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| The time now is Sep 06, 2010 - 12:47 PM |
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Aubergine |
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Post subject: Tutorial Stockpile
Posted: Oct 01, 2003 - 04:43 AM #6042
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Administrator and Resident Handyman

Joined: Jul 01, 2003
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<center>
</center>
<table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center> </center></td><td><center>Stronghold 1 & Stronghold Crusader
Tutorial Stockpile</center></td><td><center> </center></td></tr></table>
If you are looking for Stronghold 2 tutorials, click here.
Note: You must be a registered member of the site in order to post in our forums, download maps or use the other special features of this website.
<table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>Preface</center></td></tr></table>
This "Tutorial Stockpile" is a never-ending work in progress of years of accumulated knowledge gathered by avid fans of the Firefly Studios trilogy of castle building games: Stronghold 1 (SH1), Stronghold Crusader (SHC) and Stronghold Warchest (SHW, consisting SH1 and SHC plus some extra bits).
As any designer or player alike will know, there are few resources on the Internet that cover all aspects of map making, scenario design, gameplay hints and tips in a concise and well organized manner. If you hunt around the internet for long enough, searching through forums and FAQ's and random tutorials, you will probably find some of the information but it will take a very long time. To overcome this and promote the finer arts of map making, scenario design and gameplay in the Stronghold series of games, we have created this tutorial stockpile and embarked on a never-ending quest to document everything that is known about these wonderful games.
This table of contents contains both completed tutorials (hyperlinked) and future tutorials (normal text) so you can see where we are up to and what we have planned. We are usually working on over 50 tutorials behind the scenes at any given time and are always delighted when site members submit new tutorials or ideas to us to share with the Stronghold community at large.
We would like to extend huge thanks to all the scenario designers, map makers, script writes, play testers and fans of the game and custom scenarios for making this possible. We have listed authors, submitters and discoverers on all of our tutorials (under the tutorial summary when you view the full tutorial) in the hope that the people who have contributed to our cause will be immortalized in history. We would also like to thank, nay... worship, Firefly Studios for creating not only an excellent game but also one of the best map editors in the industry!
<center>If you would like to write a tutorial (in our forums) or ask a question, click the relevant button below:
Or you can email tutorials to BillTheBrave@hotmail.com</center>
Over the past few months, we have started to allow trusted members to access and participate in our tutorials production area. We hope this will improve the diversity of our tutorials (we want more on gameplay, hints and tips) so that they are accessible to a wider audience. If you want to help us write tutorials, please contact Bill the Brave for details (using the email address shown above this paragraph).
Since starting our Scenario Design tutorials section back in June 2003 we have added over 250 tutorials to this stockpile. To our knowledge, no other Stronghold site has any more than 30 formal tutorials! In late August 2004 we made significant updates to our tutorials area as part of our site-wide preparations for Stronghold 2. Because we are constantly adding new tutorials (currently 1 or 2 a week), be sure to check back at least once a week - To see the latest tutorials, visit The Keep. Don't be dismayed if we don't publish a tutorial for a week or two - it just means we are working on something big behind the scenes!
Guy (aka Aubergine aka Admin)
On behalf of everyone who has made this site great!
www.stronghold-knights.com
<table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>Table of Contents</center></td></tr></table>
<center><table border=0 cellpadding="0"><tr><td colspan=2><center>Game Version Legend</center><hr height=1 /></td></tr><tr><td> </td><td>Stronghold 1</td></tr><tr><td> </td><td>Stronghold Crusader</td></tr><tr><td> </td><td>Stronghold Warchest</td></tr><tr><td> </td><td>Stronghold 2</td></tr><tr><td> </td><td>General Information</td></tr></table></center>
Note: Some tutorials appear in more than one section to make location of relevant information easier. We have not yet labeled any tutorials for but assume all apply as Warchest contains both Stronghold 1 and also Crusader.
Our table of contents has now grown so large that the forums cannot display it all in a single post. As such, it has been split in to several smaller posts which you can find below - click on any heading to display the tutorials in that section:
- <a href="#sec1">Introduction</a>
- <a href="#sec2">Landscape</a>
- <a href="#sec3">Nature</a>
- <a href="#sec4">Resources</a>
- <a href="#sec5">Buildings</a>
- <a href="#sec6">Castle</a>
- <a href="#sec7">Units</a>
- <a href="#sec8">Scripting</a>
- <a href="#sec9">Distributing Your Maps</a>
- <a href="#sec10">Game Mods</a>
- <a href="#glossary">Glossary</a> - coming soon!
Note: You can currently access the glossary from the "News On..." menu (appears below the main menu to the left).
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Last edited by Aubergine on May 28, 2005 - 07:19 PM; edited 255 times in total
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Aubergine |
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Post subject: 1. Introduction
Posted: Aug 31, 2004 - 03:33 PM #35620
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<a name="sec1"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>1. Introduction</center></td></tr></table>
Whether you just play maps or want to make your own, there are some basic skills you must acquire to get the most enjoyment from the game.
a) Story Design (for map designers)
Including a great storyline in your scenario will set it apart from other scenarios and increase “player loyalty” as well as help you plan all aspects of your map making process.
b) Map Design (for map designers)
To make realistic maps, you need to understand the way real land is formed. This series of articles will introduce you to the fundamentals of real-world landscape and map design.
c) Game Types (for map players and desginers)
There are many different types of maps (scenarios) to choose from. We've compiled these tutorials to help you to choose not only what sorts of maps to play but also how to make those types of maps if desired. Many of these tutorials explain the key gameplay elements, how to download and then play games of that type and how to build your own maps of that type.
d) Game Features & Tricks (for map players and designers)
There are many game features and tricks that go unnoticed or that can be used for much more than meets the eye. These tutorials are well worth reading even if you are a seasoned player or designer.
e) Templates (map designers)
To expand the possibilities of your map making, we have provided numerous template maps with special features that are either very difficult to obtain or very time consuming. Many of the templates were discussed in the “Game Types” sub-section above and also elsewhere on this site, but you should familiarise yourself with all the others before proceeding...
f) The Map Editor (map designers)
There are slight differences in the map editor between different versions of the game. The following articles provide an introduction to the map editor and it’s key features...
- Stronghold Map Editor
- Crusader Map Editor
- Editing Scenario Descriptions
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Last edited by Aubergine on May 20, 2005 - 08:07 PM; edited 22 times in total
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Aubergine |
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Post subject: 2. Landscape
Posted: Aug 31, 2004 - 03:36 PM #35621
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Administrator and Resident Handyman

Joined: Jul 01, 2003
Posts: 5716
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<a name="sec2"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>2. Landscape</center></td></tr></table>
The landscape is one of the most crucial features of any map. Attention to detail will make any map more realistic and enjoyable, regardless of game type.
a) Terrain Editing (map designers)
The following tutorials will teach you about the basic terrain editing tools such as the paint brush, rock sizes and terrain heights.
b) Land Terrain (map designers)
The following tutorials will teach you about the various types of land terrain in the game including custom terrain types such as scorched earth and ploughed fields.
c) Water Terrain (map playres and designers)
The following tutorials will teach you about the various types of water terrain in the game including special uses such as braided rivers. Map players should definately check out the tutorial on Moats.
See also: Section 4.h - Resources / Water Supply
d) Caves and Secret Passages (map designers)
The following tutorials will show you how to send your troops in to underground caves and passages giving your map a dynamic multi-level feel.
e) Alien Worlds & Special Effects (map designers)
By twisting the purpose of the map editor you can create alien worlds and other special effects to make your map highly unique.
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Last edited by Aubergine on Aug 21, 2005 - 07:22 PM; edited 11 times in total
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Aubergine |
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Post subject: 3. Nature
Posted: Aug 31, 2004 - 03:38 PM #35622
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Administrator and Resident Handyman

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<a name="sec3"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>3. Nature</center></td></tr></table>
Without wildlife, maps would be dull and boring. Most aspects of the game have some reliance on wildlife – whether it's gathering wood or getting attacked by wolves or lions, nature plays a crucial role in the game.
a) Plants (map designers)
Plants are crucial to making a map look realistic and can be used as important resources in your castle. These tutorials show you how to make the best use of them. Our section on <a href=#sec4">Resources</a> may also be of interest as it contains more information on custom farms, etc.
b) Animals (map players and designers)
Animals add dynamic motion to a map, making it seem more natural and "alive". Some are purely aesthetic (eg. Seagulls) whereas others can be hunted for food (eg. deer) or attack your troops and workers (eg. wolves and lions).
c) Natural Disasters (map players and designers)
Natural disasters are a great way to start scenarios and create plot twists during the game. They can drastically alter the gameplay at any time by presenting the player with a wide range of difficulties, especially when combined with <a href="#sec8">scripting</a>.
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Last edited by Aubergine on Apr 22, 2005 - 03:14 PM; edited 7 times in total
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Aubergine |
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Post subject: 4. Resources
Posted: Aug 31, 2004 - 03:38 PM #35623
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<a name="sec4"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>4. Resources</center></td></tr></table>
Most maps require resources to be available to the player in order for them to build their castle, sell goods to make money and buy weapons, etc. Some maps, such as siege maps, merely use resources to aid visual realism or keep the enemy troops busy.
a) Raw Materials
By specifying what raw resources appear on your map, the gameplay will be affected making it easier or harder for the player to meet their economic and military objectives.
b) Farming and Agriculture
Farms are the backbone of your economy and provide your workers and peasants with food and ale. The economic aspects of gameplay depend heavily on what farms the player can place on their map, and how many.
d) Weapons and Armour
Weapon production determines what types of troops the player can recruit as well as what types of resources they will need in order for those weapons to be made.
- Spears
- Pikes
- Bows
- Crossbows
- Maces
- Swords
- Leather Armour
- Metal Armour
e) Buying and Selling
Trade adds a dynamic and important element to your map. The ability to generate gold by selling goods allows a player to recruit troops or buy other goods. The market allows the player to overcome any shortfalls in their economy and the mercenary tent allows troops to be recruited without having to produce or buy any weapons.
- Marketplace
- Mercenary Tent
- Restrictions
- Money, Money, Money
f) Resource Storage
There is no point in gathering resources if you have nowhere to store them. By altering placement and availability of resource storage locations you can drastically alter the gamplay.
g) Supply Chains
Understanding how the resource supply chains work in the game will enable you to take full control over the gameplay both for economic and even military objectives.
- Production Efficiency
- Super Stockpile Teleportation
- Understanding Supply Chains
h) Water Supply
Although water is not officially recognised as a resource in the game, we all know that it was a major concern of all medieval castles. These tutorials will show you how to add realistic water sources, distribution and storage to your maps.
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Last edited by Aubergine on Apr 22, 2005 - 03:16 PM; edited 6 times in total
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Aubergine |
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Post subject: 5. Buildings
Posted: Aug 31, 2004 - 03:41 PM #35624
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Administrator and Resident Handyman

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<a name="sec5"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>5. Buildings</center></td></tr></table>
This section discusses all the buildings that are available in the game. The first and second sections give a thorough breakdown of all the buildings in each category and the third section gives ideas on alternate uses for buildings to broaden your map making skills.
a) Stronghold 1
This sub-section categorises buildings that were available in the original version of Stronghold.
b) Stronghold Crusader
This sub-section categorises buildings that were available in Stronghold Crusader.
- Food Gathering & Processing
- Industry & Resources
- Weapon Production & Storage
- Troop Recruitment
- Castle Defence
- Civilian & Religion
c) Stronghold 2: click here
d) Advanced Buildings
This sub-section shows how you can customise and combine standard buildings to create new features on your maps.
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Last edited by Aubergine on Aug 21, 2005 - 07:19 PM; edited 11 times in total
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Aubergine |
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Post subject: 6. Castle
Posted: Aug 31, 2004 - 03:41 PM #35625
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<a name="sec6"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>6. Castle</center></td></tr></table>
The major feature of most maps is the castle. Understanding all the key design aspects of the castle will enable you to create highly customised and realistic castle designs on your maps.
a) Castle Design
Good castle design not only looks great and makes your map more unique, but it can add that extra "wow factor".
b) Walls
Walls have far more uses than just stopping the enemy from entering your castle. They can be used to customise your buildings, create ruins and even place braziers on the battlefield.
c) Entrances, Gates, Doors
Castle entrances were not just restricted to gatehouses. Throughout the ages many designs have been employed to either provide military strength or convey wealth and status.
d) Stairs, Arches, Windows
By adding stairs, arches and windows to your castle, you will make it look more realistic and alter it’s tactical capabilities.
e) Walkways, Roads
Be creative in the way you allow your military and civilian units to get around your castle and terrain. Not only does this create some great eye candy, but it also makes the castle and terrain seem more realistic.
f) Bridges
Bridges not only allow access to various areas on your map, they also allow that access to be controlled. By creating bridges out of different materials you can add many unique elements to your maps.
g) Castle Defences
Having built a castle, you can be sure that people will want to attack it. The castle defences play a crucial role in protecting your economy and population as well as the surrounding land.
h) Recreational Facilities
Castle life wasn't all pillaging and killing - there were all kinds of public games and recreational facilities to help keep the populace happy.
I) Religious Buildings
Religion played a huge role in medieval times. It helped teach the population how to behave as a society and resulted in more cohesive communities.
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Last edited by Aubergine on Aug 21, 2005 - 07:24 PM; edited 24 times in total
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Aubergine |
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Post subject: 7. Units
Posted: Aug 31, 2004 - 03:43 PM #35626
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<a name="sec7"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>7. Units</center></td></tr></table>
The game would be pretty boring without military and civilian units. This section will teach you about the enemy opponents and show you how to make the best use of your troops and workers.
Be sure to check out the sub-section on Special Units to find out how you can include unique player-controllable units in your maps such as drunkards, rabbits and dark lords.
a) Opponents
Gaining a better understanding of the various computer opponents in the game will allow you to take advantage of their strengths and weaknesses in your maps.
b) Civilian Units
Peasants provide the workforce behind your economy and military needs. Find out how to use military units as fishermen and how to get an economy up and running in Sieges.
c) European Military Units
These units are available in all versions of the game. Understanding their strengths and weaknesses as well as what’s required to recruit them will help you fine-tune the military objectives of your map.
- The Lord
- Archer
- Spearman
- Maceman
- Crossbowman
- Pikeman
- Swordsman
- Knight
d) Mercenaries
Introduced in Stronghold Crusader, these units are all recruited from the mercenary post and have unique abilities. Whether it’s scaling walls or setting fire to things, you can be sure that the presence of these units on a map will significantly alter gameplay.
e) Other Military Units
As well as the main military units from the barracks or mercenary tent, you should pay careful attention to tunnelers, engineers, laddermen and even monks as they all have very unique abilities that affect the gameplay on your map.
f) Siege Equipment
Siege equipment plays a vital role in attacking and defending castles. By restricting what equipment the player can use, you will alter their defensive and offensive capabilities.
<a name="specialunits"></a>g) Special Units
Many map makers long for additional units in their games to facilitate storylines and unusual game objectives. Jalis, our resident magician, has come to the rescue with numerous tempalte maps that provide player-controllable animals, civilians and unusual military units. You can even get an army of the walking dead!
- Peasants
- Civilian Units
- Market Merchants
- Black Knights
- Black Lord
- Multi-Coloured Swordsmen and Lords
- Statue Archers
- Ghost Army
- Distorted Batterig Ram
- Ground Ballista
- Entertainers
- Animals
- Plasma Animals
h) Neighbours & Allies
People like to socialise and it’s great if there are friendly neighbours and allies on your map. Whether they are dormant enemies or will actively help you defend your castle, adding some additional settlements or troops to your map will make it more unique and enable you to add clever plot twists to your scenario.
I) Marches & Processions
People didn’t always leave and arrive in a hap-hazard manner, they sometimes arrived in formations or marching processions. These tutorials show you how to achieve these requirements with peasants, workers and troops.
j) Other Tricks
By taking advantage of various extra tricks you can get horses over walls, make civilians patrol and even create statues from burning people!
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Last edited by Aubergine on Jun 06, 2005 - 04:26 PM; edited 29 times in total
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Aubergine |
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Post subject: 8. Scripting
Posted: Aug 31, 2004 - 03:44 PM #35627
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Administrator and Resident Handyman

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<a name="sec8"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>8. Scripting</center></td></tr></table>
Although some map types, such as Freebuild (Landscape), do not require any scripting, the vast majority of your maps will need at least a win and lose condition to make them worth playing. The tutorials in this section teach you everything you need to know about using the Scenario Editor to create the perfect script for your map.
a) Scripting Overview
Before we add invasions, messages and events to our maps we need to cover some of the basics. These tutorials show you how to configure the basic settings on your maps.
b) Popularity
Popularity plays a key role in all maps both in terms of military and economic goals. These tutorials discuss popularity in greater detail so you can take full advantage of the available tools.
c) Mission Objectives
Most maps require some form of mission objectives that define what the player has to do in order to win. As well as the basic win and lose conditions, there are several other special conditions that will add that extra level of challenge to your maps.
d) Event Conditions
Conditions allow you to trigger actions or messages based on one or more specific criteria.
- Auto Stop
- Gold Acquired
- Goods Acquired
- Keep Enclosed
- % Blessed (Religion)
- % Drinking Ale
- Maximum Cruelty
- Maximum Pleasantness
- Population
- No People Left
- Lord Killed
- Enemy Lord Killed
- Enemy Troops Killed
- Your Troops Killed
- Any Enemy on Map
- No Enemy on Map
- No Enemy and Invasions Left
- No Wolves on Map
- Cathedral Destroyed
e) Event Actions
Actions are triggered when one or more conditions are met within a specific event. They allow you to create natural disasters, win or lose the map, change popularity and a whole lot more.
- Repeating Actions
- Win
- Lose
- Win and Message
- Lose and Message
- Message
- Plague
- Fire
- Wheat Disease
- Hops Weevil
- Apple Blight
- Tree Fungus
- Mad Cows
- Rabbit Explosion
- Bandits Attack
- Archer Reinforcements
- Marriage
- Jester
- Travelling Fair
- Wolf / Lion Sleeps
- Wolf / Lion Awakes
- Wolf / Lion Attack
- Theft from Granary
- Turn Off Repeating Invasions
- Start & Stop Time
- Cede Castle
- Enable Crossbow
f) Invasions & Sieges
Many types of map require the scripting of invasions to provide military challenges for the player to overcome. Sieges have their own range of unique invasions and tricks. These tutorials show how to get the most from your invasions and sieges.
g) The Signpost
Signposts are vital components of any maps that include scripted invasions, archer reinforcements or bandit attacks. Understanding how to use signposts and where to place them will allow you to gain a greater level of control on your maps.
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Last edited by Aubergine on May 03, 2005 - 03:17 PM; edited 9 times in total
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Aubergine |
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Post subject: 9. Distributing Your Maps
Posted: Aug 31, 2004 - 03:46 PM #35628
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Administrator and Resident Handyman

Joined: Jul 01, 2003
Posts: 5716
Location: I vote for Badgers!
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<a name="sec9"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>9. Distributing Your Maps</center></td></tr></table>
If your map is good enough, why keep it to yourself? This section show you how to put the finishing touches on your map, package it and distribute it to the people who want to play it.
a) Preparing for Upload
Before you distribute your map to a wide audience you need to fine tune it and make sure any problems are resolved. Failure to do this could get you a bad name and might stop people from playing any of your future maps.
b) Packaging
Before distributing your maps you should package all the files in to a single ZIP file and optionally lock it and post pictures in our forums.
c) Sending Your Map to SHK
Once you are sure that your map is ready, you can upload it to our website. If it is approved by our playtesters then it will become available in our downloads section where all our members can access it and write reviews on it.
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Last edited by Aubergine on Apr 22, 2005 - 03:41 PM; edited 8 times in total
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Post subject: 10. Game Mods
Posted: Aug 31, 2004 - 05:10 PM #35637
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Administrator and Resident Handyman

Joined: Jul 01, 2003
Posts: 5716
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<a name="sec10"><table cellpadding="4" border="4"><tr><td><table cellpadding="0" bgcolor="white" width="100%"><tr><td><center>10. Game Mods</center></td></tr></table>
This section deals with advanced techniques for altering Stronghold and Crusader and is not for the feint hearted. You should always take full backups of your files before attempting any of these tasks.
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Last edited by Aubergine on Apr 22, 2005 - 03:44 PM; edited 2 times in total
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