can read about additional potential features and characters here at your leisure. Be warned, there is no turning back! Key Points Release and Support SH4 will be released in 2027, preceded by a six-month-long early-access period that starts sometime in 2026. The price tag for both periods is unknown, but mostly determined by the community. Early Access will launch with Skirmish Mode (8 bots), a 10-mission-long Skirmish Trail, a 22-mission-long Story Campaign and Free Build modes. During Early Access, the Economic Campaign, the Online Multiplayer (with or without bots at will) and a Co-op Skirmish Trail will be added. Gameplay Features Most known features so far have already been unveiled by the first public demo, which we announced a while back here. Map sizes will go as large as 1000x1000, starting from 400x400 with increments of 200. Weather will have limited effect in the form of random events. Unit abilities will return, such as the man-at-arms can throw a recharging spear, or the longbowman can randomly land a critically hitting shot. Most buildings will be able to peeked into with a close enough zoom, or by hovering the cursor above the building while a worker operates it. Building will be possible in a certain radius around the Keep, rather than anywhere within the borders of the estate. Building and troop limits will be set for each player (numbers unknown). Story The main lore precedes that of SH1 by several years, featuring a bunch of characters well-known from that game. The protagonist will be Penryn of Wethel, a shepherd who is forced to climb the ranks. It will not be centered around either The Boy or The Wolf; the Boy is confirmed not to return due to his assumed young age. Stronghold 2 characters will not return. Most of the story will be narrated through interactive pre-rendered cutscenes. If you still got questions remaining, don't panic. Hit us up in the SH4 sub-forum to discuss your ideas, or anything you want to clarify. Until next time, my lord! :-]
  8. Oi, Good Folk! 🙂 It's with pleasure that I can announce the arrival of new maps to our humble repository, from the pen of @ Lord Farckuath , to whom hereby we are thankful! His pack consists of three skirmish maps for Stronghold Legends over the last month, summoning familiar locations with a touch of atmospheric landscape design. These maps are mainly aimed for less serious multiplayer matches, where human players can fight for control from their safe main areas, or roleplay their story of choice. Due to the complex main estates and large number of pre-built buildings, it is not recommended to play against AI players on these maps, unless the starting position allows them to construct their economies in order to them fully function. But let's tarry no longer, here are ye maps: Trails of Transylvania With a winding river that eventually ends up in a freezing estuary, this coastal swath of Transylvania features a large territory of varying flora and fauna. While the mainland is predominantly flat and lush green, offering lots of villages for the taking, an icy canyon with narrow ridges surgically infiltrates the western lands with some crumbling fortifications that can be used for overwatch. On an island further to the northeast sits an Evil Lord on his perch, on an elevated peninsula armed to the teeth, which is nigh impossible to approach. From his seat of power, this player is bound to send the legions of hell, looming over a central city that has been taken over by growth and the elements of nature. Will his corruption spread to the lands? Siege of Camelot Upon one of the rugged hills in a distant region of green pastures stands one of the defenses protecting the estates of the mythical Camelot, 'the jewel of the crown'. Protected by towering spires and an advantageous high ground, Camelot thrives thanks to its vast resources and its noble people. However, war has arrived. With resources strategically scattered, victory will not depend on brute force, but on clever strategy. Can Camelot withstand the onslaught? Will you defended the throne to the last man, or will you coordinate a relentless assault to see the myth fall? The Little Hill An unparalleled struggle for the dominion of these ancestral lands. Monstrous beings and immense creatures station themselves in the distance, lurking in the shadows to hunt down and destroy those who safeguard these realms. The little hill's vast and numerous spires hedge the horizon, which is loomed by an Evil and Ice domain in the distance, their endless legions assembling and waiting for their masters' marks. Defend the walls of the great bastion, forge unbreakable alliances, or descend with fury from the cold, hidden mountain passes and tenebrous crags to claim these lands. The SHN staff wishes you a great deal of fun and immersion with these maps!
  9. Well, most likely the AI players will follow suit. If the AI from Warlords is gonna be ported/reimplemented in SH4, there will be a lot of fun to be had for sure! In general, I expect them to work much like their recent incarnations. I really wish we were able to communicate with them again - the sound files are there for this purpose -, depending on a "mood" variable that makes the AI more or less inclined to obey our commands. I also hope that the unit and siege AI will be a lot more intelligent, already evidenced by the fact that the military mission invasions' catapults will take time to attack targets on the ground.
  10. Hello All! With Stronghold 4 having taken a spotlight for the last few weeks, Crusader DE was forced back in the shadows. Not anymore though, as news of the Summer Update has surfaced with a new teaser from Firefly Studios. This humble content update is planned to release on August 4, 2026. Following suit, the Summer Update brings two-fold content in the form of free contents and paid DLC contents respectively. The downloadable content: The Surgeon and Baibars will be available for purchase at the cost of 5 EUR / 5 USD / 4 GBP on Steam. Note: Kindly be advised that the Summer Update is scheduled to be the last one that is about to bring new content in the game, concerning the devs. Additional content will still be available via the Steam Workshop and alternative sources. Contents - Free Update 3 new maps A new cooperative trail (Dance of the Scorpions) Contents - DLC New Sands of Time Trail: Trail of the Vulture New AI opponent: Sultan Baibars Sultan of the Mamelukes, Baibars is the literal panther of the desert: he will attack and defend ferociously, while neglecting his economy somewhat. His square-shaped castle features medium-sized towers, as well as a large Round Tower with double crenellations on the walls, and all sorts of nasty traps in the perimeter. Wields a streamlined Arabic-Bedouin mix of troops, with a particular emphasis on Eunuchs and Arabian Swordsmen. Also seems to deploy Tunnelers for assaults. New AI opponent: The Surgeon A more mysterious, kind-hearted opponent who likes to build his domain with a sprawling and thriving economy, similar to the Emir or the Trader. His enclosures are densely packed with an average-sized industry, surrounded by Round Towers with Ballistae on top, as well as Killing Pits in generous supply, as well as Moat in his larger designs. Uses European ranged units to defend with Pikemen, backed by an overall preference to Skirmishers.
  11. I see only the exact same thing. It might be something Firefly intends as a culmination of the series, sort of "pinky promise we'll get things right this time". The overall sentiment here on SHN seems to be moderate excitement. It really looks like Firefly wants to bring in a rich castle builder with a realistic touch that earlier games failed to achieve. Though I haven't shared all there is to the demo, almost everything points to the direction that we'll get a 'SH3 done right mixed with SH2's elements'. Essentially, Firefly has always operated with a flawed release management lifecycle: brand new game, keep it alive for 1-1.5 years, then leave it to rot. I suppose they keep branching out with a new release every so often, which improves on its predecessor each, but - as we know - 52% is not much of an improvement over 50%. That said, I really enjoyed Warlords too until the point of no engagement, which sadly came fairly quickly. There is sort of one, as the pathfinding sometimes manages to spread overflowing units along the connecting walls. But it's expected to have bugs like that, such as you can add a tower ballista on top of the existing one in the military mission; also workers can get stuck when you build a tower on top of them, even with a proper path downstairs. Moddability seems to be limited here, as the game bundle would have to be constantly regenerated and signed, but who knows.
  12. Hello Everyone! Stronghold Nation has been given newfound vigor and content in the form of a SH4 quick peek 🙂 Though many of us have already plowed through the modest content the demo offers, we hope that we can spread the fun for more castle fanatics like us. We also wish to bring more interactive videos on a semi-regular basis, with diverse topics like SHN content coverage, or other goodies you wish to appear. We are open to feedback at any given time, under this thread or even in DMs. The Nation serves you all! 🙂
  13. At this moment there are no entity definitions, just the display texts for the mercenaries and many other things, like a Tower Mangonel. Plenty of questions remain to be answered. You must be thinking of the Samurai Lancer, it actually became part of the game as well. It provided a buff to nearby mounted units. That ability is however nowhere to be seen, instead the Captain will be able to boost attack damage, SHL Lancelot-style.
  14. Hello All! As known, Stronghold 4 got its first preview demo with humble, but almost complete gameplay and content. Powered by Unreal Engine 5, it has been possible to peek into the bundled game contents and uncover fun details, which have been left out, or unimplemented. Without further ado, follow me as the mystery of SH4 unfolds! Read at your own risk.
  15. I tried the SH4 alpha and it is alright, despite the user interface being a little all over the place and the preview not offering very much for the moment. Basically the whole feeling or gist to it is that it is what Stronghold 3 ever wanted to be, if it could. There are a lot of buildings to aesthetically build your castle, plenty of different resources and what-not, but in the end it's Stronghold. The economic mission is more of a tutorial to getting a feeling for the economy and the honor aspect, while the military mission offers a good, but relaxing challenge. For those who like a simplistic introductory gameplay, will definitely get a basic good feeling from the demo.
  16. Despite being somewhat skeptical about the sudden alpha for Stronghold 4, I gave it a try. 
    I'm not quite sure how to put this, but I really feel that we have seen enough Stronghold so that it shouldn't warrant a new release.

    The truth is: Stronghold 4 looks good - even if unusual and overwhelming at first -, has all of its core building blocks in place, with a few quirks here and there. Rightfully, this alpha feels like the blend of its predecessors and Stronghold 3 if it ever were done right. Because we are essentially getting a well-made Stronghold 3, too little to late.

    SH4 Alpha uses Unreal Engine 5 and it runs well. On my high-end computer it didn't stutter at all, raytracing gives shiny graphics, and there is no stutter at all - though the framerate must be turned up from an initial rate of 20, oddly enough.

    The gameplay is nothing to write home about:

    • We get the usual economic formula that feels closest to SHC2 with its expensive buildings, but this time the production chains are more sprawling and hard to get a feeling for. Gold is accessible however thru both trade and taxation, in fact the first level of taxes gives you a meager popularity loss in return for gynormous income. There is also honor to visibly rank up to unlock buildings and troops, as well as Fear Factor, the Inn and Religion for some additional popularity manipulation. There are some twists to the Granary and Kitchen layer in terms of resources, but nothing more.
    • In the military aspect - of what we saw - we get Stronghold 3 with a slightly expanded repertoire of defensive structures and units. There is only the barracks for infantry recruitment, and weapons production is essential in the beginning to churn out a healthy number of troops. Ranged units seem bad against tight armor formations and moving targets, while lesser footmen die quickly: armored troops have a well-earned place in a fight. The Tower Ballista has been upgraded to instantly kill units at the expense of an abysmal firing rate, making it a must in most defenses. Catapults are just as good against clustered units as ever.

    I found that the economic mission is way too easy (which must be intended as the game showers you with tutorials and self-explanatory building objectives), while the military one can give you a run for your money, if you can't keep your fortification together. It can be won by an aggressive economy build-up while continuously training troops - even the fodder unit type, the Levy, which stalls enemies for your ranged units to kill. Production chains can be somewhat to figure out, but thankfully resources are ample, and there are multiple approaches to defending your castle on top a Market being available.

    I seriously want to find a highlight unique to this alpha, but all I see is recurring elements from previous games that work together in a serviceable way. We have yet to see additional scenarios and gameplay elements in the field, but from what I see, it's an evolution of Stronghold coming to a playable point. And it only seems to be taking 25 years for the Studios.

     

  17. Ahoy Sirs and Ladies! A playable demo for Stronghold 4 has been released on Steam (https://store.steampowered.com/app/2153760/Stronghold_4/, 10.53 GB size). This alpha version gives a glimpse into the story of Penryn of Wethel, situated prior to the events of Stronghold 1. SH4 Alpha allows you to play one economic and one military invasion mission, akin to the classic Stronghold 1 presentation with some inspired mechanics from Stronghold 3. The demo is scheduled to be up approximately one day long after its release (April 24th 16h GMT+0), The demo is very likely to be available for an unspecified period of time, after which it may become unavailable to play. Please note that this public demo does not reflect the ready product and as a result, bugs and unfinished features may occur. Refer to the SH4 megathread for more information about potential features, as well as the Stronghold 4 Steam page for system requirements. Have fun with the demo!
  18. Hello Everyone! SHC:DE was given a small update (v2.7.1), bringing a few options to the AI department: "Aggressive AI Sieging" This Skirmish/Multiplayer option slightly tweaks the siege force troops aggression. When enabled, the AI will send larger forces to attack rivals, as well as stationary troops will be more likely to engage hostile buildings in their close vicinity. The option seems to very slightly alleviate the weakness of the siege AI, where troops waiting to be deployed naively stand around. Custom Lord Nicknames Custom Lords can be added up to 8 nicknames, which will be added in front of the lord's name each. The text.txt file can be added the NICKNAME<1-8> options to supply these titles. Custom Scribe Messages Baldwin & Bullseye - and presumably the final two upcoming lords - have not been provided a scribe notification about them sending a message. As a band-aid custom solution, these can be overwritten willingly. These files are the General_Message<53-56>.wav files (path: Stronghold Crusader Definitive Edition_Data\StreamingAssets\EnglishSpeech\Scribe). As always, you should update your game in order to access and play multiplayer games. Firefly Studios is clearly stepping away from active development so expectations should be set accordingly. Have fun with the game!
  19. Sounds really good! 😄 Have you been thinking about a fixed tracklist? I'm not sure if the triggers can be manipulated well enough, but even if there are improvements over the original one, I'll be more than happy. Would you also mind documenting your findings?
  20. @ Isaiah There is no problem with Firefly ending support by itself. The pressing concern is the limited replayability once a player runs out of new content, that's where the AI should come into play. But it currently has such bugs and/or weaknesses which make gameplay experience rather dull after a while. Single-player scenarios also can't become varied enough just by themselves, missions need to be designed specifically for maps and starting conditions, else they fall under one of these categories: play on equal footing, where you can dominantly outgrow your opponents, play with a severe numeric and/or economic disadvantage, where you develop at a snail's pace, play tower defense until you are confidently beating back attacks, then use an overwhelming force to dispatch your opponents one by one. Allied games are not much better due to how the same limitations also apply to your partner. The coop trails are designed with human players in mind and many missions include spawner outposts that quickly wear down your allied lord. The only apparent 'saving grace' for Crusader DE is thus having a community of hard-working and talented mission makers, who can come up with interesting trails and maps, or maybe Firefly allowing to play with custom lords in the coop trails, in my opinion.
  21. There has been a semi-official update to how long the Crusader:DE will be supported by Firefly Studios. According to this Reddit post, a community manager Tasha has provided the following points on the studios' official Discord server: The main takeaway is that the game will stop receiving content and major patches after the Summer Update rolls out sometime in Summer 2026. At the time of writing this post, the studios already have started transitioning away from the DE to other projects, which haven't been provided any details at all to-date. The justification given for the decision has been the fact that creating custom content takes up less resources from the team, letting them focus on their other endeavours. --- Where does this leave the community? Basically on top of adding custom maps, SHC:DE allows sharing overrides for the game's AI opponents (profile and castles) and custom trails on the Steam Workshop, as well as modifying the media and voice lines for them, which can be shared on third-party sites without a license. Personally saying, I predict that the SHC:DE will fizzle out some time after support ends, just like the majority of the games post-SHL. Even though the sheer quantity of content can provide a lot of playtime, the game will essentially stop delivering an engaging gameplay experience without massive community effort, because the AI - one of the main selling points of the game - still plays very close to the vanilla 2002 SHC, being very predictable and ineffective compared to a human player. Not being able to play with a modified AI opponent in the Coop trails also hurts the experience. We here on Stronghold Nation naturally encourage playing Stronghold games and enriching it with content; a hill we will die on, figuratively speaking! But there is a chance that Firefly leaving the game will do a disservice to this potentially enjoyable game.
  22. Greetings Everyone! The Spring Update (v2.7) has been released for SHC:DE, featuring the usual quarterly free and DLC content along with a small batch of bugfixes. The two new lords in the DLC are Baldwin & Bullseye. Please make sure that you update to the latest version in order to access multiplayer via Steam (auto-updater)! Refer to the following forum post for more details regarding new content: Full patch notes: Added 'keep enclosed' symbol for pre-built CPU Castles in Co-Op trails Added 'keep enclosed' symbol on Skirmish briefing screen when the CPU Castle is pre-built Added 2 new Charges for the Coat of Arms, representing CPU Lords Bullseye and Baldwin Added some of the maps from "Realm of the Crocodile" Historical Campaign as Freebuild Maps: "Ancient River, Fractured Frontier, The Lush Strip, The Rivers Edge, Oasis by the River" Adjusted Sentinel’s Stockpile Sell Thresholds: Stone sell threshold 50 -> 43, Ale sell threshold: 10 -> 2 The Sergeant CPU no longer uses Tunnelers Fixed an issue causing CPUs Moat Diggers to 'glitch' and not move sometimes, leaving the moat undug Fixed a bug where Achievement would not trigger for beating the Trail of the Cobra within the Target Time Fixed a bug causing a Radar map click issue when UI is disabled Fixed a bug with house placement (house cycling system now matches other buildings, like gardens) Note: "house cycling" is the feature where selecting the design of certain buildings changes every few seconds, allowing to place a variation.
  23. Thank you, I think an upper limit of 90-100 characters total should suffice. There have been only about two or three transcriptions in need of condensing.
  24. As a next round of changes, the Bedouin mercenaries' lines have been transcribed and added to the quotes database too. Some compromises had to be made for a few lines, as the database allows up to 75 characters only, resulting in slightly reworded English translations - the Arabic lines have been fully preserved. Enjoy! 🙂
  25. Hello @ bradley0095 ! Raising a keg to your health! 🙂 Have you originally made SH2 maps, bringing up the topic? We also have released a Lord Editor for the game last autumn, which allows you to tailor the AI characters' gameplay styles, should you want to feature some as well in your custom scenarios.
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