Unofficialcrusaderpatch: New AI character ideas?

Created on 27 Mar 2019  ·  125Comments  ·  Source: Sh0wdown/UnofficialCrusaderPatch

Now it looks possible we will be able to put new AI lords temporarily in the game, with the help of the AICE (and eventually we may be able to open a space in the game to put a new AI there permanently without temporary replacement), I have opened up a new issue where we can discuss AI lord ideas so we can maybe add some officially to a future patch after AICE is released to temporarily replace an AI for a game. Here are some ideas, feel free to share your own AI lord ideas here too!

The Ilkhan

The title of Mongol lords during the later Crusades who were based east of Syria and threatened the Arabian sultanate.

Ideas for this AI: castle isn't so good defensively and looks more like a warcamp than a castle (so a bit like the Pig's castle with low walls but rounded in shape rather than rectangular and only having one or two big towers ) However this lord uses a fast and powerful attack combination:

Horse archers, macemen and laddermen

He uses a bit of negative fear factor, some ale, stone, iron, lots of weapon production

Lord Woolsack

The one I have mentioned a lot, would be quite easy to put the binks and speech files in from Stronghold 1. It should of course be made that a Lord Woolsack AI would require Stronghold 1 to be installed if it was made into a patch option.

Anyway, big groups of pikemen for counterattacking and raiding. He wouldn't siege until he had a big army as he is a bit of a cautious character. Would recruit monks too for sieges (as he does look like a monk). Would send the monks and pikemen as part of one group during sieges, along with archers. The pikemen would distract attention from the monks being shot down and with +5 positive fear factor, the monks would be a bit stronger than Abbot's ones. Lord Woolsack would use trebuchets in sieges and maybe a ram too, but would create some catapults from time to time for his harassment siege engines.

Like his friend/rival Sir Longarm/ Marshall, his castle wouldn't be the best defensively but would have one or two big towers and lots of small perimeter turret towers. Lots of poleturners of course, a cathedral, +5 positive fear factor, apple and cheese farms.

Robin Hood

ByBurton is a fan of this AI character being introduced. Would love to see him recruit loads of archers and tunnelers for hand to hand combat - tunnelers are faster than spearmen, cheap and would make his sieges different from Rat or Snake.

Huge bow production and ale, apples and cheese. Castle with lookout towers and moat like ByBurton suggested!

discussion

Most helpful comment

Had an idea for a new arabian lord, kind of just a random arabian lord of unknown origin.
Uses all kinds of units, but prefers spamming lots and lots of slaves, not only for raids.
Has positive fear factor, produces bread and uses inns.
His castle features one layer of high walls, one layer of small walls, and one layer of moat.
The high walls have towers attached, manned with arabian archers. On the high walls are some fire throwers. On the small walls lots of slingers. In front of the small walls are slaves, standing guard.
Around the castle are some patrolling horse archers.
His attacks are made up of lots of slaves, slingers, backed up by arabian archers. He also sends some arabian swordsmen into battle, increasing dramatically with each successive attack.
He sends raiding squads of arabian archers, slaves, slingers or a mix of these three.
He prefers playing defensively and takes his time building walls.

The castle design is supposed to represent a random city with walls around.

Sultan

Any feedback would be appreciated.

All 125 comments

Why would Robin Hood use tunnelers? What part of his lore would suggest that?

@Russianstory ideas:
Lord Falcon:
Reserved, noble, intelligent and competent strategist and ruler. Skillful warrior and hunter by nature. Not afraid of difficulties and always ready to fight for prey. Completely independent and independent host. Does not sit out in the rear and does not attack with a swoop. Like a falcon, he carefully adjusts his tactics, honing her to the smallest details and gaining a strong army, and then with a sharp jerk he delivers the first, only and crushing blow. Gaining a large army mainly mobile kind (cavalry). Supporter of mobile units using various melee weapons. Also, do not hesitate and horse archers, catapults, trebuchets. At his disposal all sorts of arrows and good infantry. But the vanguard is a powerful, heavily armored cavalry. His castle resembles a cozy nest. In it, everything is provided for a good life, but at the same time, the castle and well fortified. On the walls, gates, towers are constantly on duty large groups of shooters. The infantry is near its commander. The regular and main force that protects the tranquility of the townspeople is mobile cavalry of various kinds. The shelves of Falcon are a reliable support to their owner. There is no such fortress that his rati would not have taken. But most productively, the Falcon army shows itself in field battles, competently using the terrain features and personal experience. Lord Falcon is a reliable ally, a competent owner and a formidable force.

Lord Owl (Lord Owl):
Beautiful night hunter. Master of surprise attacks. Excellent leader and tactician. Very clever and competent lord. His tactics are stealth, stealth, disguise. In addition to the ability to disguise, he personally controls the troops on the battlefield, not shy away from himself to get involved in a fight. His army is full of all sorts of skillful technology. Protective equipment, means to fight with cavalry, ambush means - this is his strength. But, being a hunter from birth, the Owl disposes her castle taking into account the peculiarities of the surrounding terrain, trying to use the maximum possibilities of the landscape. Also, he likes to make beautiful and comfortable locks, with numerous protection and traps. Another distinctive ability of the Owl is his ability to prepare his rear. Therefore, in the castle there are a lot of various civil and military buildings. By the nature he is laconic, not arrogant, strict and serious, keeps everything in himself, but he makes clear and quick decisions. Capable of improvisation. Uses light and medium infantry and a variety of equestrian compounds, siege machines of various kinds. Favorite ambush tactics and ringing are also able and often use the diversion of enemy troops by a small number of units and a sharp blow from the flank. It may enter into alliances but does not make any sudden movements, as well as it does not climb on the rampage. It contains its castle in abundance and purity. Great economist. Color - gray, age 40 years.

Lord Bear (Lord Bear):
Highly respected in his possessions, among the allies and in the camp of the enemy lord. Fearless, smart, strong, very competent owner, an excellent strategist and a talented commander under whose leadership the troops win victories time after time. His fortress is almost impregnable, surrounded by a developed system of protection and warning of the enemy. Builds all kinds of towers and gates. A line of wolf holes and resin ditches, preceded by a good wide water ditch, runs around the castle. Towers gates and walls are filled with arrows of different levels. Also puts siege tower tools everywhere. Inside the castle, everything is located just fine. There are all the necessary buildings and all production, which provides the fortress with a high survival rate and a rich treasury. The bear is a very rich lord. Rich but not generous. In military affairs, guided by personal experience and wit. It is thanks to this that everything that can be won wins ... (except for the roulette at the Casino). The richest treasury allows him to use all kinds of troops, which, by the way, he always does. The high morale of his army, equipment to the teeth, a large number and personal authority of the Bear makes this military machine truly invulnerable to any enemy. The strongest lord with the strongest castle, powerful economy and the strongest army in the history of the Crusades to the East. What is similar to its predecessor - the Wolf. But at times stronger.
Lord Ram (Lord Ram):
Stubborn, uncompromising, a little stupid and rested on their goals and desires. Uses a powerful siege technique (of course, rams too) heavily armed warriors, well-protected shooters. He likes to build unsophisticated, but very strong locks with a well-developed system of circular defense, in combination with a large number of towers of different sizes and gates. The economy is given to him is unimportant, but in military affairs it is quite successful and dangerous. A lover of direct but powerful crushing blows. Grand battlefield and siege is his element. Meanwhile, despite the indifference to the well-being of their slaves, his castle is provided with all the necessary goods, and people do not feel abandoned and idlers. What is similar to its predecessor - Kabana. But stronger and more dangerous.

Lord Hare (Lord Hare):
Vanity, fast, cowardly and indecisive lord. He wants to live in peace so that nothing and, importantly, no one bothers him. Most of all he fears when he is in danger from other lords. Supporter of quick attacks, attacks and constant wear down the enemy from a distance. Hence his love for long-range equipment and arrows at various levels. Like any hunted and mortally frightened hare can, for fear, kill the most dangerous enemy. It has a small castle, but it is not bad at equipping it, giving people food, churches and entertainment things. The people support him. Its fortress consists of walls of average thickness of the gate and a large number of towers, among which are quite high watchtowers. This is a consequence of his great desire to beat the enemy from a distance, while remaining safe. Therefore, the towers have a full arsenal of siege tower technology and all kinds of shooting warriors. Not a fan of long sieges. Supporter of fast movements of the war "from afar". What is similar to its predecessor - Rat

Lord Raven:
Taciturn, secretive, treacherous and lord on his own mind. She doesn’t tell anyone about her plans. Pursuing his goals known only to him. Almost never enters into agreements and alliances. Lonely in spirit. Like any raven, this warlord sits and watches how the next quarrel between the neighbors will end. Enters the battle, when either there is danger in the form of the death of the castle, its siege, the complete enslavement of its possessions, or when it is gaining a powerful army that guarantees one hundred percent victory. Since he observes his enemies neighbors more, this gives him the opportunity to learn their tactics and strategy. Hence, in its ranks, various types of troops: heavy infantry and fast cavalry, siege vehicles, arrows, knights and commoners, armed with a variety of weapons. He rebuilds his castle firmly and firmly. Uses high sentinel turrets to prevent the appearance of enemy hordes, large and medium towers which have the maximum number of shooters. It is not indifferent to tower tools, oil, wolf holes. Known as a very decent economist and fair lord. His castle is always in abundance, the army is fed and armed to the teeth. Not like anyone ...

Lord Fox (Lord Fox):
Weasel, sly, often a liar, a crook and a deceiver, who wants profit and benefits for himself. This lord is very cunning and cunning. Despite this very clever and prudent. It will not allow to circle oneself around the finger. It has a grasp and a lively mind that more than once saved him in the most difficult situations and seemingly fatal finals. In fairness, it is worth saying that his "talent" to dodge to dodge deception and led to almost fatal results. In the desire to deceive him he has no equal, even if it is the Pope of Rome. Its essence is fully disclosed in the conduct of business in the castle and in military enterprises. Builds very strong locks. Uses his trick for the benefit of .... (the city and all Kharkiv citizens) .... his castle. In his arsenal of oil, ditches, wolf pits, arrows on the towers and walls. Always puts siege tower machines, uses shields, fire ballista and catapults. In field battles and sieges, he always uses his favorite tactics: he tries to attack not head-on, but comes from the flanks and seeks to destroy vital buildings. Uses tunnel diggers, assassins, shooters of various levels, and all fast units. Gaining very large armies and using them very competently ... otherwise he would not be so successful. In some ways, similar to its predecessor - Snake

And this is the background for bots.
Many went to the Crusade, but not everyone was able to return from it.
The Third Crusade (1189-1192) is over. Many people and nobles died. Many have not returned. Someone remained forever to lie in the hot sands of the East, someone managed to avoid a sad fate, and they returned home. But there were those who remained in the Holy Land and continued to conquer the Eastern Territories. New people arrived at the place of the departed. Tens of thousands of peasants and impoverished lords were looking for a use for themselves ... The era of Saladin and the Lionheart was gone ... new noble figures entered the political arena.
The 13th century was generally unfortunate for the Crusader movement. Suffering failures and defeats, the faithful soldiers of Christ went to the Holy Land in an endless stream. But popularity with each new call to go to the infidels - was lost. Thus, by the 1250th year, the former crush and inspiration had almost dried up. Beginning in 1195, the Middle East became a territory for internecine wars, campaigns and showdowns among local lords and among missionaries from Western Europe. The very end of the 12th century, and almost the entire 13th century, gradually diminished the interest in conquests to the glory of the Christian faith, giving way to personal gain and clarification of relationships.
In the wake of these events, new warlords set out from Western Europe who wanted to enslave the population, seize the most prosperous fruitful lands, increase their authority and increase the number of their troops. Their names are Lord Hare, Lord Baran, Lord Raven, Lord Lys, Lord Bear.
Lord Baran traveled directly through Spain, crossing Gibraltar and moving along the sands of northern Africa. The path is quite long exhausting and stupid.
Lords Hare Fox and Bear concluded a temporary alliance. They planned to go by sea, but the cunning Fox turned it all in their favor and recovered by sea itself, while the Lords Hare and Bear went on land through well-known well-known routes through the lands of the Balkan peoples and Byzantium.
As for the Raven, the time of his arrival on the territory of the Holy Land is not clear. It is also not clear how he got there. By the time the remaining Lords were justified, Raven was able to take a small fortress with a good oasis, providing himself with food and drinking water. He knows his counterparts well, that's why he avoids their company. Being already with some lands, he immediately began intelligence activities. I found out who is fighting and trading with someone. Upon the arrival of the other participants, Raven already had a good army, strengthened power in the region, and quietly calmly built a castle, simultaneously reflecting the attacks of neighbors and nomadic robber gangs.
The first of the remaining participants of the campaign was the Fox, then the Bear and the Hare, and Baran arrived in time for the last. Since then, the story began ...

Would recruit monks too for sieges (as he does look like a monk)

No. He was an Advisor to the King

I think he doesn't need monks. He needs Pikemen and Archers

“Lord Woolsack is the “wisest,” as the people call him. In fact, he is a cowardly and indecisive person. Too overestimated the capabilities of the enemy. Perhaps he paid for it (there is an assumption that Woolsac, frightened by the Pig, simply handed him the front and the castle rebuilt by the hero). After torture executed by Pig“.

I would give him European Archers and Spearmen, but why should there be a new Rat :D.I think that European Archers and Pikemen him just right.I think that you can give him even spearmen like cannon fodder. :)
I would add more pit trap to him, and also catapults, rams and shields may be trebuchet. On the towers Mangonel and Ballista. And on the perimeter of the wall to stand on the protection of the Castle Pikemen and on the towers will be European Archers,He must build: Perimeter turret ,Defense turret and Square turret. Also I would give it hot oil but would not give an oil moat . As for the walls, I think he should build the Wall Battlements. Of course, he could have added a moat , but why :)

Lord Woolsak must produce (Bread and Ale) or (Apples and Cheese) or (Ale and Cheese) or (Apples and Bread) or (Cheese and Bread) or (Apples and Ale). He may also have churches. It should have 2-3 stone quary and 4 iron mines. 1-2 oil well. 6-8 sawmill. Popularity should be Positive.

I think 1- 2 Apothecary do not interfere . And a couple of wells for the fire protection.

I don’t know exactly how much Apple Gardens, Farms, Wheat Fields (mills and bakeries) and Hop fields with (breweries,taverns) need. But I think by trial and error we can choose the best economical scheme. Also, I do not know how much it is necessary (bad and good things) so that there is stability. I also don’t know how much Poleturners and Fletcher Workshops are needed. Well, I think if everything works out, I’ll choose an economic scheme for Lord Woolsack.

Russian WIKI https://stronghold.fandom.com/ru/wiki/%D0%9B%D0%BE%D1%80%D0%B4_%D0%92%D1%83%D0%BB%D1%81%D0%B0%D0%BA
There is more information here than in the English wiki.

I will already try to build a Castle for him in the AIV editor. If you wish, lay out your version of Castle for Lord Woolsack.

P.S Sorry for the spelling errors...

My version Castle for Lord Woolsack.
P.S I do not know how to build castles. I'm new to AIV.
LordWoolsack1.zip

Lord Woolsack 1

@ Lolasik that AIV looks good, thats actually what I was thinking for the shape of Woolsack's castle, like a rectangular but with square bits that stick out.

Only thing is I think he should have less square towers than you have, so only 2 at the front, with a mangonel, archers and oil engineer on each, and more small perimeter turrets (about 10 of them in total) around the walls of the castle (protected by an outer wall). No defence turrets are needed really!

I would give him European Archers and Spearmen, but why should there be a new Rat :D.I think that European Archers and Pikemen him just right. I think that you can give him even spearmen like cannon fodder. :)

OK maybe not monks then. Your spearmen idea one is actually a good one. So pikemen, spearmen and archers for his attacks, sounds good. Archers and spearmen advancing together (protected by a few shields) then the pikemen a bit later. Catapults, rams and a few shields would be good for siege equipment.

I don't think he should have a moat though, as it would make him too hard an AI to beat for his character, but certainly oil engineers and archers, and a few wooden traps but not too many.

Lord Woolsak must produce (Bread and Ale) or (Apples and Cheese) or (Ale and Cheese) or (Apples and Bread) or (Cheese and Bread) or (Apples and Ale).

I don't think he should have bread production, not really in his character to use too complex an economy. Ale plus positive fear factor, religion and apples plus 3 quarries and 3 iron mines would be good enough economically for him.

Why would Robin Hood use tunnelers? What part of his lore would suggest that?

I think the fact tunnelers use improvised weapons fits with Robin Hood's character. Yes he had woodland archers who could afford bows, but it is likely some of the people who served him would be peasants (rebelling against the tyrannical rule of the Sheriff) who maybe couldn't afford weapons so would just use improvised weapons stolen from their former workplace under the Sheriff such as mining picks. Tunnelers represent these well, as well as providing Robin Hood with a melee unit more unique than spearmen, and also macemen don't fit with his character I think, too brutal!

But I will leave it to you to do your Robin hood character after AICE, ByBurton and I shall concentrate along with Lolasik on Lord Woolsack! Whatever troops you give Robin Hood, I am looking forward to him being in game. :D

@PitchNeeded I think we can make Lord Wulsack. By the way, I was able to pull out the Bink files from Stronghold 1 (animation files and communication of the Lords of AI). I can already put them in the Stronghold Crusader to any Lord of AI. But there are 3 problems:
1 These are AI comments that I cannot change.
2 This is a character icon and its name.
3 Well, we must wait for the new AICE tool without it, so far nothing can be done, only plans.

Here are the icons of Lord Wulsack that I want to:
Вулсак
Лорд_Вулсак_1

By the way, I pulled out the Pig Attack animation with the Stronghold 1 Demo and pasted it into the Stronghold Crusade.

To view the Bin files you need the Rad Video Tools program. http://www.radgametools.com/bnkdown.htm

Stronghold 1 DEMO
https://www.gamepressure.com/download.asp?ID=1637

To transfer animations you just need to re-name for example from Stronghold 1 Demo the Pig Attack file to Pg_plead1 and drop the finished file into the binks folder in the Stronghold Crusade. And we get that when the Pig loses, it will play the animation from Stronghold 1 Demo. In this way, you can and take the animation of Lord Wulsak and replace it with any Lord of the AI.

Even so, you can view all the animations in the game.
It's funny to put the Animation of the Rat to the Wolf: D

Where are the binks (videos) for Lord Woolsack in Stronghold 1? I found the voice files but not the binks :(

Also should he recruit a few Arabian swordsmen mercenaries which he could use along with his siege pikemen do you think - just to make him a bit more unique? So the archers and spearmen would advance first then a group of mostly pikemen with a few Arabian swordsmen would advance a bit later?

Where are the binks (videos) for Lord Woolsack in Stronghold 1? I found the voice files but not the binks :(

ap_civil5 - ap_civil8

Also should he recruit a few Arabian swordsmen mercenaries which he could use along with his siege pikemen do you think - just to make him a bit more unique? So the archers and spearmen would advance first then a group of mostly pikemen with a few Arabian swordsmen would advance a bit later?

I think he doesn't need mercenaries. Maybe some crossbowmen or tunneler.
I think that without Mercenaries he is unique. But in the future, you can make several schemes of troops. In the meantime, we should start from the story of Stronghold 1.

Where are the binks (videos) for Lord Woolsack in Stronghold 1? I found the voice files but not the binks :(

ap_civil5 - ap_civil8

Thanks! :D

I think he doesn't need mercenaries. Maybe some crossbowmen or tunneler.

OK no mercenaries then! Crossbowmen would make him a bit too strong for his character I think, as would digging tunnels.

One other idea - he is very cautious so I think he shouldn't send his first siege until he has about 180 troops in total.

Also his recruitment speed should be set to medium.

@PitchNeeded
Since he is careful, he will have to attack less often .He will mainly sit on the defensive or help those who attack or finish off the wounded AI.

@PitchNeeded
Since he is careful, he will have to attack less often .He will mainly sit on the defensive or help those who attack or finish off the wounded AI.

But of course he could raid enemy buildings occasionally between sieges with big groups of pikemen. :D

Right. .... and spearmen cannon fodder. :D
Pikeman will be predominantly for sieges and protection . But in small quantities will be in patrols and raids.

100% army Lord Woolsack:
60% Spearmen
30% Pikemen
10% Archer

Right. .... and spearmen cannon fodder. :D
Pikeman will be predominantly for sieges and protection . But in small quantities will be in patrols and raids.

I think he should _occasionally_ raid with a big group of pikemen, but not too often.

I think he should _occasionally_ raid with a big group of pikemen, but not too often.

On resource centers

On resource centers

Indeed. The pikemen are also perfect to counter his rival Sir Longarm (Marshall)'s knights. :D

Indeed. Sending big groups of pikemen so he can counter his old rival Sir Longarm's knights!

:D Yes, I would like to see their fight

3 Well, we must wait for the new AICE tool without it, so far nothing can be done, only plans.

Well I am making the AIVs now for Lord Woolsack, irregular shaped castles with quite a few perimeter turrets and only 1 or 2 big square towers will be his distinctive feature.

If we give the settings we want for Lord Woolsack to @Showdown or @ByBurton before AICE is released, as well as the binks and speech files, plus the AIVS I am making, maybe they could create an option in the patch to temporarily replace any one of the existing AIs with Lord Woolsack, just so we can use this new AI until we find a space for a new AI in the game without having to replace them. Of course it should be made to require Stronghold 1 to be installed to be able to use Lord Woolsack, because of the quotes, binks and character himself being from Stronghold 1.

So these should be the settings I think for Lord Woolsack:

  • 4 hops farms
  • 6 cheese farms, 5 apple farms (and would only have a maximum ration level of 'normal rations')
  • 3 iron mines and 3 stone quarries
  • 8 woodcutters
  • +5 fear factor, ale and religion (in his AIVs)
  • Troops used: pikemen, European archers, spearmen, catapults, trebuchets, rams, oil engineers, tower ballistae
  • Raids enemy buildings with pikemen (a maximum of 25 pikemen in a group) but doesn't raid that often.
  • Patrols his castle with a group of up to 35 pikemen, and can send these units to counter-attack.
  • Sends a group of a maximum of 20 archers to defend farms, quarries, mines, woodcutters
  • Sends first army at 180 troops in total (so first siege army consists of about 70 troops). Equal numbers of pikemen, spearmen and archers in the siege force. Doesn't siege that often.
  • Builds maximum of 2 trebuchets and 3 rams for sieges
  • Builds harassment catapults if he has enough gold
  • Medium rate of recruitment.
  • Will be quite generous in sending goods if you are his ally if he has them, although not as generous as Marshall as he is more cautious than Marshall.
  • Decent amount of archers on his towers (about 15 on each tower) and some oil engineers too.

@PitchNeeded perfectly

Can you define this "Troops used: pikemen, European archers, spearmen, catapults, trebuchets, rams, oil engineers, tower ballistae" a little more please? What units is he supposed to use in what way?
E.g. should all pikemen only be recruited for digging? Or should the spearmen do that? How many digging units as max for attacks? What are his two main melee units in the army? Are his archers supposed to stay back and protect the army? Should he have units patrol around the siege engines, if so which kind of units and how many at max? First army size 70?

Can you define this "Troops used: pikemen, European archers, spearmen, catapults, trebuchets, rams, oil engineers, tower ballistae" a little more please? What units is he supposed to use in what way?
E.g. should all pikemen only be recruited for digging? Or should the spearmen do that? How many digging units as max for attacks? What are his two main melee units in the army? Are his archers supposed to stay back and protect the army? Should he have units patrol around the siege engines, if so which kind of units and how many at max? First army size 70?

I think digging moat should spearmen somewhere 20 units. Major melee troops are Pikemen and Spearmen. I think it would be better if half of the archers cover the army and siege weapons and half will attack with Pikemen and Spearmen. I think the first attack of Lord Woolsack should be 300 units, because he is careful and to exactly finish the enemy.
He must put the Trebuchets behind his troops, just like a catapult, but so that they can shoot at walls and towers. And I think he should put the rams on the level of near troops and cover them with shields and archers.

@ByBurton
I think you should also ask the @PitchNeeded . He also has ideas on this.

So these should be the settings I think for Lord Woolsack:

  • 4 hops farms
  • 6 cheese farms, 5 apple farms (and would only have a maximum ration level of 'normal rations')
  • 3 iron mines and 3 stone quarries
  • 8 woodcutters
  • +5 fear factor, ale and religion (in his AIVs)
  • Troops used: pikemen, European archers, spearmen, catapults, trebuchets, rams, oil engineers, tower ballistae
  • Raids enemy buildings with pikemen (a maximum of 25 pikemen in a group) but doesn't raid that often.
  • Patrols his castle with a group of up to 35 pikemen, and can send these units to counter-attack.
  • Sends a group of a maximum of 20 archers to defend farms, quarries, mines, woodcutters
  • Sends first army at 180 troops in total (so first siege army consists of about 70 troops). Equal numbers of pikemen, spearmen and archers in the siege force. Doesn't siege that often.
  • Builds maximum of 2 trebuchets and 3 rams for sieges
  • Builds harassment catapults if he has enough gold
  • Medium rate of recruitment.
  • Will be quite generous in sending goods if you are his ally if he has them, although not as generous as Marshall as he is more cautious than Marshall.
  • Decent amount of archers on his towers (about 15 on each tower) and some oil engineers too.

I think he needs 4 iron mines.
I think he should have a fast paced recruitment. For his character (cautious).

sounds a lot like a frederickesque economy right there keep in mind if you want to make him the same strength level of the marshal who has 1 quarry and 2 iron mines who also produces the 2 most expensive units in the game the setup for woolsack should probably be a little weaker ;)

sounds a lot like a frederickesque economy right there keep in mind if you want to make him the same strength level of the marshal who has 1 quarry and 2 iron mines who also produces the 2 most expensive units in the game the setup for woolsack should probably be a little weaker ;)

Well, this is only ideas for now. Offer your scheme of economics and troops Lord Woolsack.

It is desirable in detail

Nope, Lord woolsack looks more like a chill guy, so no fast recruitment. Medium at most. Not as slow as the Sultan, but maybe as the Sheriff?
Economy should be around Marshal level.

Nope, Lord woolsack looks more like a chill guy, so no fast recruitment. Medium at most. Not as slow as the Sultan, but maybe as the Sheriff?
Economy should be around Marshal level.

Was actually just thinking that, he would have too big a gold surplus with both ale and religion - he probably doesn't need that big an economy, especially if he has a decent number of poleturners and fletchers (he can sell a few weapons).

So either religion or ale then but not both. I think we should just give him religion then and no ale to make him different to his rival Marshall.

And maybe just 2 stone quarries and 2 iron mines.

Can you define this "Troops used: pikemen, European archers, spearmen, catapults, trebuchets, rams, oil engineers, tower ballistae" a little more please? What units is he supposed to use in what way?
E.g. should all pikemen only be recruited for digging? Or should the spearmen do that? How many digging units as max for attacks? What are his two main melee units in the army? Are his archers supposed to stay back and protect the army? Should he have units patrol around the siege engines, if so which kind of units and how many at max? First army size 70?

I think ideally both spearmen and pikemen should dig, especially if he is attacking Frederick or Nizar with their big moats!

And I think both spearmen and pikemen should always be sent in Woolsack's sieges. I like the idea of a two stage melee unit siege attack, first stage with spearmen advancing, supported by advancing archers that would distract enemy fire from the spearmen, the trebuchets and rams being built as this is happening, and then pikemen being sent in afterwards.

I don't think he needs patrolling around the siege engines (especially as no other AI currently does that do they?).

I think 80 units sent on his first siege (at an army size of about 200 units in total) is a good number for him I think for his first attack, goes with his 'careful' character but isn't so big a number that would make him unlikely to siege at all during a game (Lolasik's proposal of a total army count of 300 before a siege is too high I think).

Only one kind of unit can dig, sadly.

Only one kind of unit can dig, sadly.

:( Hopefully this can be changed eventually, but if not, of course it would probably be better if it was the pikemen that could.

Do you think it would be possible to add this new Lord Woolsack AI as an option with the patch loader when the AICE is released @ByBurton. That would be amazing! :D Sadly it would have to replace another AI though temporarily whenever the box is ticked on the patch loader (as there is no space in the game for a new AI in its own right) but it would still be good to have to test out! It also should ideally have a mechanism which would require Stronghold 1 to be installed to use the voice files/binks from that game for Lord Woolsack.

I am busy doing the 8 AIVs now for Lord Woolsack. No ale, just religion and positive fear factor. Will upload them here soon.

I am busy doing the 8 AIVs now for Lord Woolsack. No ale, just religion and positive fear factor. Will upload them here soon.

Waiting for your Castles ...

Waiting for your Castles ...

woolsack

(Updated)

This is the basic Woolsack design! :D Will make each AIV a different shape for variety but still with all the perimeter turrets and 2 big square towers.

Tested it with Phillip

He might take a while on low gold to build up his castle to its full defence, but hey, he is a slow and cautious character, and it makes sense for him as a defensive character to have quite thick walls. No moat or pitch though, as he is only meant to be medium difficulty. I have given him the current maximum 6 oil engineers (so he might benefit from 2 pitch rigs on maps with marsh to gather the pitch).

Am getting the voice files for Woolsack sorted out too, clipping appropriate bits from his Stronghold 1 speech to use as his messages!

I actually love that design! @PitchNeeded Awesome work!

I actually love that design! @PitchNeeded Awesome work!

Thanks :D You could create another AIV for him with a similar use of what will be his signature feature: perimeter turrets - but a bit different, maybe a different shape! With one or two big square towers too!

Introducing: Barbarian
barbarian

An AI lord, replacing the Rat for now, using "barbaric" units to overwhelm the enemy with speed and mass,
Builds a castle kinda random, inspired by @PitchNeeded 's perimerter turrets.
Units used for defense: European archers, horse archers, spearmen, macemen.
Units used for raids: macemen and spearmen.
Units used for attacks: spearmen, macemen, european archers, a lot of tunnelers, horse archers, engineers.
Siege engines used for attacks: lots of battering rams and shield, and a single siege tower.
Economy: Keeps a lot of wood in stock, but produces nothing special. Builds up to 4 iron mines, 8 woodcutters, 3 quarries, 12 farms.
Recruits as fast as the rat, but attacks with more units.

@ByBurton It remains only to change the icon of the Lord to change the name and find suitable Bink files for it. Well, the very same unique castle.

I think the Pig icon will do. Only it will need to be edited a bit. But there will be problems with Binks files ...

Very cool Work

Definitely excited to see how/if Woolsack can make it in as a new AI. I like the idea of the Pikemen/Spearmen combo, especially for a medium-difficulty lord. Will be very interesting to see how it plays out.

I got a question: is it possible to change the "lord tier"? EI, Rat has five yellow dots and is very easy to kill whilst the wolf has 5 blue dots and requires a small platoon in order to kill. Can that be modified?

Would also love to see more 'evil' arabic lords tbh. Atm there are only Wazir and Caliph. Always had the concept of a rogue arabian "Sodden King" that uses both Arabian and European swordsmen and archers. Has a -3 fear factor, makes use of a lot of iron, stone and weapon production (mostly armor and swords) for their economy. Lore-wise they're pretty much a deposed noble that became a bandit warlord, the usage of saracen and templar swordsmen in tandem would imply his fighting forces are former deserters and traitors. Medium-difficulty akin to Sheriff/Marshall. Castles would be a triangular 'perlargir' (minus the river) with a half-circle outerwall to protect misc buildings.

I actually love that design! @PitchNeeded Awesome work!

@ByBurton Here's the link for that Woolsack AIV I created!

https://drive.google.com/open?id=1DMVjGpYzDQJAGpqEGxCYDvwmD9PBQycw

It would be great as a preview of what he might look like if you could create Lord Woolsack (substituting him with Rat or Phillip to test) using the AICE and share a screenshot here. He needs lots of patrolling pikemen and some patrolling spearmen too of course around his castle!

Definitely excited to see how/if Woolsack can make it in as a new AI. I like the idea of the Pikemen/Spearmen combo, especially for a medium-difficulty lord. Will be very interesting to see how it plays out.

Yes pikemen are underused by AIs so Woolsack would be the pikemen specialist, occasionally sending a big group of pikemen to raid enemy buildings (a sort of European lord equivalent of Emir's big Arabian Swordsmen raids). And a pikemen, spearmen, archers combo could be occasionally effective for the main attack, particularly as Lord Woolsack would wait until he has quite a big army before attacking.

Would also love to see more 'evil' arabic lords tbh. Atm there are only Wazir and Caliph. Always had the concept of a rogue arabian "Sodden King" that uses both Arabian and European swordsmen and archers.

I really like the idea of Arabain swordsmen and European swordsmen being sent in a siege. And yes if we are making new European AI lords, we definitely need another Arabian lord too.

Only problem is finding binks for the video messages for a new Arabian lord. All the unused binks in the game seem to depict European/Crusader characters.

Introducing: Barbarian

The AICE looks amazing in action!

Sounds like a strong lord you created, good in attack but not quite so good in defence (no mangonels or ballistae, although he should use pitch I think). He does need a little bit of negative fear factor though as a. it would benefit his weapon production and quite basic economy and b. he is an evil lord.

The servant who is used for allied messages from Pig, Rat, Snake and Wolf could do his binks, and his speech could be used too from the game.

Apropos evil arabic lords: I tinkered around with a medium difficulty one.
I named him "The Nomad". Builds no towers whatsoever, and does not recruit archers. Only horse archers, and uses those to patrol his lands and castle. His castles have a Nazir touch, but this character uses no bread and no pitch. His industry is rather weak and relies on his taverns to get some money.
Units used for defense: Horse archers & arabian swordsmen. 4 fire ballistae.
Units used for raids: Arabian swordsmen
Units used for sortie: Arabian archers (hordes of)
Attacks: About 50:50 horse archers and arabian swordsmen. No siege engines (might chance that).
--> Around caliph difficulty, but a little stronger.
raider

So, please, can you summarize Woolsack here, in the way I did above? And maybe after that some other things to clarify.

I thought. And why not give laddermens Lord Woolsack .

I think there is not enough in the game of the new Evil Lords. These Lords can use (Advisor binks files).
Because they do not want to spend time talking to you directly. :)

Here is some interesting information.
http://stronghold.heavengames.com/downloads/showfile.php?fileid=7956

I got a question: is it possible to change the "lord tier"? EI, Rat has five yellow dots and is very easy to kill whilst the wolf has 5 blue dots and requires a small platoon in order to kill. Can that be modified?

@Panbutt Can you please create a new issue for this so it isn't buried as "Off Topic" in this discussion?
I really like this idea to change that value. Definitly needed for custom AIs.

The Nomad looks great but he needs a slightly thicker moat than that I think! I can imagine tons of horse archers riding around the outside of the castle patrolling. If he can patrol with enough horsemen he doesn't really need any other defences.

It sounds like a cross between Emir, Wazir and Nizar in terms of his tactics (raiding Arabian swordsmen like Emir, lots of horse archers patrolling around his castle like Wazir, big groups of Arabian archers sent to his farms and quarries like Nizar): interesting!

So, please, can you summarize Woolsack here, in the way I did above? And maybe after that some other things to clarify.

  • Units used for defense: archers, pikemen, spearmen, boiling oil engineers (plus 2 tower ballistae and 3 front trebuchets (like Wolf and Frederick have) in AIVs (chose the AIV trebuchets as Lord Woolsack, being overcautious and a little bit cowardly would want to attack enemy buildings from the safety of his castle if possible!).
  • Economy similar to Marshall's but with no ale (castle religion instead).
  • Raids - groups of up to a maximum 25 pikemen at a time. But doesn't send raids that often (is it possible to adjust AI raid frequency?)
  • Units used for sortie: big groups of pikemen, up to about 35 pikemen if he has the troops.
  • Additional units used to defend economic buildings: Archers (similar to the numbers of archers Marshall uses to defend economic buildings)
  • Patrolling units around castle, a group of up to 35 pikemen, also maybe some patrolling spearmen too
  • Attacks: About a third spearmen, a third pikemen and a third archers. Archers and spearmen advance first.
  • Siege engines - rams, trebuchets (2 rams and 2 trebuchets built in siege). Maybe builds a few 'harassment' catapults if he has enough gold.
  • Medium recruitment rate

--> Medium difficulty

I thought. And why not give laddermens Lord Woolsack .

Well that might be good for the spearmen but pikemen can't climb ladders :( I think he is OK without laddermen at the minute.

I am compiling the the quotes for Woolsack from the Stronghold 1 files now (unfortunately only the English version at the minute, someone else will have to give him German and Russian language quotes), I will upload them here when I have finished. Although a good lord, he is not an entirely likeable character, aside from his infamous insult to Sir Longarm 'you damn fool' he did kind of insult the player a bit in Stronghold 1 after the first mission 'At least you can get half a task done'.

@ByBurton @Sh0wdown I spent a while trying to put together some appropriate Lord Woolsack quotes from the relatively small amount of dialogue that he had in Stronghold 1, the voice files will be for (as I hope) if the new Lord Woolsack is to be included as a new pre-set option on the AICE to temporarily replace another AI.

Here are 12 quotes (only in English for now) I put together from the dialogue, some from multiple voice files: and what situations they are meant to be used for. I couldn't find a quote for every situation sadly.

https://drive.google.com/open?id=14qde668MN3YgP0cPH3e0renrH9MAqbkl

I shall do a few more Lord Woolsack AIVs tomorrow with the perimeter turrets but different shapes to increase variety for his AIVs, maybe including a hexagon shaped castle with the turrets I am thinking. :D

@PitchNeeded Could you please write the original names of each voice file for Lord Woolsack so that I can find Russian variants of voice acting. Thank for your great work.

For example ap_civil_03 --- woolsack under siege .
If it is not hard for you.

@PitchNeeded Could you please write the original names of each voice file for Lord Woolsack so that I can find Russian variants of voice acting. Thank for your great work.

For example ap_civil_03 --- woolsack under siege .
If it is not hard for you.

The problem is that for a lot of them of them I had to put two parts of the quotes together from two different voice files (I used the audio program Audacity to put them together). Because most of his full audio files unclipped or unedited wouldn't make sense in Stronghold Crusader as they are about details of the Stronghold 1 campaign.

You would have to similarly cut and paste different parts of his speech from the quotes for the Russian version (or indeed the German version too).

Here are a few Russian phrases of Lord Woolsack.
Lord Woolsack Russian phrases.zip

P.S
The phrases was a little tied what I could . :)
@PitchNeeded Thanks for the program helped a lot.

Well done! Hopefully @ByBurton or @Showd0wn can include Lord Woolsack as a patch option once AICE is released to temporarily replace Rat (until we find a new spot in the game for a new AI).

Could you help me and do 4 new castles for Lord woolsack @Lolasik011 . Lots of perimeter turrets (Tower 2) and 2 big stone towers (Tower 4) but different shapes.

Here's the build order I recommend for Woolsack's AIVs:

  1. Stockpile (2 more stockpiles)
  2. Trading Post
  3. Granary
  4. all the houses at once quite far from the keep (about 8 houses needed) (better putting all the houses early as the AI will only build them when they need them)
  5. Armoury, barracks and engineers guild
  6. one layer of wall and gatehouse to enclose castle (no towers yet)
  7. Two fletchers and two poleturners and one armourer
  8. Two of the perimeter turrets at the front of the castle
  9. A chapel
  10. A few more fletches, poleturners and armourers (only 3 armourers in total are needed in his castle)
  11. the rest of his perimeter turrets and thicken the wall
  12. One more chapel then the big towers, then another 2 chapels. A few more fletchers and poleturners if you can fit them
  13. About 20 'good things' - statues, gardens, maypole, dancing bear
  14. Finally the oil smelter and apothecary
  15. Put archer spots on walls, oil engineer spots on walls, 2 ballistae on the two big towers and 3 trebechets at the front edge of his castle.
  16. Done :D

@Lolasik011 Where can I get your AIV Editor? Looks different than mine(looks better) - high resolution and contains sand - mine has really low resolution and uses grass... lol

@Lolasik011 Where can I get your AIV Editor? Looks different than mine(looks better) - high resolution and contains sand - mine has really low resolution and uses grass... lol

https://yadi.sk/d/gwVfuw1G6yyh8

Could you help me and do 4 new castles for Lord woolsack @Lolasik011 . Lots of perimeter turrets (Tower 2) and 2 big stone towers (Tower 4) but different shapes.

Here's the build order I recommend for Woolsack's AIVs:

  1. Stockpile (2 more stockpiles)
  2. Trading Post
  3. Granary
  4. all the houses at once quite far from the keep (about 8 houses needed) (better putting all the houses early as the AI will only build them when they need them)
  5. Armoury, barracks and engineers guild
  6. one layer of wall and gatehouse to enclose castle (no towers yet)
  7. Two fletchers and two poleturners and one armourer
  8. Two of the perimeter turrets at the front of the castle
  9. A chapel
  10. A few more fletches, poleturners and armourers (only 3 armourers in total are needed in his castle)
  11. the rest of his perimeter turrets and thicken the wall
  12. One more chapel then the big towers, then another 2 chapels. A few more fletchers and poleturners if you can fit them
  13. About 20 'good things' - statues, gardens, maypole, dancing bear
  14. Finally the oil smelter and apothecary
  15. Put archer spots on walls, oil engineer spots on walls, 2 ballistae on the two big towers and 3 trebechets at the front edge of his castle.
  16. Done :D

Ok, I'll try to make castles. But if I'm new to this business.

@Lolasik011 Thank you. Perhaps it's more clear! :D

@Lolasik011 Thank you. Perhaps it's more clear! :D

No problem.

Ok, I'll try to make castles. But if I'm new to this business.

If you use my recommend build order it should work out fine. Use different shapes, but all with quite a few perimeter turrets (Tower 2) and all with 2 square big towers with ballistae or mangonels (Tower 4)

And two water pots for Lord Woolsack, one built with his castle halfway done, and one built near the end (but before oil smelter and apothecary).

@PitchNeeded Castle is ready. But I did not install Apothecaries and put only 1 armory and 1 water pots because I want to leave the lock beautiful. There may also be problems with the queue.

Lord Woolsack 2

Lord Woolsack 2.zip

@PitchNeeded Will you help me solve the mistakes?
I can try to include apotecaries, armory and 1 waterpot in it. I think how to do better.

New Version !!!
Everything is added that you asked!!!

Lord Woolsack 2 exp1.zip
Lord Woolsack 2 exp 1

P.S
If you want you can edit.

I will take a look at that now, looks lovely, a bit Pig-like in shape! Yes like Sultan, Phillip or Marshall, Woolsack should have beautiful castles i think.

here's my new Woolsack castle in a different shape this time, its turned out being like a Crusader version of the Wazir star, but of course with Woolsack's distinctive perimeter turrets and big square towers!

Must add a ballista to that back tower!

woolsack 2

@PitchNeeded
My castle does not fit?

No it does seem to fit his character I think and looks great, I will download it now and check the AIV order and then see it in the game.

Hoepfully @ByBurton will soon give us a screenshot of Lord Woolsack in action with the AICE and my first Woolsack AIV! I would love to see his castle with the patrolling pikemen in it!

Hoepfully @ByBurton will soon give us a screenshot of Lord Woolsack in action with the AICE and my first Woolsack AIV! I would love to see his castle with the patrolling pikemen in it!

Wow this is amazing !

@Lolasik Did some a few minor changes to your Woolsack castle (added a big tower to the front and changed the tower 3 to tower 2 perimeter turrets and changed the build order a bit) and here it is!

woolsack3

Very nice looking, well done! I know I said before about him maybe having killing pits but I removed them as don't think it fits with his character really, and makes him a bit hard defensively for a medium difficulty character. Besides, his combination of boiling oil engineers, archers and pikemen counterattacks will be quite effective anyway if he is under siege.

The only big problem was that the wall was enclosed too late in your AIV so I enclosed it earlier. And I suppose the armoury and weapons buildings are a little bit far from the stockpile, but its alright for this one castle, and is made up for by the fact the chapels are in a great location close to the castle industries which is good because it means people will be converted quicker!

So now we have 3 Woolsack AIVs! 5 more to go. A circular one would be nice for him, with the perimeter turrets (tower 2)!

@PitchNeeded Glad to serve the common cause.
I will soon build a new castle. Give some recommendations?

I see you guys don't use the Add pause option on the bar. Why so? What does it actually give? Am I doing something wrong, like weakening the AI unintentionally?

@PitchNeeded Glad to serve the common cause.
I will soon build a new castle. Give some recommendations?

Build the engineers guild and barracks further from the stockpile and try and put the weapons workshops and armoury closer to the stockpile.

Make sure the castle is enclosed near the start (just after you build trading post, granary, armoury, barracks and engineers guild) with one layer of wall and one gatehouse. Add the towers in different stages, the front towers first and then the back towers later.

As for the castle shape, a triangle would be good with quite a few tower 2s along the sides of the triangle and one tower 4 at the front.

I see you guys don't use the Add pause option on the bar. Why so? What does it actually give? Am I doing something wrong, like weakening the AI unintentionally?

I don't think we should do add pause for Lord Woolsack's AIVs because I think he is the kind of character would want to get his castle completed quickly I think!

Yeah i can also tell from my Experience the pause Option is just an time waster for the AI.
You may can optimize one Castle with an certain start Gold, but at the same time the AI is then inflexible to every other start Gold Option.

New Castle !
Lord Woolsack

Lord Woolsack 3

Lord Woolsack 3.zip

Anyone would like to help me out with my AI idea to get to be maximum efficiently best as possible? I wouldn't like to share it publicly yet, so if anyone's interested in helping me out can contact me through my Skype: rakso.casts69, or Discord: Rakso#0972

Asking because I'm feeling like I'm not too much skilled at doing AIs imho yet. Tatha has made a long video of this AI presentation today, if anyone would like to know some details(german language): YT video
For now it's only 1 aiv file, working just on only 1 environment addapted map for it. Once I'll fix, or someone help me out with the first aiv to get best, and without bugs, then I'd like enjoy creating more variations for it, for more maps without a doubt.

Shortly saying&adding: the idea behind it got into my mind 3-4 years ago(yeah right... this AIV is old hag already), but there wasn't anything like the Unofficial SHC patch back then, to make it better... Anyway, the idea was to make out of it an AI capable of being challenging for Expert multiplayer players, and gaming: nof, noffs etc. you know. Cheers!

The Add/Pause option is great for killtrap placement. I always use a wait time of 50-100 before placing killtraps so the AI doesn't starve themselves of wood early game. But tbh that's the only use of it.

obraz
Lmao. I've used to add hella lot of pauses. lol

@Rakso69 Good Castle.
It is a pity that your Castle is not for all maps.

@Lolasik011 Because it's just a single one AIV atm, and I'm still working on it, before I'll "clone and modify it" to add variations. I doubt that your AIVs work on all maps. lol

@Rakso69 I could help you. But I need to first finish the work on Lord Woolsack.We have with @PitchNeeded to work together on Lord.

New Castle !
Lord Woolsack

Looks like a Crusader version of Saladin's castle! Amazing!

Will check to see if I need to change anything in the AIV editor now and then load it in game

Will check to see if I need to change anything in the AIV editor now and then load it in game

ok. Edit I don't mind.

I doubt that your AIVs work on all maps. lol

I do not write that it is suitable for all maps. Lol
I am new to AIV editor.

The Add/Pause option is great for killtrap placement. I always use a wait time of 50-100 before placing killtraps so the AI doesn't starve themselves of wood early game. But tbh that's the only use of it.

For pitch placement too to stop AIs buying in too much pitch at once when building their castle?

@PitchNeeded many mistake?
I wanted to ask you. When @ByBurton will send a screenshot Lord Woolsack Castle ?

I will take a look at that now, looks lovely, a bit Pig-like in shape! Yes like Sultan, Phillip or Marshall, Woolsack should have beautiful castles i think.

here's my new Woolsack castle in a different shape this time, its turned out being like a Crusader version of the Wazir star, but of course with Woolsack's distinctive perimeter turrets and big square towers!

Must add a ballista to that back tower!

woolsack 2

I personally like this design a lot more than the square castles. It's unique and adds more quirkiness to make Woolsack stand out.

I personally like this design a lot more than the square castles. It's unique and adds more quirkiness to make Woolsack stand out.

I also like this castle shape.
But I just love very square and smooth. :D

Your latest Woolsack castle, lolasik! Amazing!

woolsack4

@PitchNeeded I am very glad that you liked him. I really liked your Castle in the shape of a Star. I would like to do the same.

@Panbutt If you want you can join us. We will work together on Lord Woolsack.I think the three of us will finish the job faster.

I just designed a castle for Lord Woolsack with the given parameters. Thoughts on that?

Tomorrow I would refine the build order and upload the file if you like. :)

screen_capture_001

I also started with the German voice files for Lord Woolsack, but the few lines and the German grammar makes it hard to get all required lines. With a bit of engineering I could get the 12 lines like PitchNeeded, but that's still not enough for what Crusader actually needs.

My New Prototype ATOM! Castle.Lord Woolsack.
Lord Woolsack STAR Prototype!

Woolsac New STAR Prototype .zip

@PitchNeeded What do you say. You like it.
P.S Tomorrow I will correct all the my mistake found. Today is already tired.
MB ATOM :D ATOM CASTLE!

I also started with the German voice files for Lord Woolsack, but the few lines and the German grammar makes it hard to get all required lines. With a bit of engineering I could get the 12 lines like PitchNeeded, but that's still not enough for what Crusader actually needs.

Well, I also got a 12 lines.
It is a pity that so few sound files :(.

Tomorrow I would refine the build order and upload the file if you like. :)

We will need any help. Upload files.

My New Prototype ATOM! Castle.Lord Woolsack.

Thanks! Reminds me of Emir's castles but a hexagon is great for him! I will do some work on it in the AIV editor.

I do like the fact that Lord Woolsack copies other AI castles but puts it in his style though!

I just designed a castle for Lord Woolsack with the given parameters. Thoughts on that?

Thanks so much, that looks amazing! Please upload the download file. Lord Woolsack will have some beautiful castles!

@PitchNeeded
Names for Lord Woolsack:
1 "The Magistrate, Lord Woolsack"
2 Lord Woolsack II "Cautious"
3 Lord Woolsack fon "Pleading"
4 Lord Woolsack "Wool Sock lll"
5 Lord Woolsack "Advisor ll"
:D

After we complete Woolsack, I have an idea for a new AI:

I was thinking that a Crusader lord equivalent of Sultan would be great. So like him, no farms and a quite minimalistic economy:

  • no farms, buys in food (has a low population so low food consumption)
  • 3 iron mines
  • 1 stone quarry
  • 6 woodcutters
  • 3 fletchers, 2 blacksmiths and 2 armourers
  • Slow recruitment rate like Sultan, allowing him to sell some weapons for gold
  • +5 positive fear factor
  • Just trains archers and swordsmen and no siege engines. Sometimes raids with a few swordsmen and uses a group of swordsmen and archers to defend his quarries and mines.
  • Simple, but beautiful castle that doesn't require much stone to be built
  • Difficulty: Easy
  • Personality like Sultan's but a Crusader lord (will have to look though the crusader sound files to see if I can comprise a character like that!)

@PitchNeeded You can take for the new AI Sound files of the advisor.
Here are just 2 files good_soldier_nervous and good_soldier_taunt

I think they will suit the new AI Lord

First we finish over Lord Woolsack and then I will help you to make a new Lord.

I just finished refining the build order. The shape requires many wall steps, but with the fastest build speed like the rat character the castle is built in no time. And Woolsack is a rather defensive AI, so it should fit that he need longer to build the castle.

woolsack AIV - DarkThief-Darek

But I guess it should be tested with the new AI Character already in the game. With the current AIs and their troops/economy behavior you can't reliably test this one yet.

woolsack AIV - DarkThief-Darek.zip

@DarkThief-Darek good castle

Incredible castle! Thanks @DarkThief-Darek ! Added to Woolsack's official castles

Had an idea for a new arabian lord, kind of just a random arabian lord of unknown origin.
Uses all kinds of units, but prefers spamming lots and lots of slaves, not only for raids.
Has positive fear factor, produces bread and uses inns.
His castle features one layer of high walls, one layer of small walls, and one layer of moat.
The high walls have towers attached, manned with arabian archers. On the high walls are some fire throwers. On the small walls lots of slingers. In front of the small walls are slaves, standing guard.
Around the castle are some patrolling horse archers.
His attacks are made up of lots of slaves, slingers, backed up by arabian archers. He also sends some arabian swordsmen into battle, increasing dramatically with each successive attack.
He sends raiding squads of arabian archers, slaves, slingers or a mix of these three.
He prefers playing defensively and takes his time building walls.

The castle design is supposed to represent a random city with walls around.

Sultan

Any feedback would be appreciated.

Any feedback would be appreciated.

OK: Name: Sultan Nur-el-Din (historical Arabian lord that ruled before Saladin and was also quite strong and powerful)

Sound files: bada_ (located in speech folder in Stronghold Crusader)

Attacks: Well he could advance first with the Arabian archer-slinger combo along with slaves that would go and burn any outside enemy buildings, followed by Arabian swordsmen). Siege engines: trebuchet and fire ballistae like Wazir (but more trebuchets).

Eeer, I asked for feedback, not help with sound files. I don't care about those, sorry.

Eeer, I asked for feedback, not help with sound files. I don't care about those, sorry.

I think more about the possibility of having these player made AIs eventually as a fully fledged UCP option for temporary replacement for another AI in game (once Sh0wdown does his audio extractor) in game, hence my interest in sound files. Also new sound files gives the AI personality I think rather than just using the 'my master informs you' ones.

What do you think about the rest of my feedback though?

I have an idea for an AI, I have long wanted to see a Crusader version of Sultan, so here were go:

  • Name: The Jester
  • Uses the jester binks and some edited male villager voice files
  • Like the Sultan he cares more about entertaining his people than war.
  • Uses European swordsmen and European archers in his main attacks with no siege engines. Only recruits these two unit types.
  • Positive fear factor
  • A few weapons workshops
  • Slow recruitment rate, like Sultan
  • No farms, just 2 quarries, 3 iron mines and about 6 woodcutters, buys in food and maintains a low population.
  • Raids - sends about 5 European swordsmen occasionally to destroy enemy buildings
  • Counter-attacks with archers. Guards his quarries and mines a lot (rather like Sultan does) with swordsmen and archers

Castle:

Crusader Sultan

Based on a motte and bailey. And I have tested it, enemy AIs cannot climb into the keep on those stairs because of the crenelated wall, they attack the other part instead.

Maybe uses a moat as well.

Any other ideas about The Jester or feedback would be appreciated!

This AI is not supposed to be strong, rather to be weak.
For sieges he uses a few tunnelers, catapults, one trebuchet and one battering ram.
He runs in with his singers trying to clear the walls, while slaves are running around everywhere.

This AI is not supposed to be strong, rather to be weak.
For sieges he uses a few tunnelers, catapults, one trebuchet and one battering ram.
He runs in with his singers trying to clear the walls, while slaves are running around everywhere.

Just using slingers, Arabian archers and slaves in his sieges would certainly be unique, he could have big armies though like Abbot.

He IS attacking with lots of units.
Mostly weak ones, as stated before.
Sultan_Siege

You forgot he also uses some swordsmen.

I prefer this AI idea to The Khan I must say! :D Sounds great!

He could be called 'The Mamluk' after the slave warriors during the Crusades who eventually formed a dynasty.

He IS attacking with lots of units.
Mostly weak ones, as stated before.

You forgot he also uses some swordsmen.

@ByBurton Just out of interest, what did you set his first attack number to?

I can't check right now, am at work. Sorry.
Probably 200 or 250.
Most of these are slingers and slaves anyways.
Although the AI uses slingers pretty effectively I noticed, if you set them as ranged push.

Introducing my new historical AI character idea: King Baldwin of Jerusalem

Baldwin was historically the name of several kings of Jerusalem during the Crusades and in general the kings of the kingdom of Jerusalem took part in more action than Western European based kings such as Richard the Lionheart and Phillip. So I think it would be good to have King Baldwin in the game.

Baldwin builds cross shaped castles to fit his status as the king of the Crusader kingdom. They have lookout towers at the front part of the cross with ballista towers at the sides. He uses good fear factor, ale and religion and has a quite fast recruitment interval of 2.

King Baldwin

Baldwin castle

King Baldwin uses slower units, these being crossbowmen, monks and swordsmen. The monks represent the horde of religious warriors that joined the Crusade and the swordsmen the heavier armed Templar fighting experts. I was tempted to make him use knights but enough AIs raid with them already and I liked the idea of an AI raiding with groups of European swordsmen:

raiding quarries

Here is King Baldwin's main attack. He will also train some pikemen if he has to dig up a moat, and pikemen are also used for his counterattacks.

main attack

@PitchNeeded
The castle is similar to the Abbot Castle

By the way edited my castle? He fits ..

@PitchNeeded
The castle is similar to the Abbot Castle

I think his castles are different enough to those of the abbot in style. I suppose he is a little bit like the Abbot but with good fear factor (and I really wanted an AI to use monks but with good fear factor), although to make him different to abbot and fit with his character as Baldwin, king of Jerusalem he trains better quality troops as well as the monks, and monks are only really sent as arrow fodder during sieges, as well as a last ditch defence he can spam.

I am going to do different styles of crosses for his castle, so the Celtic cross and Maltese cross will feature too. Feel free to do a cross shaped castle for him if you want, it would be greatly appreciated: specifications:

  • 3 breweries and 3 inns
  • 3 armourers and 3 blacksmiths
  • 2 poleturners
  • 6 fletchers
  • 4 tanners
  • 1 cathedral and 1 chapel
  • 1 apothecary
  • an oil smelter and boiling oil engineers on walls
  • 2 water pots and 1 well
  • 11 houses
  • some lookout towers and two big square ballista towers, all with crossbowmen on them
  • good fear factor
  • 2 trebuchets at the front of his castle

We can use good_soldier for the binks, and the speech files will be from the advisor from the Stronghold Crusader 'Crusader States' campaign.

Any other ideas about King Baldwin of Jerusalem would be appreciated.

Also I think it would be a good idea for us to make another historical Arabian sultan during the Crusades which could feature as an AI in the game, either Sultan Nur el-Din (positive fear factor) or Sultan Baybars (negative fear factor). But I am not sure about troop types, I think slingers should feature though as they are an underused unit by the vanilla AI. Any ideas would be great for this.....

@Lolasik011 I have been thinking about the Arabian AI we should create, I think it should be Sultan Baibars https://en.wikipedia.org/wiki/Baibars , one of the most notable historical Sultans during the later part of the Crusades period, who reconquered nearly all of the Crusader states region. I have some ideas for him.

In the excellent series of historical novels by Robyn Young about the late Crusades which I have read, Baibars is described as having the nickname 'The Crossbow' because of a mark in his eye he had historically.

So I am thinking that, in a similar way to Emir using one type of European troops in addition to Arabian units (European archers), Baibars could be the only Arabian AI to use crossbowmen defensively (supported by slingers and a few fire throwers in his towers). He wouldn't use any Arabian archers (just to make him unique for an Arabian AI and not too overpowered). To balance him and not make him stronger than Saladin, he wouldn't use bread production (just cheese and apples (cows for the leather armour) ) and so wouldn't have quite as good an economy as Saladin or Emir. He could still sell some crossbows though for gold. He would have ale supply just like them though.

Baibars historically could be ruthless at times (he assassinated the previous sultan and also he broke his word about sparing the citizens of Antioch) and so doesn't seem as chivalrous as Saladin, so neutral fear factor would be fine for him. I was considering a slight amount of negative fear factor for him but I want his troops to still be strong especially as he will use slingers and also I don't think Baibars was that cruel to his own people historically as according to his wikipedia article, he seems to have been remembered as a popular ruler by his own people.

As for his siege attacks, he could use horse archers, Arabian swordsmen, crossbowmen and slingers. Slaves would be sent if he has to dig up a moat.

He should have a fast recruitment speed as I want him to be aggressive, and it fits his character.

As for raids, I am not sure yet, but maybe a mix of slingers and slaves like the Snake, but bigger groups of them and less frequently sent than Snake because of their bigger size?

I am not sure about his castle style though, we need something Arabian looking but very different to any other Arabian AI's castles. He should use some tower ballistas and mangonels. However he shouldn't use a moat in my opinion (as it would make him a bit overpowered especially combined with the crossbowmen), but he should use some wooden killing pits and some dogs too. He could use a little pitch below his towers and gatehouses, and like Sheriff he could light it with his fire throwers, as Baibars won't have any tower archers.

I will leave it up to you @Lolasik011 , to design his castle style if you want! Or if anyone else wants to....

@PitchNeeded Ok I will try to create a Castle.

@PitchNeeded I took my previous Castle, and created a new one.
Baibars Castle Protorype....
Baibars Prototype By Lolasik011
Baibars Prototype.zip

I was actually thinking he could have an inner and outer wall in all his castles, that would make him different.

So then, the plan is an inner wall with gatehouses and an outer wall with some big round towers and some lookout towers too.

I shall make a castle based on your prototype, but not as big, can you do a full castle for him, but a bit smaller please.

Give him about 7 fletchers and 7 tanners, all close to the stockpile and armoury. He only needs 1 armoury I think. Give him 2 inns, 3 breweries and 1 healer too, and he will of course need a mercenary post, barracks and engineers guild.

@Lolasik011 I used your design to create my first castle for Baybars.

Baybars castle

I still have to adjust his tactics. On testing him on 2000 gold against Saladin, even with a fast recruitment speed, he seems to be gathering too much gold at the minute (a bit like the Abbot) because of his cheap units. I may have to make him raid with horse archers as well as slingers and slaves so he can use more of his gold.

@PitchNeeded
I like !

@PitchNeeded Can you please share the Castle and aic file Baibars?
P.s I think you should leave the four Watchtowers ... Where they stood before. I think it would be more beautiful and balanced ...

Yes I will share both of them soon, and I will create another similar castle with those lookout towers where they stood before as another AIV for him.

Here is Baybars' siege, horse archers advance first with slingers and slaves to dig the enemy moat, then the crossbowmen and Arabian swordsmen arrive later. He uses 2 catapults and 2 rams.

baybars siege

(behind the first siege horse archers he decided that time to send a raid of more horse archers)

I decided that to balance him better (he has crossbowmen after all), Baybars won't use fire much, so no slaves, fire ballistae, oil engineers or pitch and just a few fire throwers on his moat.

Raids consist of horse archers and slingers. He raids frequently.

@PitchNeeded i like

@Lolasik011 I will make more castles for him soon.

In the meantime, can you come up with a new idea for an AI with a unique troop combination that isn't used by any other AI in the game or those we have made so far, and I will help you make it. I would like to see what you come up with. It can of course be a good or evil AI.

@Lolasik011 I will make more castles for him soon.

In the meantime, can you come up with a new idea for an AI with a unique troop combination that isn't used by any other AI in the game or those we have made so far, and I will help you make it. I would like to see what you come up with. It can of course be a good or evil AI.

I'll think about the new AI Lord ...

@Lolasik011 I will make more castles for him soon.
In the meantime, can you come up with a new idea for an AI with a unique troop combination that isn't used by any other AI in the game or those we have made so far, and I will help you make it. I would like to see what you come up with. It can of course be a good or evil AI.

I'll think about the new AI Lord ...

OK. I also have another idea for an AI lord, the first female AI lord, a historical character that took part in the second crusade called Elanor of Aquitane. I want her to attack with knights as part of the siege force as that would be very unique for an AI but I don't know what other troops she should use to make her different enough from Phillip or Marshall or what style of castles she should use, perhaps you can help me with ideas for that.

OK. I also have another idea for an AI lord, the first female AI lord, a historical character that took part in the second crusade called Elanor of Aquitane. I want her to attack with knights as part of the siege force as that would be very unique for an AI but I don't know what other troops she should use to make her different enough from Phillip or Marshall or what style of castles she should use, perhaps you can help me with ideas for that.

I think it would be good if she used knights and crossbowmen when attacking. But how will she kill the Lord ???

You can certainly add some pikemen 10 - 15 Units to kill the Lords ...

Knights and crossbowmen, along with a small number of pikemen sounds good.

I have an idea for her castles. I will start creating the first one now.

Adding more than 16 AI characters without a replacement will be possible in the next patch?

No, at this stage it will never be possible. There is simply too much involved when we are not using original code.

If there ever be Definitive edition of stronghold crusader I'm praying that they will allow adding more custom made characters than 16

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