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The time now is Sep 06, 2010 - 12:47 PM


Tutorial Stockpile

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AubergineOffline
16 Post subject: Tutorial Stockpile  PostPosted: Oct 01, 2003 - 04:43 AM #6042
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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>Stronghold 1</td><td>Stronghold 1</td></tr><tr><td>Stronghold Crusader</td><td>Stronghold Crusader</td></tr><tr><td>Stronghold Warchest</td><td>Stronghold Warchest</td></tr><tr><td>Stronghold 2</td><td>Stronghold 2</td></tr><tr><td>Generic Information</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 Stronghold Warchest 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:

  1. <a href="#sec1">Introduction</a>
  2. <a href="#sec2">Landscape</a>
  3. <a href="#sec3">Nature</a>
  4. <a href="#sec4">Resources</a>
  5. <a href="#sec5">Buildings</a>
  6. <a href="#sec6">Castle</a>
  7. <a href="#sec7">Units</a>
  8. <a href="#sec8">Scripting</a>
  9. <a href="#sec9">Distributing Your Maps</a>
  10. <a href="#sec10">Game Mods</a>
  11. <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).
</td></tr></table>


Last edited by Aubergine on May 28, 2005 - 07:19 PM; edited 255 times in total
 
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AubergineOffline
16 Post subject: 1. Introduction  PostPosted: 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.

</td></tr></table>


Last edited by Aubergine on May 20, 2005 - 08:07 PM; edited 22 times in total
 
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16 Post subject: 2. Landscape  PostPosted: Aug 31, 2004 - 03:36 PM #35621
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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.

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Last edited by Aubergine on Aug 21, 2005 - 07:22 PM; edited 11 times in total
 
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16 Post subject: 3. Nature  PostPosted: Aug 31, 2004 - 03:38 PM #35622
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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>.


</td></tr></table>


Last edited by Aubergine on Apr 22, 2005 - 03:14 PM; edited 7 times in total
 
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16 Post subject: 4. Resources  PostPosted: 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 Stronghold 1 Stronghold Crusader
    • Mercenary Tent Stronghold Crusader
    • Restrictions Stronghold 1 Stronghold Crusader
    • Money, Money, Money Stronghold 1 Stronghold Crusader

    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.


</td></tr></table>


Last edited by Aubergine on Apr 22, 2005 - 03:16 PM; edited 6 times in total
 
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16 Post subject: 5. Buildings  PostPosted: Aug 31, 2004 - 03:41 PM #35624
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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.

</td></tr></table>


Last edited by Aubergine on Aug 21, 2005 - 07:19 PM; edited 11 times in total
 
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16 Post subject: 6. Castle  PostPosted: 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.

</td></tr></table>


Last edited by Aubergine on Aug 21, 2005 - 07:24 PM; edited 24 times in total
 
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16 Post subject: 7. Units  PostPosted: 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.

</td></tr></table>


Last edited by Aubergine on Jun 06, 2005 - 04:26 PM; edited 29 times in total
 
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16 Post subject: 8. Scripting  PostPosted: Aug 31, 2004 - 03:44 PM #35627
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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 Stronghold 1 Stronghold Crusader
    • Gold Acquired Stronghold 1 Stronghold Crusader
    • Goods Acquired Stronghold 1 Stronghold Crusader
    • Keep Enclosed Stronghold 1 Stronghold Crusader
    • % Blessed (Religion) Stronghold 1 Stronghold Crusader
    • % Drinking Ale Stronghold 1 Stronghold Crusader
    • Maximum Cruelty Stronghold 1 Stronghold Crusader
    • Maximum Pleasantness Stronghold 1 Stronghold Crusader
    • Population Stronghold 1 Stronghold Crusader
    • No People Left Stronghold 1 Stronghold Crusader
    • Lord Killed Stronghold 1 Stronghold Crusader
    • Enemy Lord Killed Stronghold 1 Stronghold Crusader
    • Enemy Troops Killed Stronghold 1 Stronghold Crusader
    • Your Troops Killed Stronghold 1 Stronghold Crusader
    • Any Enemy on Map Stronghold 1 Stronghold Crusader
    • No Enemy on Map Stronghold 1 Stronghold Crusader
    • No Enemy and Invasions Left Stronghold 1 Stronghold Crusader
    • No Wolves on Map Stronghold 1 Stronghold Crusader
    • Cathedral Destroyed Stronghold Crusader

    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 Stronghold 1 Stronghold Crusader
    • Lose Stronghold 1 Stronghold Crusader
    • Win and Message Stronghold 1
    • Lose and Message Stronghold 1
    • Message Stronghold 1
    • Plague Stronghold 1 Stronghold Crusader
    • Fire Stronghold 1 Stronghold Crusader
    • Wheat Disease Stronghold 1 Stronghold Crusader
    • Hops Weevil Stronghold 1 Stronghold Crusader
    • Apple Blight Stronghold 1 Stronghold Crusader
    • Tree Fungus Stronghold 1 Stronghold Crusader
    • Mad Cows Stronghold 1 Stronghold Crusader
    • Rabbit Explosion Stronghold 1 Stronghold Crusader
    • Bandits Attack Stronghold 1 Stronghold Crusader
    • Archer Reinforcements Stronghold 1 Stronghold Crusader
    • Marriage Stronghold 1 Stronghold Crusader
    • Jester Stronghold 1 Stronghold Crusader
    • Travelling Fair Stronghold 1 Stronghold Crusader
    • Wolf / Lion Sleeps Stronghold 1 Stronghold Crusader
    • Wolf / Lion Awakes Stronghold 1 Stronghold Crusader
    • Wolf / Lion Attack Stronghold 1 Stronghold Crusader
    • Theft from Granary Stronghold 1 Stronghold Crusader
    • Turn Off Repeating Invasions Stronghold 1 Stronghold Crusader
    • Start & Stop Time
    • Cede Castle Stronghold 1 Stronghold Crusader
    • Enable Crossbow Stronghold 1

    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.


</td></tr></table>


Last edited by Aubergine on May 03, 2005 - 03:17 PM; edited 9 times in total
 
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AubergineOffline
16 Post subject: 9. Distributing Your Maps  PostPosted: Aug 31, 2004 - 03:46 PM #35628
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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.

</td></tr></table>


Last edited by Aubergine on Apr 22, 2005 - 03:41 PM; edited 8 times in total
 
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17 Post subject: 10. Game Mods  PostPosted: Aug 31, 2004 - 05:10 PM #35637
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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.

</td></tr></table>


Last edited by Aubergine on Apr 22, 2005 - 03:44 PM; edited 2 times in total
 
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