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Downloads Home » Crusader Modifications » Wolf AI Mod - Lord Klorkhlop

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Wolf AI Mod - Lord Klorkhlop

Author File Description
Lord Klorkhlop This package contains 4 new AIV files for wolf.

Backup Instructions
1-Copy the 8 wolf's original AIV files into a Backup folder(wolf1.aiv~wolf8.aiv)

Installation Instructions:
1-Delete all 8 wolf's original AIV files from aiv folder(wolf1.aiv~wolf8.aiv).
2-Copy the 4 new modded files(wolf1.aiv~wolf4.aiv) and place them into the aiv folder.

Uninstallation Instructions:
1-Delete all 4 modded AIV files from aiv folder(wolf1.aiv~wolf4.aiv).
2-Copy the 8 wolf's original AIV files from Backup folder(wolf1.aiv~wolf8.aiv) and place them on the aiv folder.

If there's any trouble I'll update it as soon as possible.
Please enjoy and rate
~Lord Klorkhlop.

Sorry if there's any mistake on english, it isn't my original language.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Lord Klorkhlop, I added a "Backup" step to the start of your instructions above on this page.

You might wish to amend your zip's text file to show the same and update the zip.
artofmath I played a few of your AIs briefly... They're very vulnerable to fire, (not that mine are any less vulnerable) and so once it burns down, he's a goner.

The presence of sharp edges gives the AIs weak spots, your wolf1 has weak back corner towers. I did not try this, but I expect that a simple charge with several rams, a siege tower, and about 200 macemen + shields will destroy this wolf.
peter2008 My observations point into the same direction.

Altogether, your concentrated Wolf castles are tough to siege. Tower engines and a considerable number of marksmen and ballistas on the ground cause a heavy death toll if the castle is assaulted from the three front sides. I welcome the lack of the usual negative fear factor. This also helps to take the attacks of the Wolf more serious.
(Probing the new and modded castles I don't use shields but only a moderate number of troops to get an "accurate" impression.)

Many valuable buildings are placed outside the walls. The training buildings and all the weapons workshops. The latter ones should anyway stay close to the stockpile.

And with that many workshops, it seems, the Wolf should have two parts of armoury available. In wolf3, the armoury was full, the weapons were not traded away. How? (The original wolf5 has seven workshops and one armoury, perhaps this shows kind of a maximum limit?)

So, these Wolf repelled my forces at first (about 100 marksmen and 50 melees).
Then I sent a band of slaves around the corner and the succeess was devastating. Wolf1 has no wells, the other castles far too few. While I was working on my town, I listened to a long chain of "Bravo"s and "Excellent"s for the numerous core buildings being lost over there. Thus the Wolf could not recover before my second army arrived.

Siege towers can easily dock at most walls. At wolf2, one has to remove a square tower because of the diagonal outline. Pikes and some swords work well countering across the stairs at the rear walls.

Guess, the best effect of defence has wolf3. The exposed towers protect the buildings outside and the pitch worked excitingly well. The two trebs and two ballistas along the front side are placed right onto pitch tiles and regularly fell prey to the flames, too. They should be spared and protected by some killing pits.

Many thanks for the new challenges. Will probably play wolfs 3 and 4 again.

[Edited on 05/02/09 @ 11:23 AM]

Aleksey82 Hi! I the newcomer on your site, I badly know English (I from Russia) and I cannot find at a forum a subject in in any way which can ask questions on updatings: (Can help me?
Excuse for Offtop
Hi Aleksey82,

If it is game patches you want look here:

Stronghold: Game Help & Strategy Discussions


Stronghold: Scenario Design

Aleksey82 Thanks!

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