Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

New AI character ideas? #286

Open
PitchNeeded opened this issue Mar 27, 2019 · 125 comments
Open

New AI character ideas? #286

PitchNeeded opened this issue Mar 27, 2019 · 125 comments
Labels
discussion Discuss a topic

Comments

@PitchNeeded
Copy link

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!

@PitchNeeded PitchNeeded changed the title New AI ideas? New AI character ideas? Mar 27, 2019
@ByBurton
Copy link
Collaborator

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

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 27, 2019

@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 ...

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 27, 2019

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

@PitchNeeded
Copy link
Author

@ 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.

@PitchNeeded
Copy link
Author

PitchNeeded commented Mar 27, 2019

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

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 27, 2019

@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

@PitchNeeded
Copy link
Author

PitchNeeded commented Mar 27, 2019

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?

@Lolasik011
Copy link
Contributor

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

ap_civil5 - ap_civil8

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 27, 2019

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.

@PitchNeeded
Copy link
Author

PitchNeeded commented Mar 27, 2019

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.

@Lolasik011
Copy link
Contributor

@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
Copy link
Author

@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

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 27, 2019

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

@PitchNeeded
Copy link
Author

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.

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 27, 2019

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

On resource centers

@PitchNeeded
Copy link
Author

PitchNeeded commented Mar 27, 2019

On resource centers

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

@Lolasik011
Copy link
Contributor

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

@PitchNeeded
Copy link
Author

PitchNeeded commented Mar 28, 2019

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.

@Lolasik011
Copy link
Contributor

@PitchNeeded perfectly

@ByBurton
Copy link
Collaborator

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?

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 28, 2019

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.

@Lolasik011
Copy link
Contributor

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

@Lolasik011
Copy link
Contributor

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).

@Monsterfisch
Copy link

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 ;)

@Lolasik011
Copy link
Contributor

Lolasik011 commented Mar 28, 2019

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

@ByBurton
Copy link
Collaborator

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.

@PitchNeeded
Copy link
Author

PitchNeeded commented Mar 28, 2019

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).

@ByBurton
Copy link
Collaborator

Only one kind of unit can dig, sadly.

@PitchNeeded
Copy link
Author

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.

@PitchNeeded
Copy link
Author

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.

@ByBurton
Copy link
Collaborator

ByBurton commented Apr 7, 2019

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

You forgot he also uses some swordsmen.

@PitchNeeded
Copy link
Author

PitchNeeded commented Apr 7, 2019

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.

@Sh0wdown Sh0wdown added discussion Discuss a topic enhancement New feature or request and removed enhancement New feature or request labels Apr 7, 2019
@PitchNeeded
Copy link
Author

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?

@ByBurton
Copy link
Collaborator

ByBurton commented Apr 9, 2019

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.

@PitchNeeded
Copy link
Author

PitchNeeded commented Apr 14, 2019

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

@Lolasik011
Copy link
Contributor

@PitchNeeded
The castle is similar to the Abbot Castle

By the way edited my castle? He fits ..

@PitchNeeded
Copy link
Author

PitchNeeded commented Apr 15, 2019

@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.

@PitchNeeded
Copy link
Author

PitchNeeded commented Apr 16, 2019

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.....

@PitchNeeded
Copy link
Author

PitchNeeded commented May 2, 2019

@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....

@Lolasik011
Copy link
Contributor

@PitchNeeded Ok I will try to create a Castle.

@Lolasik011
Copy link
Contributor

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

@PitchNeeded
Copy link
Author

PitchNeeded commented May 2, 2019

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.

@PitchNeeded
Copy link
Author

@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.

@Lolasik011
Copy link
Contributor

@PitchNeeded
I like !

@Lolasik011
Copy link
Contributor

Lolasik011 commented May 3, 2019

@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 ...

@PitchNeeded
Copy link
Author

PitchNeeded commented May 3, 2019

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.

@Lolasik011
Copy link
Contributor

@PitchNeeded i like

@PitchNeeded
Copy link
Author

@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
Copy link
Contributor

@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 ...

@PitchNeeded
Copy link
Author

@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.

@Lolasik011
Copy link
Contributor

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 ...

@PitchNeeded
Copy link
Author

PitchNeeded commented May 7, 2019

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.

@demoix
Copy link

demoix commented Nov 11, 2020

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

@GRhin
Copy link

GRhin commented Nov 11, 2020

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

@demoix
Copy link

demoix commented Nov 11, 2020

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
discussion Discuss a topic
Projects
None yet
Development

No branches or pull requests