Posted on 12/31/09 @ 08:56 PM The Abbot The Caliph The Emir Emperor Frederick The Marshal The Nizar King Phillip The Pig The Rat Richard the Lionheart Saladin The Sheriff The Snake The Sultan The Wazir The Wolf Each castle was designed by myself using the AIV editor. Most of them can be used on typical maps, however a few require a little more room. PLEASE see the enclosed READ ME.TXT for installation instructions as well as additional information! Please feel free to share any comments that you may have. Thanks you, and Happy New Year!
-lordnmb. Fixed.
The Wolf AIV was missing! Pages: 1 Author Comments & Reviews ( All ) conker. Posted on 01/01/10 @ 06:00 PM Hi, I' new here on this really GREAT site;) I want to mod Crusader for our LAN Parties.
I downloaded the AI pack. Renamed my old AI folder (I have a backup now;) ) and created a new folder with only the new AIs. But now the wolf is missing. And the wolf is also missing in the archive file. And another question: How do I enable the other new characters like the wazir (I've got only sheriff, phillip and Frederick from an update years ago.) Thanks, and Happy New Year!
Ericgolf Staff. Posted on 01/01/10 @ 09:19 PM Nice castle design, you have a good imagination ^^. But i have some suggestion, some of the character do not use weapon but they can sell weapon to get money, (ex: the caliph, when enough Fletcher, they can product Crossbow from wood, which is nice to get money ). More over, you can add extra machine on the tower ( A tower that have both balista and mangonel is powerful, not only two but you can add 3, 4 of them in the same tower).
Of course, it not cross the limit of 3 balista and 3 mangonel. Another thing, you should add up to 3 Fire balista outside to strengthen your castes, it is very useful. Oil pitch is strong but it is very costly, you see, it coss 200 gold to buy only 5 and it just kill some of the soldier.
I am very interest in Ai vs Ai castle ^^. It is nice to see how your caste fight with my Ai castle. Edited on 01/01/10 @ 09:34 PM lordnmb File Author. Posted on 01/01/10 @ 10:04 PM Thank you for your post, I agree with you to an extent, however I have a few thoughts on this myself; I believe the Arab lords (except for The Emir who trains archers) do better without producing weapons. Most of their income is designed to come from selling raw resources (though in the default castles, Saladin wil make and sell armour and swords) and the bulk of their economy is centered around wheat, flour, and bread. Cherub maximum security pdf. Extra hops and ale is also sold regularly.
As far as the Crusader lords go, Frederick sells weapons regularly, and weapon production for the sake of cash seems a little more practical since none of them (except The Abbot) will build wheat farms. But if you want The Nizar, The Wazir, Saladin, The Emir, and The Abbot to make lots of gold, expand their wheat, flour, and bread capacity. Simply put, wheat/flour/bread production is far faster than weapon production, and thus a better choice for the Arab lords. Also, as with most of my castles, I have tried to keep the AI's personality intact. The only exception being The Abbot, because I wanted him to benefit from positive fear factor. There is only so much that can be done by editing the AI's castles, and I believe the only real way to make the AI lords perform at a higher level of play is to find some way to change or manipulate how they plan their industry and farm placement.
Getting into the AI's tactical considerations and siege strategy would be immensely helpful as well. Thank for the comment, I hope to see more castles from you soon too! PS - More than one weapon per tower is cheating:P Edited on 01/01/10 @ 10:29 PM ptanhkhoa. Posted on 01/02/10 @ 06:40 AM Yub, I agee with you, most of arab selling raw material like iron immediately after store in stockpile. But some of them keep a reasonable amount ( like Saladin ), enough to product weapon. And how about wood, every lord keep an reasonable amount of wood too. Like caliph, i see he keep about 50 wood in stock pike, if the amount is large, he will sell.
So what, wood is cheap, when they making weapon, they make a large profit. They only need 2 wood to product a crossbow. Two wood only cost 8 gold, and one crossbow can sell 30, you get a 22 profit. If you have 20 wood you can make a profit of 220 gold instead of selling them.
Iron is another thing, they cost very high (45), they sell high two (23), when they make product ( sword, armor ), they can only sell 30 gold. So when we have a lot of Weapon workshop, or armor workshop doesn't mean you will get more profit. Instead, because short of iron supply, they will buy it instead and of course you will loss 15 gold when selling weapon.
So a reasonalbe amount of weapon and armor workshop is acceptable. = It depend on how many iron mine the character can get ( depend on map too ). For my experience, the Sheriff can get up to 6 iron mine, while the marshall, philip just get 3. It funny, because the sheriff just only need iron to product maces while other 2 need to product both sword and armor ^^. Let consider it, 1 iron mine can bring 2 iron to stockpile at once.
So which 1 iron mine, you should only have 2 black smith or armor workshop = Marshall and sheriff just should get 3 sword and 3 armor shop at maximum. Another observation is Frederick: 5 iron mine Caliph: 2 iron mine Pig: 4 iron mine rat, snake, sultan: none. Another problem is about tower, the ai is so stupid that they cannot repair it. But add extra wall around it make it hard to break cause the ai know how to rebuild wall.:) As for the number of siege weapon, you can call it cheating, but the ai too weak compare to human, so let them having a litte advantage is reasonable. Now, let have fun to play with the ai. I let my 2 sheriff fight with your Wolf and Caliph in Green haven map ( I allied with your wolf, caliph but do nothing).
First, the caliph product slave and burn the sheriff building but the sheriff manage to putoff the fire and begin to product weapon faster than the other 2. I consider that my sheriff castle is huge, more advantage. But it build as fast as your caliph and a bit faster than your wolf. About the wolf. I think you should reverse the direction of the castle because the ai always keep facing the center in the front of the keep.
So you should add more tower in the front and less tower in the back. Some of the picture of the match:) IMGyour caliph castle IMGyour wolf castle IMGmy sheriff castle IMGNow i will let 2 of your sheriff vs my caliph and richard ( i not yet build the wolf:( ) Edited on 01/02/10 @ 06:42 AM TwoDie. Posted on 01/02/10 @ 03:11 PM And i dont think that lordnmb is making as hard and effective AIV for AI lords.
Adding to every AI lord fire ballistas and towers with mangonels and ballistas is quite lame, or really lame. Its even would look same way. Ptanhkhoa Your calculation and knowledge is bad: For bow need 2 wood and Crossbow 3 wood! And not every AI lord making xbow or bow only.
One makes xbow, other bows, other and bow and xbow, and you cant change it (if you good at programing then you can, but rare here is good at that). Caliph builds only 1 iron mine! Like and abbot, wazir. And Nizar builds 2 iron mines. To Pig + Lionheart, Saladin, Wolf with 4 iron mines.
Emir, phillip, marshal builds 3 iron mines. Sheriff even 6 iron mines (always thinked that max is 5). ^^^ all that was checked on writing this comment in game with 1.1ver. Sheriff need a lof of iron like every weapon, As he is very aggresive. He really like Crossbow men to recruit in defending buildings. If he have good eco in map and a lot of gold, maybe you would never saw when he selling weapons, only buying them and sending troops to destroy something or defend (xbowman, maceman, etc).
Just send and sending troops. So he would really effective ally if he had a high weapon production. Maybe that his fire ballistas, firethrowers would burn your buildings down is not very nice but.:D And about that other AI's dont have so much of ability to build a lot of iron mines is normal, becouse some of them were not made so great as sheriff (by FireFly studios, creators of this game):D So there is no need to damn them for that, that they wanted to make all of them unique, you know? - So lordnmb, you have challange from ptanhkhoa to make More Greater and Harder AIV to take out ptanhkhoa Sheriff: Good Luck. TwoDie Heroesflorian.
Posted on 01/02/10 @ 05:57 PM Well, a different problem: I tried a castle for the Caliph including a fletcher and an armory. He built both buildings, but set the fletcher to sleep, which is no real effective way of producing weapons xd So the point may be for some creations, that the AI simply ignore them - no matter, how effective they would be, or how much resources would be needed. The Caliph WON'T produce crossbows, no matter what you do - except of changing the game scripts. I realized that the Abbot is a REALLY productive AI - in a mission of the 2nd Crusader Trail, he built his castle in a way that he could not leave it - and, of course, he could not build any buildings to collect resources. Well, actually he kept building them and destroying them again, meaning NO productivity and a loss of gold needed for buying wood. Moreover, as he had nothing else to do, he kept recruiting troops. So many that the limit was reached and I got no respawning peasants any more^^ But still his amount of gold INCREASED!
He may be military weak, but economically he is a master. I played with the thought of creating maps without any resources - a challenge for real players, no chances for most of the AI. But the Abbot would be a real hard opponent here, I think.
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Heroesflorian PS: Nice AIVs, even though some of them are not that good - but everything is improvable. Edited on 01/02/10 @ 06:03 PM ptanhkhoa. Posted on 01/03/10 @ 12:08 AM @Heroesflorian: are you sure you built the amoury. Because my caliph, can product crossbow very well.
Maybe it short of wood supply, you should add more wood cutter for him. If you want to see, try my aiv pack. It not complete yet for all character. You can look the picture below, I don't know how to make it show in the forum, can someone help me? IMG@Twodie: My mistake:), it true that crossbow need 3 wood, so production is slower a lot, so it always should be near the stockpile. Sheriff is my favourite character, as his mace man is fast and strong.
Often, he set his mace man to destroy the resources of the enemy, and his mace man will reach the wall before the enemy can burn the pitch. Second is the wolf, well, he has strong defense and good attack too, unlike the Richard (Lion heart, very bad in defense). Frederick is good too, but he is very slow compare to the other. Later, he can be a real problem that can product massive army ( about 500 ). He not only use crossbow man for defense but also attack while his bow man used for harrass the enemy. I'm not complain about how the other don't have many iron like the sheriff, i just feel that the other person like marshall or phillip need iron more About the phillip, even in the normal layout, i see he built a lot of stable but in the end, he just product a lot spearman and a few horseman:( Edited on 01/03/10 @ 12:12 AM lordnmb File Author.
Posted on 01/03/10 @ 01:56 AM @Heroesflorian - Thank you for the insight, please elaborate on possible improvements. @twodie - You are quite correct; I was not trying to make the AI as hard as possible. I wanted them to be a little harder for a human player to kill. @ptanhkhoa - I like most of your ideas, but stacking tower weapons exploits a glitch in the game mechanics and ruins realism. It can also cause other bugs to occur, such as one weapon being placed on the ground instead of atop the tower. This will lead to the weapon being deleted and rebuilt over and over again. @Everyone - Ihe AIV files I made for this package use the typical economy found within the default AIV files for each character.
I wanted them to behave and build in a similar fashion, thus retaining their original personality and play strength. For example, The Caliph just doesn't seem like The Caliph to me if he builds a giant square castle and produces more weapons than The Lionheart! So yes; if you put most of these AIV files up against an AIV file designed to pump out gold and rape attackers with stacked tower weapons, they will probably come out losing! Second, keep in mind that not all the AI players are SUPPOSED To be hard! Most of them are designed to fill a niche role. For example, The Abbot makes monks, the Wazir produces horse archers, and The Rat creates. Comic relief.
If you pair certain AI players together however, you will find that they often complement each-other well. For example, The Lionheart is an excellent ally for The Marshal because he makes alot of slow units such as pikemen and swordsman and the Marshal will recruit alot of knights, effectively offsetting the Lionheart's greatest weakness. Since this thread is becoming so deep and attracting attention, I will do my best to make an AIV that offers maximum play strength. But I will NOT break any rules such as stacking multiple mangonels/balistae on one tower! Give me a few days, and we'll see what I can muster up. I encourage any one else reading this to give it a try as well.
Lets get some quality castles from different imaginations! Bring all of your ideas to the table so that we can get the most out of the AIV editor. Edited on 01/03/10 @ 02:05 AM Pages: 1 HGDL v0.7.1 Login Forum Username: Password:.
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This guide is intended as an introduction to the basics of making maps with the Stronghold Crusader 2 Map Editor. It is worth looking through before you begin creating maps as it will help you avoid common pitfalls people encounter. In particular, the Landscape section contains information that will save a lot of trial and error when testing out your maps.
To open the Stronghold Crusader 2 Map Editor, open your Steam client, click on Library and then Tools from the dropdown list. The map editor will appear in the list there. When you open the editor, click File then New in the dropdown. You will be prompted to pick a map size.
Small is best to start with, as larger maps take exponentially longer to finish. Before you begin, it’s a good idea to free the camera with the Free Camera button. This unlocks it from the boundaries of the in-game camera, letting you move it to any angle and position. You can move the camera around by: - left clicking and dragging, to “push” the map in different directions - right clicking and dragging, to rotate the camera around the point it’s aiming at on the ground - scrolling the mouse wheel, to zoom the camera in and out.
If you ever lose track of where the camera is you can reset its location by selecting Tools, then Reset Camera. All the different tabs used to shape and edit the map that you see on the left (e.g. Buildings, Texture, Resources) are contained in the overarching Tools tab. Next to it in the bottom left corner of the window is the Objects tab. This is empty at the start, but once you begin to populate the map it will show a list of all the entities in it.
Gothic 3 pc game free download. This can be helpful when you want to select a particular object without searching through the whole map for it. On the right edge of the main window there is a collapsed Object Properties tab. This can be ignored most of the time but for some particular objects, such as carter posts, you will need it.
Editing the map or placing any kind of entity in it is done with ctrl + left or right click. With the Units or Buildings tab opened, multiple entities can be selected by ctrl + left click (and hold) and dragging the mouse to create a selection box. Once you’ve started editing a map, you will need to close the map editor and reopen it if you want to work on a different map. Roughly carving out the landscape is a good place to start when building Stronghold Crusader 2 maps.
Under the Landscape tab you’ll find both Freestyle and Plateau sub-tabs. The heights in SC2 are based around a “plateau” system of several fixed landscape heights. Walls will always snap to the closest plateau height below them, and range bonuses are calculated based on how many plateaus up a unit is compared to its target (rounded down to the nearest half plateau). Therefore, it’s best to keep terrain in playable areas generally at plateau heights, and also quite flat, because buildings require almost perfectly flat ground to be placed. Leaving your map completely flat is absolutely an option, but if you plan to include any raised playable terrain at all then you should use the Plateau tab to mark out the different heights before adding more detail with the Freestyle tab.
Plateau heights are painted with ctrl + left click, the same way as landscaping freestyle. Avoid dipping the terrain below the plateau height inside player estates where possible, as this will prevent walls being placed in that area. In particular be careful with rivers: if your terrain slopes down into a river it may be impossible to completely wall it off. Walls do not snap to plateaus below sea level so do not dip the terrain below this level in a player estate. If you do want to dip the landscape inside a player estate, (for example, for a path leading down to a lower plateau height) then keep the upper edge of the dip a straight line. This will allow players to build a straight wall along it. Remember, if you raise the landscape walls will continue snapping down to the nearest plateau.
As a general rule, keep it flat in playable areas or players will lose their walls below the terrain. In particular, the land below any kind of resource besides trees should always be flat, to ensure buildings can be easily placed atop it.
It’s worthwhile experimenting with the different brushes when it comes to finding a landscape style you like. The Circle brush is very useful with freestyle editing. It helps you get the sharper, more defined edges you’d expect to see on cliffs. Noise brushes help to roughen up rocky areas.
Smooth brushes work well for sand dunes and slopes. The Factions tab is for placing spawn points and drawing estate lines. To paint an estate area, select that estate in the list then ctrl + left click in the map over the areas belonging to that player. Select Create Spawn Point then ctrl + left click where you want the keep to appear for the currently selected player. If your map is being used for a mission rather than a skirmish or freebuild, you can place keeps using the Buildings tab, instead of spawn points. How you draw the estate areas will have a big impact on how the game plays out. Simple shapes work best for player estates.
Remember, players will try to build their walls right up the edge and a squiggly estate boundary will be a pain to build walls along. Ideally keep to 90 degree angles where possible. Don’t end estate boundaries just before cliffs – players will get annoyed they can’t build walls up to the cliff! Think about how much wall players will have to build to enclose their keep.
If you give them a whole corner of the map, they’ll only need to build walls along two sides of it. If they’re connected to the other estates by just one or two small chokepoints, they’ll be able to build up thick layers of wall and it’ll be a very defensive map. Also consider rectangular estates surrounded by neutral on all sides. This map style forces players to wall off their keep on all four sides (and build something that actually looks like a castle!).
It makes defending more challenging but estates can still be large. If your map is balanced, estates should be the same size.
Turning on grid lines makes it easier to measure them. Spawn points are used to mark out the starting positions in skirmish and multiplayer games. The amount of flat, pathable space you leave around spawn points will dictate how large a castle the AI players can build there. Select a spawn point and ctrl + mouse wheel to see how big a castle they can fit. A white square means a castle of that size will fit, a black square means it will not. Pathing tiles, changes in height, stone, iron, trees and pitch will all block off AI castles.
Generally you want as much space around spawn points as possible, as this increases the variety of castles the AI can build there. After making a basic outline of the plateau heights, it’s a good idea to broadly mark out where the different textures will go. Fine tuning the details is easiest once resources have been added. Use the Texture tab with the Texture Painting sub tab to select a texture. How you use the different textures comes down a lot to personal style, but in general: Sand (base): This is the default texture of the whole map and generally how most of the playable area should be. Sand (dune): A more desert kind of brush.
This sand works well on the edge of maps, suggesting the start of a large desert. You can raise the landscape under it to create dune shapes but be cautious of doing this inside player estates as it makes building harder. Cliff: The standard texture for any rocky areas or sharp raises in terrain. It can also be used faintly on flat ground, but remember that players will expect any strongly cliff-textured areas to be unpathable. Rock: An alternative to the cliff texture, which adds some variety. Stones: Very useful for breaking up large areas of otherwise pure base sand texture.
This texture also looks good at the edge and base of cliffs. Oasis (grass): Obviously for players to build farms they will need grass!
Make it plentiful or sparse, it’s up to you. Ponds in the center of grassy areas make them look a lot better. Oasis (feather): This texture is a less rich looking grass, useful at the edge of green areas for fading the grass into base sand. Oasis (leaves): Another way to add detail and variation to oases. Leaves look good scattered around ponds and trees. While painting textures, you may notice faint sand-coloured lines dividing the map up into segments.
These segments are important because you cannot have more than four textures in a single segment. Any more will not be visible in the final game.
You’ll notice when too many textures are in a segment because the smallest type of texture will only appear while you’re painting. The Resources tab lets you place trees, iron, stone and pitch. Trees: Found under the Wood sub tab.
You can select which tree to place or use the Mix button for a random tree each time. Trees work best in groups close together.
Too many stray trees alone will confuse the path finding engine. It’s good style to generally place trees on grassy areas and around oases, although acacia trees also work well in desert areas. Iron and Stone: Both of these can go just about anywhere besides grass.
Surrounding them with stone or rock textures helps give them some context. Always keep the ground underneath them completely flat, otherwise it may be difficult to place mines and quarries on them. Pitch: Can be placed both on grass and base sand. Avoid raising the landscape above them because this does not stop pitch ditches being placed on them in game. Under the Vegetation tab, you can use sub tabs to add Flowers, Rocks and Shrubs to your maps.
Shrubs are particularly good around oases and densely packed trees. They give a sense of concentrated life in the area. Flowers also increase the lushness of a green space.
Stones and boulders found under the Rocks tab. Like other decorations they work well in clumps. Beware that just placing them does not give them a pathing footprint. This means if don’t want buildings placed on them, or units walking through them, you’ll need to manually add pathing tiles underneath them.
Underneath the main Buildings tab there is an Editor-Only Objects sub tab with a Cliffs category listed. Here there are three different large rocks which can be used alongside the rock decorations. Units and buildings both have dedicated tabs to select and place them. If you are building a mission you can use them to populate the map.
By default all units and buildings will belong to the estate they are placed on, you can change this by moving the mouse over the Object Properties, click on the Estate dropdown and selecting the desired estate. If you are designing a freebuild or skirmish map, you will also find occasional use for these tabs. The Outpost category under buildings contains both outposts and lion dens. Under their Object Properties there is an Entity Specific Settings section, where you can specify a spawn delay. This is the amount of time before the buildings start spawning troops or lions that move out to attack players. Decorative buildings such as ruins and signs are listed in the Editor-Only Objects sub tab.
You can add camels and camel herds by going to the Units tab and the Animals sub tab. The camera automatically moves with the shape of the landscape but you can change its height, along with how much it clings to the ground in this tab. If your map has hills or dips but only a flat playing ground, tweaking these can make moving the camera around the map feel smoother. You can also add a starting camera sequence if making a custom mission by adding several nodes for the camera to move between.
To add each node click Add Node when the camera is in the desired position and setting a pan duration (from the previous node to that node) and a duration to hold the camera on that position. When the map is played the camera will move through each of the nodes you have added in order. Click on Tools, then Edit Scenario to open the Scenario Editor. Here you can control map type, starting goods, availability of buildings and units, events and the mission briefing.
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Map Type: Here you can select the kind of map you are building. This will affect where the map appears in the game. Starting Goods: Specify the amount of resources for the player to start with. These will be overridden in skirmish and multiplayer games. Availability: Select which units, buildings, tradable goods and tools are available in the map.
These will not be overridden in any game mode. Events: This is where you can add all of the various triggers and effects that make missions interesting. Click Create New Event to open the event editor. There are boxes both for Conditions and Actions. You can leave the condition box empty to make the action occur in all circumstances on the day specified. Both sections have long dropdown lists to use in your missions. Some of these use map markers, which you can add separately from the main Markers tab.
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Note that the Game Event action contains all of the occurrences in the game. These have an effect on the popularity of the estate selected as well as other effects. Closing the Scenario Editor and Event Editor with the x buttons in the corners will save your changes. The Pathing tab controls all of the pathing tiles that get painted on the map. Painted tiles cannot be walking on by units, nor can buildings be placed on them.
Use the auto generation to make a rough outline of the pathing area, but take a manual pass as well. The tiles generated by height and inclination may cover over slopes you want to be pathable. As mentioned before, be careful with slopes and cliffs inside player estates. If pathing tiles do not sufficiently cover the edge of a cliff or hill, players may leave gaps at the edge of their wall, thinking they have completed it. Also be sure to cover any large rocks and boulders with pathing tiles.
Adding village estates to your maps is a straight forward process. First, go to the Factions tab and select one of the estates with a Village player. You can then paint the estate onto the map as you would any other. Next the estate needs a Village Hall. This is found under Buildings Editor-Only Objects Non-player Buildings. You also need to place a Carter Post, located in the same list. In the Object Properties for each Carter Post there is a Goods Type section where you can specify the kind of resource the carter horse will deliver.
Finally, add whatever economic buildings are needed to gather and store the relevant resource. Under the Sounds tab is a list of all the sound effects you can add to your maps. These can be selected and placed in the map like any other object.
The volume of each sound emitter at a given distance is represented by the two green circles surrounding it when it is selected. The inner circle is the area inside which the sound is at full volume. The outer circle marks the point at which the sound is no longer audible. Different emitters fade away at different rates as you move the camera away.
By default each sound emitter you place will emit from a single point. To make it emit across a wider area, go to its Object Properties and set Emit from region to True.
You will now see a white box around the emitter and the green circles will move as you move the camera. The sound effect will now be heard everywhere that can be covered by the green circles. You can change the size of the emitter region by editing the x and y Scale values under Object Properties. You can also rotate it using the Rotate tool or with ctrl + mouse wheel. The emitter radius is 3D, which means the height of the emitter will affect how loud it sounds in game. Generally, river and sea emitters should be placed at the water surface level while wind emitters should be about camera level. Most of the map should be covered with at least one emitter.
You can share your map with the other players using the Steam Workshop. Once you’re happy with your map, and have saved it (it will always publish the last saved version of the map), click on the Publish to Steam Workshop option in the File menu.
This will open the publishing window. Before publishing for the first time, you should view and the Workshop terms of service.
If these have not been accepted using your Steam account, your items will not be visible to other players. The next step is to enter a name and description for the map. These will appear to any players looking at your item in the Workshop, and also the title will be used to identify the map in the game itself. Then you should select whichever tags (if any) you feel apply to your map. Players can use these tags when browsing the Workshop to filter the items shown to just those they are interested in. It’s a good idea to just stick to appropriate tags (rather than ticking them all).
It should be noted that the size and type of your map (freebuild, mission or skirmish/multiplayer) will automatically be added as tags. Finally you can set whether the items will be visible to everyone, or just to people on your Steam friends list. Once you are happy with all of the details of your map, click the Publish button to start the publishing process. This will upload your map to the Steam cloud, and then publish it in the Workshop, which can be accessed either through the Steam client or an internet browser. Once the process is complete, the item’s page will open in a browser window and you can check whether you are happy with it.
If you need to change any of the details you entered in the publishing window, you can do this here (or through the Steam client) at any time. You will be able to use your map using the.shmap file like any other, but if you wish to access it via the Workshop, you can do so by subscribing to it. You can get more information on the Workshop by visiting ©2014 FIREFLY STUDIOS LIMITED. All rights reserved.
Stronghold Crusader 2 and FIREFLY STUDIOS LIMITED are trademarks or registered trademarks of FIREFLY HOLDINGS LIMITED.
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That’s £7.50 in the UK, $12.49 for our American friends and €11.50 for European Strongholders. Stronghold Crusader Audio Tracks - YouTube Friday, 17 July 2009 Twelve pieces of music from Stronghold Crusader & Stronghold Crusader Extreme have been uploaded to YouTube.
AIV Competition winner Wednesday, 27 May 2009 With the voting now closed for the AIV competition we can now announce the winner! AIV Competition - Download and Vote now! Tuesday, 26 May 2009 We have received all entries and made them available for download.
Head to the page to try out all the different castles and vote for your favourite one. Please note that the page can only be viewed by members of the site. If you are not signed in, please login. Voting will close at 4pm (GMT) today so get your last minute votes in now! The winner will be announced the following day. Thanks to everyone that submitted entries and good luck!
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Stronghold Crusader Community Tools is a pack that contains three tools which have been used by the game developers themselves and are also released to you so you can personally enhance your Stronghold Crusader experience. The first tool is the AIV Editor which allows you to build entire castles exactly how you want while also allowing AI to function with them.
The tool provides a top view and all the items neatly sorted in specific categories. All you need to do is select the objects or buildings and place them where you want them to be. Once the castle is built, you can save it and replace its.aiv file with one that already exists in the game.
After that, while playing, you can see the AI building your model of the castle. The second tool is the Text Compiler Tool which can be used to modify any of the text that exists in the game. Note that the application only allows you to modify existing lines of text, new ones can not be added. Finally, the third tool, BMP to TGX Converter allows you to convert any BMP file you have in the app folder into a TGX file that can be used in the game.
Page 3 of 3 5. AIV Editor - Loading your castle into Stronghold Crusader Save your castle and exit.
Copy the.aiv castle file from the villages folder into the Stronghold Crusader/aiv folder. To use a custom AI castle you must replace an existing AI castle. To replace Richard the Lionheart’s castle with a Custom AI castle, backup the existing richard1.aiv file and replace it with your one using the same file name. Load Stronghold Crusader and start a Skirmish game with Richard the Lionheart and you will see your castle getting built in the game. Text Compiler Tool This tool can be used to edit any text that appears in Stronghold Crusader. The Crusader.txt file contains all the text that appears in the game. If you edit any of this text it will appear in the game in the place of where the text you replaced would appear.
Please note that you cannot simply keep adding lines to this file, you can only replace existing lines. Once you’ve done this, click on the fftexcru.exe and you will hear your computer beep. This will create a file called cr.tex. Copy this file and replace the file of the same name that is in (default installation path) Program Files FireFly Studios Stronghold Crusader.
You will now see your text appear in the game. BMP to TGX Converter This tool fftgfx.exe will convert any BMP files you have in this folder to the TGX file format, which can be used with Stronghold Crusader. To help you along with we have included quite a few bmp files, which are used in the game previously. Once you’ve made your BMP files, click on the fftgfx.exe, this will convert all the available bmp files into tgx files. Copy this file and replace the file of the same name that is in (default installation path) Program Files FireFly Studios Stronghold Crusader gfx.