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Krarilotus last won the day on December 1 2020

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  1. Thank you very much for hosting the contest. I am glad you enjoyed the sieges. I ahve to admit, i'ts not easy to do these kind of scenarios with just the vanilla base-game, as the balance was one of the harder things to do. I also tried to recolour the AI's but i must have missed something when placing the playerkeeps in the original map, and i couldn't really wrap my head around, it. The tutorial for it did only work for Crusader v1.1 it seemed but the colour kept changing for v1.41. Maybe if i figure it out, i could create a new tutorial about changing player colours with the hex editor in the future with the newer Stronghold Crusader versions. Anyways, i am greatfull for winning the contest, and i hope to submit more of my content to the site in the future 🙂 It could be though, that it would have to do more with modifications based on the Unofficial Crusader Patch 😄 Also congratulations to @artofmath and @Andreas9541 for winning 2nd and 3rd prize. I also enjoyed artofmaths map and i found the creation to be really well thought out. I hope you guys had not too much trouble in beating my map on normal difficulty. If you enjoyed it however, i can recommend trying hard and expert out anyways, as they are not only more difficult via a rebalance in troops, but also come with a few more limitations. For example you will not be able to buy or recruit archers anymore, and you would micro manage your horse archers even more, and use your mongolian horse armies to their fullest potential! @Lord_Chris thank you also for your additional feedback. I was considering turning the view of the map around, so you would be able to drag over your full army right from the start, but i have decided against it, simply so that the directions north, east, south and west stay true to their original, to be top, right, bottom and left. Unfortuantely it wasn't possible to get the initial camera position to your army, but i figuered, that you would also not worry too much, as this also gives you the advantage of seing that you have a keep on the map yourself, where the view always starts. You can then turn the map around yourself to select the whole army by simply pressing ctrl + <- or ctrl + ->. Hope that helps for future map playthroughs 😄 @EaglePrince as for the vietnamese troops, yeah i didn't really have a choice. This scenario however is based on a far later period of what will be eventually in the final Stronghold Warlords product. I chose it that way, because i didn't want to create a scenario, that eventually would be done better with what comes out. This way i can ensure that the content will still be fresh and enjoyable. This also means, that the vietnamese soldiers, which were also known for their well trained armoured rangers, would be well represented with those crossbowmen. They also had still a lot of light weight troops, as every person would be mobilized in a case of war to fight for their country, as represented by the snake and rat castles. The King, here represented by the Wolf, actually fled. He got beaten mostly due to his war elephants getting used agaisnt him with fire ammunition in the fight that took place right before this scenario comes into play. I first considered to do that fith too, but i just wasn't able to pull it off, as there is not really anything that can emulate war elephants in the way they should have played a role there. The king tho retreated to the Wolfs position here then retreated further. Unfortunately you can't really make the lord retreat and still win a scenario game, so i had to make him stay and die 😕 Unfortuantely i didn't really have the option to make a sneaky assault on the players forces, when it would be time to leave the capital. It would be great, if skirmish games would be combineable with other map triggers, but i didn't have the solo powers to mod those triggers into the map, as there is currently only a single switch that decides between a map having those properties or not, which is the switch that decides if it is a skirmish map or a scenario map. Otherwise i would have added something like: "collect this many resyources, then leave to this location" to be more historically accurate. but i did what i could and i am thankfull for it paying off. I hope you also did notice, that the Pig's lord was invisible, next to the tower on the river. He was the one, that ended the Scenario. In case your were wondering, i used a gatehouse and walked him through then stopped him on the tile right in front of the gate to make him invisible. My Vietnames girlfriend didn't really approve of how i butchered the story due to game limitations, but at least i got her satified with taking part with a vietnamese historical Scenario ^^ Let's hope she will play Stronghold Warlords through with me when the game releases 😄
  2. I am still exited for more feedback to my entry 😄
  3. Now that the contest has closed for a long time, could you reveal who/how many people entered?
  4. Well as long as you know more about it until release of warlords, it would be probably fine ^^ But that doesnt mean, tht i would want you to wait that long ofc. But yeah, i hope you get some time to seriously play through anll the entries. If you need any more information on any of those, you could also just reach out to the contestants i guess 🙂
  5. XD actually there is only one tile where it actes wierd. Otherwise i have mapped out the whole map with keep orientations on one of my AI template maps ^^ Unfortunately that is not correct this way. The AI may only check for certain buildsteps and the total amount of buildings placeable, also without caring for the edge of the map. The exact checks i couldn't figure out yet, that was why i was asking if you had a specific clue about those buildable checks. So i did this obviously many times already, multiple AI's of the same type. But as soon as i get to about 3 or 4 of the same AI its really hard for me to force all AI castles in the build locations they belong. And i have found, that castles with more buildsteps generally get favoured over those with less, if the AI has enough gold, and the ones with less buildsteps get favored in obscured terrain or less gold settings. But this is just empirical on low amount of tests, so take it with a grain of salt
  6. So will you join the judgement process now? I hope you can make some time :) can't wait to get your feedback :D
  7. I can help you with that, if you want. The map would still be playable for everyone, but you could make a difficult version with custom AI behaviour. You always seems to know how to use one AI with multiple castles well. Do you have a trick on how you force a specific castle to be build, instead of a random one, one a location on the map?
  8. It looks good! I would want to know, if there could be any elevations in the terrain? You have layed out jerusalem, and it looks well planned out, but does the surrounding terrain fit the actual environment? I would also like to know more about the balance for the scenario you are making, what do you have in mind there? I love to see map creation processes well structured and organized :D I will check it out when its finished ;) Edit: just read about the Idea! And it sounds great :D it would mean, the player lives in this symbiotic relationship with the AI. You could even split off which resources he can produce and which the AI has to produce for him, you could even adjust the trade parameters for the AI in how often it requests resources and how generous it is with the help of the Unofficial Crusader Patch. And heck, you could even go so far, that you would give the playerkeep to another AI that manages partly the resources for him and controls part of the army! But that could get hard to balance :D
  9. I would have thought that Eagle Prince would be a judge, as you pointed out earlier that he wasn't allowed to participate as a contestant.
  10. Get better soon 🙂 I would rather know you have tkaen your time with it. Also are you the only judge? I thought there was at least one more person who would not be allowed to participate but to judge the contest entries?
  11. @artofmathThe AIC tutorial i made, over on YouTube, covers the basics on what to modify. With the version 2.14, the AIC folder moved to the UCP resources folder. It is now in json format for easier readability. To access one aic, simply export an AIC from the patcher out of the aic tab. It then appears in the folder: resources/aic/export inside your UCP folder :) hope that helps? if not, you can always ask me directly via discord or PM. Krarilotus#6749
  12. @Lord Mordred you also submitted an entry 😄 What is your mission all about? Did anyone else try out any of the maps yet? I really liked the castle from @artofmath 😄
  13. I just updated the description to remove the errors that needed correcting and adding a bit more inofrmation to the download page. I haven't changed the files, so if you downloaded the original uploaded files, they are still the valid Contest Entry. Sorry for the trouble 😄 I just couldn't live with these mistakes when already linking to the downlaod section on different discord servers where people would get exited to download new content for the game! Can't wait to get feedback 😄 ^^ I will probably also make a little video about the map, to be shared on YouTube, as i usually do with all my slightly bigger projects.
  14. I didn't log in but used the #keep me logged in' feature. So i was signed in and went to the download section and to the main site but on both i didn't see this module. Which now i see as i completely aresaed my browser history and havent shut off my PC or browser since i logged in again. And i admire you for that. I would also ask kindly, if you could get in contact with GRhin from the UCP project. We are currently creating a modloader to install Cruasder content directly, as we have the problem, that we get so many submissions of content, but we can't include them all in the UCP compiled project for obvious reasons. And so this would basically recreate the functionality of a download section here in stronghold nations, which would mean all the work doubled and the community split. I would rather have it all connected and not search through all the sites all the time ^^. To get in contact with him, i can recommend using the discord link on the UCP website, which should be somewhere linked on the github (its hosted by the Github). He has shown progress to the project lately on his stream, so i bet the modloader will not take long to be finished. Also this forum is awesome for its funcionality actually 😄 But yeah discuss this via PM is a good idea, i ll send one, when i figure out how to ^^ There is no difference in the files. I just uploaded it again so i could give a reference number for the e-mail. It might be though, that i changed the tags after uploading again, seeing that i would need to add a comma ^^ But that doesn't really matter i guess... Also i am not sure if i changed anything for the text, but i am sure it wouldn't be major, must have just been some corrections, as i have reviewed it again to correct errors.
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