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Crusader, Warchest, & Extreme: General Discussion & Help
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Stronghold 2 » Forums » Crusader, Warchest, & Extreme: General Discussion & Help » SHC AI village walkthrough
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Topic Subject:SHC AI village walkthrough
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WL_D Arthus
Master Illuminator
posted 04-05-09 09:19 EST (US)         
work-in-progress

AIV Editor - Before you start
1.Download the mod tools Here

2.open the rar file using Winrar.
That link will give you the newest version

3.FF suggests reading the following before starting:
A.Think about what would affect the castle as your castle will be used on various maps. Building an enormous castle will not always fit into a small section of land or if the land contains hills, trees, especially if that land has areas which cannot be built on; this will stop areas of your castle being built.
B.Ensure essential buildings are placed in the initial game ticks, allowing the AI player to use the market and granary quickly.
C.You can delete the keep and place it elsewhere; the starting hall is a good marker for the centre point of the castle.
D.Ensure buildings and towers have access from a set of stairs.
E.Economic buildings (Farms, etc) are placed by the AI and not by the user.

AIV Editor - Getting started

1.Lets open the editor, browse to the following location:

2.Interface


(save your progress using the "F1" key)
ZOOM
Zoom x1, Zoom x2, Zoom x3. Lets you zoom in or out for a better look at things.

SCROLL
The screen scrolling speed can be altered here.

3. AIV Editor - Game Ticks
AI opponents will use game ticks to build up their castles when playing Stronghold Crusader, each game tick represents one tick in the AI builder. Game ticks are listed in the top right corner of the screen, under zoom and scroll.
An example of how game ticks work is using by placing the wall. If you place sections of wall separately the wall would be placed slowly by the AI player within Stronghold Crusader. If you wanted them to place a whole section of wall at once, you would drag out a section of wall for one game tick. Providing the AI player have stone available to them, the wall will be built all at once.
Troop types are not counted in the in-game ticks and can be placed at any time.

De (Delete)
Point
Flood Fill
Allows you to delete one building or piece of wall at a time by using Point or a whole section of connected wall by using Flood Fill. Deleting one building will move you back by once game tick.

Wa (Wall)
High Wall
Low wall
High Crenel
Low Crenel
Stairs

Ca (Castles)
Tower 1(Lookout Tower)
Tower 2 (Perimeter Turret)
Tower 3 (Defence Turret)
Tower 4 (Square Tower)
Tower 5 (Round Tower)
Oil Smelter
Dog Cage
Killing Pit
Keep
Killing Pit

Ga (Gatehouses)
Small EW
Small NS
Large EW
Large NS
Stairs

We (Weapons and Troops)
Poleturner
Fletcher
Blacksmith
Tanner
Armourer
Barracks
Armoury
Engineers Guild
Tunnelers Guild
Stables

In (Industry)
Stockpile
Woodcutter
Quarry
Ox Tether
Iron Mine
Pitch Rig
Trading Post(Market)

Mi(Troops and siege equipment)
Delete(only deletes troops)
Mgl(Mangonel)
Tre(Trebuchet)
Bow(Archer)
Spr(Spearman)
Mac(Maceman)
Kgt(Knight)
Slr(Slinger)
Sbw(Arabian Archer)
Scm(Arabian Swordsman)
Brz(Brazier)
Oil(Oil pourer)
Bal(Tower mounted Ballista)
Fbal(Fire Ballista)
Xbow(Crossbowman)
Pik(Pikeman)
Swd(Swordsman)
Slv(Slave)
Ass(Assassin)
HBw(Horse Archer)
Gre(Fire Thrower)
Flg(Flag)

Mo (Moats and Pitch) Moat x 1
Moat x 2
Moat x 3
Moat x 4
Pitch

Fo (Food)
Granary
Apple Farm
Dairy Farm
Wheat Farm
Hunter
Hops Farm
Windmill
Bakery
Brewery
Inn

To (Town)
House
Chapel
Church
Cathedral
Healers
Well
Water Pot

Go (Good Stuff)
Maypole
Dancing Bear
Statue
Shrine
Town Garden
Communal Garden
Small Pond
Large Pond

Ba (Bad Stuff)
Gallows
Cess Pit
Stocks
Burning Stake
Dungeon
Rack
Gibbet
Chopping Block
Dunking Stool

AIV Editor - Loading your castle into Stronghold Crusader
Save your castle using F1 and exit the editor:


Copy the .aiv castle file from the villages folder (in my case Emir1) into the Stronghold Crusader/aiv folder which can be found in the steps below:
My computer - Local disk (:C) Program Files Firefly Studios stronghold Crusader - avi

You will get a prompt to overwrite the original file, make a backup of the original and then proceed the AI of your choice now has the ability to build the new castle in skirmish mode.

[This message has been edited by WL_D Arthus (edited 04-05-2009 @ 09:59 AM).]

AuthorReplies:
Heroesflorian
Archer
posted 01-21-10 09:47 EST (US)     26 / 31       
Thx Peter!

I had already thought that it would be impossible, but still...

Well, "reorganizing" won't be easy, but I'll try it.

I won't open an own thread though, as I don't have that much time (especially for this particular mission).
And there are other, merely complete missions waiting to get a "hints"-file and be uploaded in the closer future...


Heroesflorian

Ever expect the unexpected!
Life is a row of mistakes, but avoiding them will not make life shorter!
Every kind of biological life is egoistical, but the human race is the only known one that successfully manages to destroy the living room of its own descendants.

Some of my better creations: The Ancient Knight, Ain Ebel Warfare, United AIV, Dark Skies over Al'Shareed
Lord Dredde
Archer
posted 06-30-10 12:19 EST (US)     27 / 31       
This is great news.

I had an idea ages ago to swap files around,just to see the effect,so i gave the Snake the aiv files Used by Frederick.

He still built a moat but not quite as big.sadly i dont have the pics as they were on my old pc.

Now if you want to see something funny(or not)swap the files around for spearman to pikeman and arab swordsman to mace man-BUT back up your files first.

If you're wondering what i mean,i got the idea from the
'permanent fire arrows' suggestion.
Afrasayyab
Archer
posted 04-23-13 22:12 EST (US)     28 / 31       
Is it impossible to change troops production of AI in stronghold crusader like rat only make archers and spear man what i have to do that he can make sword men. And we have only 10 troops of same kind for towers like 10 archers then how nizir use more the 10 archers on his towers?
peter2008
Knight
posted 04-24-13 04:34 EST (US)     29 / 31       
1) Yes, we can not modify the AIs' mixture of unit types.
This is a pity as we can create unfamiliar combinations in the invasions.
On the other hand, we might end up with a kind of homogenous
super AI.
Likewise, we almost cannot change the different economic setups of the AIs neither their behaviours in trading goods.

2) Yes, looks like there's also a fix limit on how many troops per AI can be placed on the walls.
At least, the addition of big towers and siege engines works well.
We can deal with that limit in several ways.

- A castle could be built e.g. into a mountain area so that less sides have to be defended.
Compare the custom castle by Warlord_Designs' (= Alexus') in his 01 Fair Trade.

- We can combine AIs in one bigger castle and thus have more troops and different types of shooters at our disposal. Works easily in the Aiv editor.
Compare qtlilkeg's castle "4Brothers" in action and as mod.

Of Honour without Fame,
Of Greatness without Splendour,
Of Dignity without Pay
- Walter Benjamin
karnocdraken
Archer
posted 01-07-17 13:09 EST (US)     30 / 31       
Hello all, could someone tell me why the AI wont replace archers/crossbowmen in their towers after they have been killed? This bugs the hell out of me, thanks.
EaglePrince
Archer
posted 01-07-17 15:00 EST (US)     31 / 31       
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