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EaglePrince

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Everything posted by EaglePrince

  1. I have just tried it. I played a 2v3 game against Sir William, Lady Seren, and Edwin. My impression about them not using siege camps turned to be true. Because of that they don't use laddermen, and they didn't besiege my or my allies castle as efficiently as they would. Still, it was a fun game, AI lords were pushing as they would in singleplayer game, and they were as hard to kill as in singleplayer game. The only difference is that they didn't start attack on any of two of us - they were just sending those raiding parties. Still, it was fun for me to play, as my ally didn't handle quite well, so I was coming into her rescue which wasn't that easy as well, as our estates were not close enough and the two estates between us were rules at a moment by our enemies.
  2. I completely agree. Having this enabled by a patch from Firefly would be the best! I seems that the game itself is capable for multiplayer with AI lords, but that this option got locked at some point, or it has been locked from the beginning... I may try to play a complete game with this today. If I do, I will let you know how it went. The only thing I have noticed by now is that AI lords don't build siege camps, thus they don't send laddermen upon human lord's castle. Still, I am not quite sure about this one - maybe it acted like this because I had no walls while I was testing the mod, but if I remember correctly, AI lords in singleplayer always build siege camps and train laddermen. If I don't have a wall, they would send it upon my barracks, engineers guild, etc... I could be wrong, and I will see about that yet.
  3. The map has been approved. :) http://www.stronghold-nation.com/downloads/file/425-tri-reke/ I also have another idea for another "balanced" map like this, but that one would be less balanced. Maybe I could say those maps are "semi-balanced". :) I got inspired for that map with Iron Gates, which we call in Serbia Derdap (?erdap), so it is most likely going to be called Derdap. Hmm, now when I saw that it is called Iron Gate in English and in many other languages I may have a look into that topic as well - why do we call it Derdap... :) Still, from now on I will focus more on my obligations regarding my studies, but I will slowly work on that one. Of course, I'll be available for gaming events. :)
  4. Congratulations Floki, it is a deserved victory!
  5. I assume it is GM+0 time zone. :) Lord Chris is from Great Britain, but also when we say "it's ending in 24:00" and don't mention anything else, then it is assumed it's 24:00 at GMT+0, which is 1:00 in Germany and Serbia.
  6. Very interesting landscape, Tokamaps, though I was expecting nothing less. :) It is very good landscape despite what you may think. There are lots of details I like in your map as well - you know how to make those rocky areas, but those greener areas as well - such as that part near the coast on the cliff where you have several trees and some green grass, that part looks really refreshing. Besides that, I like how you put those branches below your bridge - near the waterfall. It looks really cool - just like those branches got stuck there. That geyser also looks really good - though I'm not sure if it's a geyser or actually a volcano. Also, the wooden bridge is interesting, but I wasn't surprised to see something like that on your map, and I like how you used those tunnels to look like mines. :) That is another great idea. Both of your maps look really great! Now, when it comes to someone who has no chance for winning - that is me. :p On the other hand, I wasn't making anything like your maps. You made small maps - just as a scenery, and just what we were asked to do. I was working on my map, I thought it's going to have beautiful landscape, so I decided to submit it. Still, it is perhaps one of the best maps I have ever made. :)
  7. Guys, look at this video! It is the AI Manager for 1.4.1 version of the game, it's there, and it works, I have just tried it! :) Note that the flickering that occurred in his video while he was playing the game doesn't happen actually, it's only about his recording program. Still, I should again say - the file is being reported as a virus. I myself believe it is a false positive, but you don't have to risk actually. For example, if you play with me, I would host and only the host needs to work with this tool to add AI lords.
  8. I have submitted the map, and yes - I look forward to playing it in multiplayer. :) It is true that we already have several maps that we want to play in multiplayer, but we will find time for all that at some moment. I'd also like to add that not all villages had the problem with ox tethers - only one of them did, and that is the one that was close to me while I was doing my test. I removed some trees and bushes from around those mines and quarries, so now it all works fine, and it is a good thing that I noticed the issue with ox tethers as well. Here are some screenshots by the way. :)
  9. Guys, I have figured it out! It appears that those kind of threes I was placing on the map (the trees you can see on the image in the bottom), and it happens in all villages because this is the only type of threes I was placing besides bushes. I added that regular type of evergreen/periwinkle trees (please, correct me, I don't know which of those two words is correct :D ), and then villages built their woodcutters. Another issue were ox tethers, and I figured out about them as well, though that was easier part, and somewhat obvious. While I was looking at the my new quick map I made few minutes ago I noticed that villages build their ox tethers differently than castle lords! While castle lords build those near all their stone quarries and iron mines, villages build their ox tethers near the stone quarry or the iron mine they built first. Village wanted to build all seven ox tethers near their first stone quarry while that wasn't possible because of threes. I have removed those trees, and now villages do build ox tethers! Thanks for your help, guys! :) We made it. :) Some time later I am going to fix those things, and I will submit my map to the Downloads Central. You shall see, it is going to be a great map for multiplayer and singleplayer - I wanted it to be perfectly "balanced", and I have accomplished that. By the way, I said "perfectly" because not all positions are same - it is perfectly balanced when played by four players, and but I wanted it to be good for many combinations. I will show you the minimap now. The minimap is going to remain the same, I will only make those adjustments. :) And those are the trees that made me problems.
  10. Now I tried making a new map with several villages, and they work well - they build three saw pits, and they work until the village has built everything - including two iron mines, two stone quarries and seven ox tethers. I also tried Bradley's map 3 men's land, and yes, this works fine on it. By the way, Tokamaps, do you remember on which maps you had this issue? Did those maps have the high bridges placed in the same way you showed me few days ago? It's not that I see a connection between those two, it would make no sense to me that those bridges had effected the villages in this way, but I'm asking just in case. And no - I won't give up my bridges on this map. :D I may try some time later to put river crossings instead of the bridges but that would be saved as a new map.
  11. It's 1.4.1... I have checked my older maps already, and this doesn't happen on them. I could try making a new blank map for test only, but I believe everything will work fine on it. I will let you know! You could be right, maybe the installation it's messed up. Of it turns to be this map, I could try deleting forests, and bringing it back... Or, I could simply add those woodcutters on the map, and that way villages should develop fine. Until someone destroys the saw pits, that is. But, from the bright side - those bordering villages rarely develop anyway.
  12. That's the article I said i was reading yesterday. Indeed a good article, and I like how waves can be used for waterfalls and rivet streams. :)
  13. I did mention doing that, but this is not that version. I tried using that trick only to fix the map, but it didn't work. And this map is the version from before I did that trick.
  14. Yes, that is also a good idea. The good thing in Stronghold 2 is that, when you start as a freeman, then on one hand you do have a way to get peace time. It's similar in Age of Empires 3 where played usually need few minutes before that are able to advance technologically, and only then they are able to train army. Still, being able to have this peace time would be great, and not just for being able to start as dukes. It would be great for anyone who doesn't prefer rushing in multiplayer games.
  15. Also this thing - many miss the restart option while in the game. Also, if one plays kingmaker game, if they leave that specific game they would be prompted to the main menu. Maybe it would be better if this worked like in Stronghold Crusader where the player is prompted to the screen for setting skirmish game on that same map, with same AI players, and with the same gold settings. This isn't important to much, but it's a suggestion. :)
  16. Yes, I knew about that option, and I have used it before, but I just didn't know it works so smoothly. Looking forward to see your entry. :) EDIT: I didn't read your message carefully enough, I did not know that actually. :) There is an article from above in which the same or similar thing is described though, but I haven't tried that yet.
  17. I like the idea with ships. Also, maybe we should add this: a warning before leaving the map editor. Even if you don't save the map, you can click the left arrow and leave the editor - you wouldn't be asked a thing, you would just lose what you made. :)
  18. I have tested now what I mentioned... When I send them more wood they complete their estates - they build more farms, stone quarries and iron mines. Another thing I have noticed is that they won't build woodcutters even when they do have wood (which I expected actually), but I also noticed that they won't build ox tethers neither... I will send you the file now. :) Thanks. EDIT. While villages won't build ox tethers, castle lords do build those. Hmm, and maybe AI don't want to cut down my forests, maybe he thinks they are too beautiful to be cut down. :D
  19. It is not for the contest. Actually, truth to be told, you will recognize the map I have already submitted. It is the same landscape, only this one has estates, and the submitted one for contest is not. And I won't be submitting a newer version of the map. I just wanted to make a landscape map for the contest which could be used in singleplayer and multiplayer as well. I will try out those stuff I mentioned now, and that you mentioned. Just to see how it works... From what you said, it could be possible that I was misinterpreting those two estate attributes.
  20. I agree with that. We could rename this tread, or you could create a new one, and I would just repeat what I said here in shorth - together with Nigels suggestions.
  21. It's the same with all estates. They build granary, hovels, few farms, and then they don't build anything else because they don't have any more wood. I will try now this thing - to buy a village next to myself, and to send him wood, and see what happens. My theory is that this way villages will build everything - including iron mines and stone quarries... Truth to be told, I was messing with those settings "AI places buildings" and "AI uses buildings from the map", but I believe I didn't change anything - I was just having a look into that out of curiosity. Right now it is set right I believe - as if it was on "AI uses building from the map" then villages wouldn't build even the stockpile on their own - there would only be a flag. I could send you the map, if you have some time to have a look - just to see if everything is set correctly.
  22. Now I tried what I had in mind, but it didn't work... I just removed all of the flags, and I left only two of castle estates. I started a game, saved the game, and then I renamed the file extension to .s2m... Then I marked the villages over again, but it still acts the same. The game even remembered the type of each village. On the other hand, while doing this I didn't remove each estate color from the map, I just removed those flags by placing another unused color over them, and as there can be only one flag on an estate, one of the flags would disappear. So, the issue remains. :( There is another "solution" - to ignore the fact that villages and castle lords won't build woodcutters on their own, and to add for example three or four woodcutters per each estate. Still, I fear that they wouldn't rebuild the woodcutters if an enemy destroys them... EDIT: Now I also tried with an earlier version of the map, but it also didn't do the job.
  23. Unfortunately no... I didn't put any building in any estate, so when they start they build their stockpile and everything on their own. I don't know if this could help, but is there a way to clear all estate flags from the map? Also, I do have an idea on my mind - to start the game, make the save file, rename it to map file, and mark castle estates over. Of course, before doing this I would make each village tiny, so they can't build anything.
  24. Hi, guys. I hope you'll be able to help me. I've made this new kingmaker map. It's a map I had in my mind for a while, and I found some time to make it. Unfortunately, what makes me very sad right now is the fact that those villages and AI lords don't build woodcutters. Has any of you had this issue before? I have no idea what could it be. If that could help, I could send my map to some of you to have a closer look. For this reason villages don't develop - they just build a granary, few houses, several farms, and that's it...
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