Jump to content
Korsfarer Mogens

Need Beta-testers for Stronghold Crusader Aiv Mod

Recommended Posts

Posted (edited)

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

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

    • Stronghold Warlords - The Next Stronghold Instalment

      Firefly have finally revealed Stronghold Next - Stronghold Warlords. It is set in the far East in the age of the Khans, dating from the 1200s. With a brand new art style and a new game mechanic, Firefly seem to be taking the series in a new direction. There is more to be revealed, but while you wait, take a look at what we can see!   Trailer   Extras   Let us know your thoughts!

      in Stronghold Warlords

    • Stronghold 2 War Campaign Discussion

      I recently got a new computer, and I decided to give Stronghold 2 another go. I didn't play it a lot originally because I played the original and Crusader first, and I didn't really like the added complexity of Stronghold 2 at the time. Once you get into it though, it's fun in its own right. I've been playing through the war campaign, and I've gotten pretty far. Today I finished Chapter 11 (Treachery).   This level is really difficult at the beginning. I tried keeping the original layout at firs

      in Stronghold 2

    • Is it Possible to Mod No Pop Cap for Kingmaker?

      In general, I'm trying to make a mod which removes the pop cap from kingmaker to make it more like the campaign with larger battles. Additionally, I'm reading that it's impossible to mod unit stats in Stronghold 2. Is that true? 

      in Stronghold 2

    • Stronghold Warlords Downloads, Maps, Content Etc

      I'm delighted to announce that we're now accepting Stronghold Warlords maps, files, mods, missions, saved games etc to our site downloads section. We already have the new options in Warlords available for you to choose from when submitting your file. You can upload your content by going to the following link (you must be logged in before using it) : https://www.strongholdnation.co.uk/downloads/submit/stronghold-warlords/ You can browse our existing content for Stronghold Warlords at th

      in The Town Crier

    • Modifying Stronghold 3

      I've posted a tutorial which tells you how to unarchive the game files from the '.v' format which they are in. This now means that modifying Stronghold 3 is finally possible.   To do so, you must download the following modding utility:   http://www.strongholdnation.co.uk/downloads/file/349-modifying-utility/   Here is the tutorial: http://www.strongholdnation.co.uk/article/195-unarchiving-stronghold-3-files   Let me know if anyone has any issues :)

      in Stronghold 3

×
×
  • Create New...