Jump to content
Korsfarer Mogens

Need Beta-testers for Stronghold Crusader Aiv Mod

Recommended Posts

Been working on a whole new AIV folder/mod for months, and probably spent more than 600 hours on it so far. More on the work on the AIV below.

Need some testers for this AIV mod. I've made 8 new castles for each of the 16 characters, 128 new castles in total, and none of them are identical. There will be around 60 scenarios (30 from original trail and 30 from warchest trail) in total for you testers. I'll do the rest (some I've already done). I have a hard time doing it (everything), as I have Multiple Sclerosis, which - among other things - affects my ability to use the mouse (clicking at the right thing with the right button at the right time), my concentration, and my short term/working memory. That's also part of the reason why I've already spent so much time on this.

You, the tester, will have to play some scenarios on the crusader trail and the warchest trail, and report of any problems you encounter. After attempting to fix the issue, I'll ask you to replay that particular scenario. You will not have to play the full scenarios, only enough for you to make sure that all castles behave ok, but they don't have to be perfect. You'll receive more detailed instructions if you want to participate.

About the AIV mod, and how - and why - it was made: I did these 128 new AIVs to give players an opportunity the replay the trails at increased difficulty. My only goal(s) for the castles were to give them a stronger defence, and possibly also an improved economy. I feel I've succeded in that (have thoroughly tested all AIVs against the old AIVs and also against each other). I will claim success except for one character: Philip. Firefly Studios couldn't have done more to make the perfect "Artificial Unintelligence".

I have not been able to change the behavior of the in-game characters (although it's possible with the unofficial patch, it would also warrant the user to install that patch). So only the castle layouts have changed. The only goals I had was stated above, so there's a lot of square boxes. Spectacular designs was not part of the assignment. There are a few different castles, especially Saladins, and none of the original castles have had any influence on these designs. No more weird designs (ex: rat and snake), but instead give all AIs the opportunity to build big square (european lords) and round (arab lords) towers with machinery (ballistas and/or mangonels). So all AIs have these now, and they all also use fire-ballistas. So they will definitely defend themselves better (with the exception of Philip), and maybe even become a threat to you. All AIVs have been testet to function with a 2000 gold start, which means they become quite aggressive really fast if they're give more gold to start with, which often happens in the trail scenarios.

Like to participate, or have questions? Please write below.

Edited by Korsfarer Mogens

Share this post


Link to post
Share on other sites

I submit my work to Stronghold Nation today. It will up for download when approved.

One great thing about this: I did everything myself, and don't owe anything to anyone! 😜

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Topics

    • A Brand New Stronghold Reveal Is Coming This Week!

      Hello Everyone! Firefly has announced that they will be revealing a new Stronghold title at the PC Gaming Show this Sunday. Date and Time:  Sunday June 7th at 8pm BST / 9pm CEST / 12pm PDT / 3pm EDT Announcement Video: Have fun and let's see what'll be shown on Sunday!   Stronghold 4 Information & Features General Information Release date: 2026 Steam demo launch: 23 June 2026 Main Features 22 mission story campaign set bef

      in The Town Crier

    • Crusader Definitive Edition Update - Minor Update

      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

      in The Town Crier

    • Sarum Castle: Sharing Ideas on a Medieval Stronghold I Have Researched and Built

      Years ago, with some realism, I have imagined and documented Sarum Castle — a formidable fortress along the North Norfolk Coast in England during the early 1400s fully sustained by its household and town. Key features which you can consider for your own castle: Concentric design: Two defensive layers around the keep, with moats, drawbridges and barbicans. Defensive tricks: Trebuchets, mangonels, ballistas, rolling logs, oil and stone tippers along different hidden traps and k

      in Stronghold 2

    • Crusader Definitive Edition Roadmap 2026

      Hello All! Firefly Studios recently published a status update video, detailing plans about continued support for SHC:DE in two waves of separate seasonal updates. Both updates will continue the tradition of featuring two new AI lords and Sands of Time trails in the form of paid DLC, as well as a cooperative trail and an assortment of new maps as free content in each. Nothing else is mentioned regarding upcoming new features or fixes, implicating that these updates serve solely as addit

      in The Town Crier

    • Stronghold Legends Remade

      I saw this on YouTube and have to say it’s impressive 😁

      in Stronghold Legends

×
×
  • Create New...