
And oddly, I could insta-repair those walls whilst they were under catapult fire, because enemy units have to be closer than their range to interfere with repairs.Īdditionally, the final section of every battle, where you kill the enemy lord stood atop his keep, is horribly protracted.

Too many times, I had to delete those walls and lose literal tons of stone. Too many times, the troops who should have been peppering my enemies with shots were hidden in walls by crappy pathfinding. Archers will now attack enemies on the walls. Defenders now benefit from castle defenves. The variety of new units is welcome, from dervishes to slave-drivers, though archers trump everything else, due to how cheap they are and their massive range.įirefly has resolved a couple of PCG's problems with Stronghold 3.

Neither your troops nor the enemy's are particularly smart, so battles require a lot of micromanagement. The actual combat is classic scissors-paper-stone stuff. The worry is that it's also inherited that game's bugs and tedium. The difference is that it's inherited the troubled and plain-looking 3D engine from 2011's Stronghold 3. This sequel follows that first title slavishly, moving the conflict from SC3's medieval Europe to the sandpit of the Middle East, and reintroducing many of the features that made the first game such a success - a load of fun new units as mercenaries, skirmish-based campaigns against AI enemies with personalities, and a whole lot of sand. The original isometric Stronghold Crusader was released way back in 2002, a year after Stronghold, and both were very well-received.
#BIGGER STRONGHOLD CRUSADER MAPS SERIES#
It's a great period for the Stronghold series to return to. A particularly fine example of said internecine monotheism was the long period of the Crusades, when a load of nobles wearing steel onesies were pressure-cooked in the sun whilst hundreds of servants died killing the distressed locals in spectacular sieges. That sacred place where people of all faiths have convened to massacre each other in the name of the same god since the year dot. Heck, most of the 400x400 maps I've seen submitted make very little use of THAT much space.Ah, the holy land. This 'bigger' mentaility is without imagination and even if you could do it, it would only lead to more huge grassy, unmodified fields of 6000圆000 and monthly 6500 invader invasions that take 100 years to play (gametime). Populations of 1000 citizens and 1000 macemen invasions are in no way superior to a well thought out campaign against several dozen attackers. Why do you need an 800x800 map? Better to make a series of episodic chapters in a story, as the original game did. One of the things wrong with MANY of the submitted maps is the constant habit of 500 unit invasions. It seems everyone is always dissatified and trying to push the game engine to its limits, usually just for the purpose of more more more. I used to do quite a bit of programming on other games, including being a gamemaster for an online RPG. Your units might move at a snail's pace, or more likely it would simply crash.

Also, the game engine may not be able to DRIVE a map bigger than 400x400. It may very well be that the game engine cannot support bigger maps: for one, the table may have sections dedicated to certain functions, and enlarging the table may just crowd the map info into say, the area dedicated for events or starting goods. Just making the map say "800x800" leaves no method for recording _what_ those 6400 squares as opposed to 1600 squares consist of, or of recording that an archer stands there, or a well, or a bunny, or a river, etc. So, you have to enlarge the entire table to make allowance for all that info to be recorded. A section of the table's cells contain information about every single square on the map: what the landscape tile is, the elevation, the resources on that spot, the sprites on that spot (or conversely the sprite's info has to refer to the coords for that map square).
#BIGGER STRONGHOLD CRUSADER MAPS FULL#
The map is essentially a table, full of cells. As I pointed out then, its not a mere matter of opening a map in a hex editor and changing 400 and 400 to 800 and 800. This has been discussed many times before.
