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Asophix

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Posts posted by Asophix


  1. Dear Sirs and Ladies!

    As it is well known, Stronghold Crusader is getting a Definitive Edition on July 15th.

    Second in the line of the remade Stronghold games, Firefly Studios promises to greatly expand on the original Crusader, as detailed in this roadmap.

    Ever since the beginning of 2025, the public has been provided a few demos to foreshadow what we could expect in terms of presentation and features. Stronghold Nation has a now archived discussion post with details, here.

    Feel free to discuss and talk about the game! ๐Ÿ™‚ 

    ---

    What to know about Crusader: DE:

    • It is a standalone remake of the original Stronghold Crusader, in the Unity engine.
      • This includes revamped graphics, additional rotation views for troops, and the graphical presentation will be overall very different to the eye.
      • This also means that modifications to the original game will most likely not be functional in the DE, due to the large differences between the two solutions.
    • It ships with new gameplay content and extended features (but not limited to):
      • General quality of life and gameplay features
        • Automarket
        • Additional map sizes up to 800x800
        • Additional Bedouin mercenary troops
        • Bugfixes and exploit fixes
      • Sands of Time trails - time-trial Skirmish missions with an optional global leaderboard
        • One is expected in both the Autumn and Winter Updates each, in DLC
      • Co-op Skirmish trails - nine missions designed to play with a human or computer brother-in-arms in mind
        • Expected in the Winter Update for free
      • Custom Skirmish trails
        • Expected in the Winter Update for free
      • Additional Economic and Skirmish campaigns
      • New AI opponents
        • Four teased in the Demo are expected at launch: Nomad, Kahinah, Jewel, Sentinel
        • One is expected in the Autumn Update for free
        • Two are expected in both the Autumn and Winter Updates each, in DLC
      • AIV and Lord Editor
        • Expected in the Winter Update for free
      • Additional maps

  2. Hello dear Lords and Ladies,

    I'm delighted to announce that Stronghold Legends has received another modding utility, the Community Lord Editor! ๐Ÿ˜„ 

    This lightweight program allows you to view and tailor the Legends AI bot behaviours to your liking! Add Dietrich a few macemen to guard the Lord, or make Alfred launch sieges. Many things are possible now.

    The Lord Editor presents you the various lord attributes in a user-friendly way. If you need more information about a certain field or category, just hover the button over the element or the parchment to get a short summary of information.

    You can download the program here, where you will find additional information about how to use and what you can do with the utility.

    image.thumb.png.445b14368c02b5f62af44fab70387079.png

    The Editor will continue to receive updates and fixes in the future time. In case of questions or feature / bug reports, just PM me or comment under this thread!

    Also, I hereby want to thank the enthusiasm and providing support in the closed testing for:

    Wishing you happy editing from the administration,

    Asophix


  3. After some lull, a new version for the Crusader DE will be released on the 28th (as teased by Udwin: https://www.youtube.com/watch?v=bPVD87qdGdI).

    Much like previous releases, it will be available for a limited time only. Above all, it will feature a preview of a Sands of Time mission that is played on a bigger map and with more opponents. 

    There will also be a limited Custom Skirmish mode with a modest pool of two maps, a reduced selection of AI bots and the option to turn on the magic bar from Crusader Extreme. Bedouin troops will also be available for recruitment.

     


  4. That much is true. 

    In my experience, Merlin has a high risk, medium reward type of play that shines in very niche cases. His autoattack is kinda good at dismantling siege equipment concentrations, but struggles against sturdier engines and armor. His Dragon's Breath is very hard to set up, since it has a lengthy animation and it does not one-hit-kill the Ice Queen or the Sorcerer. Merlin is rather defensive due to this, as an enemy watching him move about would definitely deploy their own special units or rush Merlin down before his ability could connect.

    Galahad is also undoubtedly useful with his heals. Combo'd with Gawain's dome or just pulling back masses of units to heal and re-engage is perhaps the two use-cases I can think of for him. Due to his ability being a heal, serving no other purpose, he is good but not as a first or second Royal Table unit.

    I used Lancelot on a few occasions. When armies of equal size clash and there is little foreseeable ability play, Lancelot can straight up buff your army so much that your soldiers look absolutely ripped powerhouses. Lancelot helps you being cost-effective at a well-timed engagement, which can help you gain or keep up momentum on a given battlefront.


  5. Okay, this is really interesting because I have never seen this in my all life, yet here we stand. ๐Ÿ˜„ Your discovery is something really amazing.

    I'm going into a little bit of detail:

    • Legends has similar specialized unit groups. There are less categories, but it's also much more simple than a Crusader siege AI. All variables aren't known yet, but enough of them are that they could be altered (I can share details a bit later).
    • There are the usual groups. Notable differences from Crusader:
      • There is only one sortie group which goes to the last destroyed building's location. Most of the time these are almost non-existent due to small sizes and being comprised of small troops.
      • Troop pools are reactive ranged defenders, who can take the place of fallen primary ranged defenders. They are more like a reserve ranged force.
      • There are up to 8 raid groups that the AI can deterministically send to enemy estates. Catapults/stake hurlers/bats/dragons go explicitly to player home estates, while others may go take villages. 
      • There is a dedicated 9th raid group which can be considered a death wave targeting exclusively players. This seems to be created once the AI has lots of gold. Most AI recruit 50 archers for this.
      • Siege attacks have three unit groups that behave slightly differently from each other. There are two wave groups and a ranged group, moreover almost each siege engine type and Royal Table knight has a count. The AI doesn't seem to cheat here, e.g. it recruits as many siege engines as it can, then it ceases once it runs out of gold. The AI controls the siege and the units by itself deterministically, the definition has no control over it.
    • Legends AI has known sell limits only. Buy limits are not yet figured out (there must be something as Arthur buys one single iron, while other AI don't).
      • For the granary, minimum stocks are bought (up 10 each as far as I'm concerned). 
      • The pantry is bought royal food only if the AI lacks honor (and only of the type it produces).
      • Weapons are bought up to 5 per type, based on the barracks troops used by the AI. Once the need arises for it, the equipment is always bought.

    Dietrich recruits 2(!) swordsmen as a sortie group, independently of any faction. He also has a bug with his trading behaviour, as he is set to sell all armour and swords. This works against the buy engine, resulting in Dietrich constantly selling his bought armor and swords. Depending on the recruitment cycle, Dietrich may or may not recruit the swordsmen in any given game (50% chance).

     


  6. Hi!

    We are glad you like our articles! 

    Lancelot himself doesn't recruit macemen (he's limited to archers, men-at-arms and swordsmen, as well as knight summons), and I don't think he did back then either. It's more likely that he started with some of them due to starting settings. To be fair, I don't know at all how the AI handles their starting troops. Most of the time they are used to patrol the outlying buildings, nonetheless it's possible that some of them were grabbed to form a siege force. 

    The Legends AI has simple definitions that define three dedicated teams for sieges - and many other purposes really -, composed of a single unit type each, as well as an ever increasing minimum troop limit for a siege force. Lancelot launches siege attacks with very small armies, so it is very likely he just swiftly grabbed a few of his starting macemen and sent them to attack.

    To verify the above assumption, try playing with little to no starting troops and random events off (just to eliminate the possibility of getting troops though events). Lancelot should never lay his hands on macemen, just the three mainline troops mentioned.


  7. Hi All!

    As it's well known, Stronghold Legends allows you to play one out of three different factions, each of which comes with slightly altered building and troop availability. While ideally all factions' individual strengths and weaknesses balance each other out, there has been a skew towards Ice and Evil in most multiplayer matches, in terms of player picks. Why could it happen?

    As an experienced Arthur player, allow me to shed light on this phenomenon, while also providing some insights in how the faction is designed to work, and whether it works out in common scenarios, or not. Let's start with Arthur's design points:

    • Full economic liberty
      • You can have all four granary and royal food types without restrictions, while Ice and Evil can get only 3 of either type.
      • This is most significant early on, when a map has few estates to hold and statues are not abundant yet. 
      • It helps climb the first few ranks faster, but any extra honor is always welcome (potentially 4 extra honor from the granary and 1 from the pantry).
    • Wider array of unit abilities.
      • This is about being able to field up to 7 special units with abilities, bringing more potential and flexibility to the battlefield. Your Lord also boasts the strongest summons, a whopping four mounted knights, making for a really good makeshift response force.
      • This comes at the cost of not being able to mass your special troops, unlike Ice and Evil, restricting you to mainly barracks and unwieldy siege engine play. While trebuchets are good at long-range bombardment, enchanted orbs don't usually get used.
      • Evidence suggests that this point is more often a disadvantage than not. Abilities are mostly designed with large fights in mind, rather than for quick timing attacks or punishing weaknesses.

    The problem of ability-centered play: your power to dominate big battles comes at the cost of sacrificing your map control and utility. And in Legends there are not many big battles.

    Many times, as Arthur you are locked in on recruiting barracks troops, while carefully deciding on ranking up and bringing in the first and then the second Royal Knight. Since all of your special troops are insanely expensive (ranging from 100 to 200 honor and a bunch of gold at times), you need to be extra mindful, or you will end up with an underwhelming unit in shining armor. Abilities make or break Arthur. Without abilities, your knights are not any better than a regular knight. If your opponent baits out your Percival's blast, or Gawain's shield, more often than not you need to give up ground because the enemy just comes in with their own special troops ready to fight.

    What Ice and Evil get instead of heavy abilities, are increased flexibility and utility. This comes in three forms:

    • Abundance of flying units.
      • Mobility is key in any RTS game, and Legends is no exception. The ability to traverse terrain unhampered, while most of the ground units can't shoot back, is particularly valuable, forcing the enemy to divert precious time and resources to clean them up or tackle them.
      • White Witches (Ice) are nimble ranged fliers that can effectively get through unguarded castle walls, and punish concentrations of troops without archers or crossbowmen.
      • Demonic Bats (Evil) are unrivaled disruptors, easily evading anti-air fire, while also severely damaging lighter troops and knocking them off elevations.
    • Structure breaker units (Ice).
      • Most sturdier Ice troops - Polar Bear, Giant, Dwarf - can attack stone walls, gatehouses and towers.
      • Sending a squad of such troops undetected can create breaches in a lightly fortified section of the enemy castle, running rampant in the enemy domain.
      • This is most notably effective with Frost Giants, who have very large health and take a lot of time to kill.
    • Climbing units (Evil).
      • The Demon and the Vampiric Creeper can jump on top of walls and gatehouses.
      • While less effective in a direct attack, a surprise maneuver can result in a successful intrusion. Demons are built to spread fire in their weak, while creepers can convert groups of ranged defenders on vulnerable locations.

    The first point particularly holds true on larger maps and with difficult terrain present, such as swamps or mountains. With Arthur, you get no choice but to attack on land only, and when forced to defend against swarms of Bats, there may not be enough room to spread all your troops or have Gawain's ability at the ready. Even if your Heavenly Shield is being active (it can stay like that until Gawain moves, and for a long time at that!), you effectively lock your army formation in place and provide ample time for your opponent to fight battles elsewhere.

    Last, but not least, let's see some tips I recommend for playing Arthur:

    • Buy all foods in the beginning of low rank games. When starting a new game, you have the best option out of all factions to rank up quickly. All 4 food types provide you 12 honor / month, opposed to the 8 of Ice and Evil. Use this advantage to get ahead in the ranks and potentially field better troops against your opponents.
    • Always use the Green Dragon. Drogon is your only flying unit and your main way of erasing chunks of the enemy economy, or defense. Even though his creation is announced way too early, its combat potential is unmatched. You can command him to attack a ground target, then quickly move him to a different point as soon as the fire animation plays. Forcing the enemy to build lines of towers, harpoons and wells is well worth it.
    • Percival is the playmaker of your army. When facing large enemy formations, the danger of Holy Blast always looms on the horizon. Due to an oversight, Percival's ability works on elevated targets too when targeting the ground. The outward explosions can liberate an area of troops, be it a concentration of towers or a ground army. You should always enlist Percival first due to this very reason, unless situations dictate otherwise.
    • Gawain's shield works against Bats. This may solidify Gawain as an S tier unit when playing against Evil. Gawain's ability protects against not only ranged attacks coming from outside, but also absorbs divebombing Bats without triggering their explosion. While this only works in a small area, in a well-chosen location it can mean the difference between life and death. Pair with Galahad to safely refill your troops' health.

    Hope you enjoyed this article and helped you understand the Good faction a little better!


  8. Okay, so I checked the screenshots thoroughly and it seems like the majority of the problems comes from wrongly shifted buildings. I agree that editing is not the easiest, because buildings screenshots weren't done from the same angle & distance.

    My takeaways:

    • Keep appears 1 tile above its real position (size is correct, you couldn't build the walls occupying its bottom row footprint)
    • Gatehouse appears 1 tile below its real position
    • Armoury is 1 tile narrower than in reality (also smaller by half a tile's size)

    The rally points should work properly. It looks like that rally points have a slight inaccuracy when the AI parses them in-game, so a point added on top of a basic or lookout tower may end up shifted, centering it on the ground instead of placing it on the tower. You could try ticking the 'elevated' property for the rally point in order to affect AI placement, when you want it to be placed on top of a structure.

    The keep rotation also seemed to not affect building placement. There may be certain cases when an AIC goes corrupt: please if you can reproduce such situations, don't hesitate to detail them here!

    I'll need some more time to test out a few scenarios and update the utility here on SHN.


  9. To my knowledge, there are no community utilities like that.

    Secondly, your question is too generic. SH2 / Legends has active logic bundled in its .exe game binary and assorted .dll files. Input files (like gamerules.dat) have no active logic, they are consumed by the game during its lifetime.

    From the ground up you have no other choice, but to reverse engineer the game binaries and see for yourself. Ghidra can be used to conduct analysis and restore some of the C++ code in pseudo-format, if you are tech savvy. Cheat Engine may be useful for active memory monitoring.


  10. Greetings!

    Lately, @ Lord_Chris  and me @ Asophix of the Stronghold Nation staff has started testing our mettle in Stronghold Legends again. Be it a friendly spar, or a true test of weapons and skill against wanderers on the Internet, we gladly invite everyone to our hearth!

    We frequently play both in an organized manner on Steam, via the in-game lobby system.

    Generally we prefer 10min peace time matches with low starting rank, low resources and no building or troop restrictions. We also record some of our matches and upload them on SHN's humble YouTube Channel!

    If you would like to play with us, hit us up here anytime!


  11. In previous Stronghold entries, weapon workshops are a cornerstone of a steady industry, sparing money in the long run. As it is well-known, workshops pay for themselves by using much cheaper resources from your stockpile.

    Legends is the first Stronghold game toying with the idea of expensive buildings. The game tried to promote a much slower development to slow down industrial output, therefore putting a dent into workshop accessibility. How has this affected overall trends?

    Workshops in SHL cost uniformly 50 wood - barely 4 woodcutter trips - and a variable amount of gold. Moreover, they also produce at different paces (fast is roughly 1.5x speed, slow is 0.5x - 0.66x compared to normal speed) and every one of them delivers one unit. The workshops have the following statistics:

    • Poleturner (costs 150 gold, wood included):
      • Spears: requiring 1 wood (2g), one spear (10g) brings +8g profit. Would cost 15g if bought. Fast production speed. Pays for itself after 11 cycles.
      • Pikes: requiring 1 wood (2g), one pike (18g) brings +16g profit. Would cost 20g if bought. Average production speed. Pays for itself after 6 cycles.
    • Fletcher (costs 250 gold, wood included):
      • Bows + crossbows: requiring 1 wood (2g), one weapon (15g) brings +13g profit. Would cost 30g if bought. Pays for itself after 17 cycles.
        • Bows are produced at average speed, while crossbows are made slowly.
    • Blacksmith (costs 300 gold, wood included):
      • Swords: requiring 1 iron (50g), one sword (42g) brings -8g profit. Would cost 48g if bought. Average production speed. Does not pay for itself! If iron is not bought, then pays for itself after 151 cycles (breaking even in 150).
      • Maces: requiring 1 iron (50g), one mace (42g) brings -8g profit. Would cost 44g if bought. Slower production speed. Does not pay for itself! If iron is not bought, then pays for itself after 151 cycles (breaking even in 150).
    • Armorer (costs 250 gold, wood included):
      • Requiring 1 iron (50g), one plate armor (44g) brings -6g profit. Would cost 50g if bought. Slow production speed. Does not pay for itself! If iron is not bought, then pays for itself after 43 cycles.
    • Tanner (costs 150 gold, wood included):
      • Requiring nothing(!), one leather armor brings +12g profit. Would cost 15g if bought. Fast production speed. Pays for itself after 11 cycles (breaking even in 10).

    Without factoring in distance from the stockpile and armoury each, we can clearly see that tanners and poleturners give the biggest return of investment over time, if their required material is supplied from the market. Tanners are the best choice for pure profit, since they don't require anything.

    The key takeaway is that refining iron into equipment yields very negligible profit. Iron sells for 40g apiece, therefore the blacksmith/armorer must operate for an excruciatingly long period in order to pay for itself.

    The final nail in the coffin for ironmakers is the vast selling price of iron. Selling for 40g apiece, the loss on buying up metal equipment ranges from 4g to 10g. These marginal differences eliminate the large need for our smithies. While tanners are far from the most ideal income generators, it is most wise to build them if all deposits are saturated and space is limited, as food production vastly outclasses them.

    TL;DR: if you are forced into workshops, build tanners and maybe poleturners creating spears, otherwise ignore workshops if you can't place iron mines! ๐Ÿ˜„


  12. I also gave a go for the 'Hard' skirmish mission and finished it in one sitting.

    Firefly designed the map in a really clever way: you get a naturally defensible position, but horrible economic prospects and the tech limitation also forces you to play the slow game, unless you are creative ๐Ÿ˜„ The enemies can also get on your nerves pretty fast with the sheer number of shock troops sent at you.

      On 29/01/2025 at 13:37, EaglePrince said:

    I didn't get to finish it, and then I noticed we cannot save game progress in the demo version. I need to keep that in mind next time! emoji1.png

    Read more  

    There is only one mission available for the trail so don't fret if you missed anything! You can build an almost foolproof defense if you manage to build the iron and weapons industry.

    Some tips for the boring strategy:

      Reveal hidden contents

    Also, some information about the two enemies you face:

      Reveal hidden contents

     


  13. Glad you like the demo! ๐Ÿ™‚

      It is really shaping up to be a serviceable game after all those 'missteps' Firefly didn't get just right enough. The alpha is also looking advanced enough that there are no apparent bugs. Surely there are annoyances like not being able to access the trade panel right away (it must be done by clicking on the scale, then on the good type), or children being in the way of placement, but these can be easily fixed if need be.

      On 28/01/2025 at 10:55, EaglePrince said:

    Unfortunately, I wasn't able to try those larger maps and co-op, those might not be available in the demo, but I have yet to see that. I haven't played all the missions yet. I hope Firefly will keep their promise about those two.emoji4.png

    Read more  

    Coop is coming up, as well as there are additional skirmish missions beyond the first one. Maybe the coop trail doesn't deserve the type of bells and whistles, granted you can set up a custom skirmish room with the same presets. However, if we get some coop missions like the scripted Crusader States' missions (e.g. Mission 2 Snake getting a huge bunch of Arabs attacking very early on), I may even salute the devs. ๐Ÿ˜„

    It definitely looks to pack more replayability than full titles as of late.


  14. I wouldn't bet my life on it, but it seems to behave well enough. I played a few 1.2 skirmish maps in multiplayer and those worked out just fine. I got these transferred from another player, who originally downloaded them from Heavengames.

    The best way to check though is to test out a few specimen by yourself. As of this post, all Legends maps submissions are pre-2013 on HG so you can't go wrong (https://stronghold2.heavengames.com/downloads/lister.php?category=shl_walkthrough).


  15. For what it's worth, I played the demo a little bit and so far it resembles SH1: DE. It's early to tell anything but I could see myself buying it on release.

    There is the weirdly fluid movement coupled with low animation frame rates and the graphics may take quite a bit to get used to due to the contrast, otherwise the game plays well. It feels much easier to see where a building's footprint goes and projectiles are more pronounced too.

    The Skirmisher has a weirdly long range with its spears (the same as an archer!) and the demo enemies love to spam them, so it could feel hard to defend against them. Portable shields can't go on towers in the new game either! ๐Ÿ˜„


  16. Addendum

    Browsing the in-game help and options, there are additional details not available in first glance. The following summary outlines these for you, giving a better picture of what we can expect.

    Automarket

    A well-known feature from other Stronghold titles and SH1:DE, the market can be set to automatically trade goods below or beyond a certain threshold.

    Bedouin Mercenaries

    They are hired in the Bedouin Stockade, in a similar way to the Arabian mercenaries. They need only gold and a free peasant for each recruitment.

    The following troops are addressed:

    • Skirmisher: a light-armored ranged unit, who throws javelins from long range, but with low attack frequency.
    • Eunuch: slow and bulky area attacker, who cleaves through enemy ranks with double sabres.
    • Sapper: a fast siege specialist. Carrying a shovel, he can 'eat through castle walls in no time', as well as reveals pitch ditches and is very resistant to fire.
    • Demolisher: a light siege specialist. He carries a tower shield, which can absorb projectiles until broken. He can also remove pitch ditches and killing pits, as well as destroy structures easily with his sledgehammer.
    • Healer: a combat medic, who can slowly heal one allied unit at a time. They largely resemble their Crusader 2 counterpart.
    • Heavy Camel: a heavy and expensive all-round unit carrying an archer and a fighter. It behaves similar to the Horse Archer, but it can't fire on the move.
    • Camel Lancer: a very light variant of the Knight, riding down its target with a lance.
    • Ambusher: a guerilla variant of the Fire Thrower, these guys can become stealthed like the Assassin, when not in close proximity of enemy troops. They hurl fire pots at an area or an automatic target.

  17. Current status: UNAVAILABLE (v2.0.0 access on Steam, 1.7 GB size)

    ---

    Greetings Lords and Ladies,

    Firefly Studios has revealed their plans to release Stronghold Crusader as a definitive edition on July 15th, 2025.

    Much like Stronghold 1, this "re-release" aims to provide an experience close to that of the original game, with redone graphics and added content on top. SHC:DE promises to add the following:

    • 4 new AI characters,
    • 8 new Bedouin mercenary units,
    • Sands of Time skirmish trails with global leaderboards (opt-out),
    • a cooperative skirmish trail to battle alone or with a friend against the computer in a series of missions
    • up to 800x800 size maps
    • alternate Arabic and Crusader visuals for certain buildings

    In the demo, you will be able to select from three game modes:

    • Sands of Time scenario: battle it out against a preset pool of AI opponents in a skirmish match
    • Custom Campaign mission: hold out against invasions of Bedouin raiders
    • Custom Skirmish sandbox: arrange your opponents and starting settings on a map of your choosing, and best your rivals

    It is strictly underlined that contents are liable to change in a later version, and the demo does not represent the final product.

    ---

    Demo updates (chronology):

    • January 20 - February 4, 2025: Version 1.0.
    • February 24 - March 4, 2025: Version 1.01 >  1.02.
    • April 4 - April 14, 2025: Version 1.02.
    • May 28 - July 3, 2025: Version 2.0.0.

  18. Great that you made it work!

      On 14/01/2025 at 02:49, IgnasheunKnight said:

    Can I create AI helpers for this without a keep?

    Read more  

    Yes, you should be able to use them, as described in the linked guide. Most Legends missions have invasions without enemies having a keep.

    Standard Legends invasion AI is pretty basic once you see through it and I guess they function better with markers in place. The scenario editor and the endless possibilities in the trigger system more than make up for it though. I really liked your scenario while looking for the error! ๐Ÿ˜„


  19. I may have found the issue with the aforementioned invasion. @ IgnasheunKnight  has kindly sent me his map over, so I definitely had an easier time!

    The problem is that the owner of the invasion is the Red player. Period. SHL has an aneurysm for some reason which makes the invasion stall forever, not creating the siege camp.

    To reproduce the issue, I removed the win triggers from the two preceding missions, and set a date of 0 months for the last invasion (counting from the start of the mission). I also set the type of the last invasion from 'Movement' to 'Siege', as per Planewalker's invasion guide (Movement does not prompt the army to attack). I tested the following scenarios:

    • Relocated the assembly point marker. The invasion army came the same way as before, ruling out that there is not enough space for the siege camp to build.
    • Removed the Lord from the invasion force. This had no effect.
    • Changed the owner from Red to Gray (10). This resulted in the siege army to come immediately, setting up a siege camp at the designated place instead of bringing all army equipment together. The camp produced the siege engines and they proceeded in moving forward, as well as the invasion force did the same.
    • To see if it's the red player being on the map causing the issue, I changed the red Vlad into green, while the invasion owner was still Red. The original problem occurred again.
    • I tested if setting the Red player from Vlad to Lancelot has any effect. Nah.
    • Being annoyed by the fact, I changed the invasion owner to green (the red Vlad was also set green). He was acting the same as Gray, bringing his army up to the assembly point, constructing a siege camp, and building the siege engines, launching the siege.

    I haven't tested for all colors, but Green and Gray (4, and 10) made a suitable invasion owner. Changing that, and the Invasion type to Siege could help you fix the problem!


  20. I'm not sure what causes the issue. You could definitely try changing "Normal Invasion" to "Siege Point" and associate a pre-placed map marker with it, if the game can't determine a suitable siege position by itself.

    I also noticed that some red trebuchets have unpacked on the first picture: have they got any siege camp built? There is not much info so I can't tell more for the moment.


  21. Since the 24H2 update rollout for Windows 11, the Vision engine games (SH3, SHC2, SHW) have a tendency to throw the error message in the title upon startup. The Windows update has been reported to hinder many games from functioning properly, and Firefly has also confirmed that they are working on a possible fix.

    January 13, 2025 Update:

    Firefly Studios has rolled out an official patch for all three games, resolving the issue. Simply update your desired game through Steam's built-in updater to receive the changes. You can then re-enable full screen mode from the in-game options.

    The workaround detailed originally should not be needed anymore. Should the update not resolve the issues, please contact Firefly's official support with the error.

    In case of further questions or need for assistance, please directly message us!

     

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