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The Fifth Horseman 28-12-2008 10:19 AM

Quote:

What do you guys think about... is it possible to get the ancient source-code from Stormfront and develop the game further; i think of bigger Maps, new units, a campain or any other changes.
The code itself is really small i think.
The only places where you could get the original game's source code are the publisher company (or whoever owns it now) or its programmer. Otherwise, all you can do is code a remake from scratch.

Messej 24-05-2009 03:25 PM

Quick Reference Card (Documentation)
 
Quote:

Originally Posted by Rorschach (Post 169749)
@ Mongi: HOLD space, don't just press it once. Other than that, d/l the pdf with the manual, as at least both the questions you posted are covered there (in other words, RTFM! :P).

Now, my own question: in a couple of places in the game and in the manual a "building card" is mentioned, which I supose is a quick-reference table of the building types and atributes. Would anyone happen to have it scanned? Being able to alt+tab a jpg of it would be a great help. :)

http://www.replacementdocs.com/download.php?view.2270 - The quick reference card can be found here. :)

messej 13-08-2009 08:32 AM

Slay Mindark
 
Quote:

Originally Posted by Tito (Post 164054)
I used to enjoy this game but there is something that I don't understand. Is there a final purpose, like beating some evil enemy or you just have to achieve your objetives (that is, becomnig emperor or defeating al enemies) in different maps?

If you set the difficulty to hard, in the second wave of monsters, Mindark and his nasty army of mages and golems is suppose to appear. Beating him is suppose to be the point of the game. I've only gotten him to spawn once, though...

riotus 21-09-2009 09:30 PM

That is the fun part, and replay value of this game: it can be very tough if you get the hardest bastards all at once. While you can combine 5 classes, the mobs can give you hell with stone + flying combo as well.

Mindark will always spawn on 2nd wave, if you are Neutral or Evil Alignment.

Quick reference for copy protection:
Page Line Word
-----------------------------------------------------------------------------
2 1 choose
2 2 after
3 1 movement
4 3 dots
5 1 hit
6 1 longbow
6 2 spells
8 1 constructing
9 2 squares
10 1 swamps
11 2 would
12 2 repair
13 1 controlling
14 1 setting
15 1 sage
16 1 when
16 1 button
17 1 home
18 1 needed
19 2 screen
20 2 gold
21 1 spellcasting
22 1 opponents
26 1 expense
27 1 plan

If you have problems with sound running on DOSBOX, try editing the config file and search the faq for maximizing cycle (or set it to appropriate value).

I have a few questions, and I cant find them anywhere :

1) Is there a limit to the buildings you can build? I reached a point and suddenly my buildings start to disappear, especially buildings that CANNOT deteriot, for example Halfling Castle. Happened to farms and houses too.

2) Is it possible to have the units reach level 30 without prolonging the game? I normally finish at level 12, and was already going slow.

3) What is the limit of construction sites?

4) Is there a speed difference between types of construction sites? i.e tier 1 buildings/upgrades.

5) What is criteria for outposts to work? They usually fail to automatically attract units to them. (I have tested distances, it is not a factor. An outpost halfway across a map have worked while one just at edge of city may fail.)

6) Do cleric's Bath affect only clerics or ALL units across all classes?

7) Do Mason's Building work on all construction sites or only the owner's ?

8) Are mirrors distributed to all classes or only the owner?

Cheers and thank you for your time.

Oskatat 28-09-2009 10:25 AM

1: no, but it needs a unit to maintain it, and i believe that lack of money causes deteriation too

2: train just a few units to lvl 8 - 10 and start using only these, mostly 8 or so, to take out wandering monsters, the tougher the better. When all the wanderers of 1 species are gone, go for the next. DO NOT destroy their castle. But yes, you'd be prolonging the game, a lot.

3: good question, i dont know either. Anyone?

4: Yes. upgrades always take longer than the first building and more important/difficult buildings take a lot longer. for example, training facilities are very time consuming. Speed up building by having more units attracted there

5: see 3

6: all units, but only a few for each bath. You'll need lots of baths to improve all your units, which means lots of clerics, which means lots of cleric houses and farms, which means more clerics. sneaky, eh?

7: only the owner

8: all towers and thieves


my cents on strategy: you need a mage, a cleric and a fighter. its ranged magic, healing melee, ranged melee. After that, feel free to choose your own. Thieves are nice with their long scouting range, but the others are kind of superfluous
when building, start with 50% farm and 50% housing. As soon as you expanded a bit, start upgrading the farms. Only 2nd and 3rd tier farms and trees produce gold in winter. While upgrading farms, drop 10 marketplaces around the place. it boosts income and allows access to the common fund.
next is a vault, then a training ground and then the various buildings that upgrade weapons and armor. For fun you can add some of the money making buildings, but as soon as you start upgrading your farms to plantations they are a bit outmoded
the cleric should have the biggest stronghold, you'll need his baths. Build an arena asap, it'll speed up training a lot. being able to pick up your new army at lvl 6 instead of lvl 2 is a big impovement. finally, upgrade, upgrade and upgrade. One upgraded building is worth several weaker ones. Dont build copys of smiths and such, it will only speed up the distribution of weapons and such, not improve the weapons themself, and new units always have the best available equipment.

warning: when you destroy an enemy castle, all the remaining minions will make a beeline to your nearest castle, make sure there arnt any or have a 2nd army to intercept them. Walls are your friend here, but they dont stop fliers
when attracting armies, make sure that you unattract any units you might still be waiting for, or you'll find that, after reaching the enemy fort and the heavy battle, some units are breaking off towards your previous gathering point or other points that still have an attraction for one or two units. Finding those points later on is more trouble than making sure you reset em all in the first place.
When you have dwarfs, let one wander around to excavate the various stones and change ownership after the mine is built. Later in the game, you'll have a steady income (100 in winter is nice enough) and after all, you dont build that much later on after all has been upgraded, so just remove the stones if they are in they way, or leave them be.
Do not expand all over the map. True, that is what outposts are supposed to be for, but they dont always work and most importantly, any area settled by you is not available to the second wave of attackers! Now, where is the fun in that? the arguement is that an outpost allows attracting new units there... great, a bunch of lvl 1 in your lvl 6 to 10 army, better send the rookies down to the capitol and free the veterans who have been training up there for the whole time, who are by now lvl 6 or 7, which is still faster than training up a lvl 1. in short, kinda useless

Eagle of Fire 30-09-2009 04:14 PM

Quote:

Originally Posted by riotus (Post 383429)
I have a few questions, and I cant find them anywhere :

1) Is there a limit to the buildings you can build? I reached a point and suddenly my buildings start to disappear, especially buildings that CANNOT deteriot, for example Halfling Castle. Happened to farms and houses too.

I noticed that there is a limit to construction sites, but you can overcome this limitation by doing upgrades and claiming trees. However, when you do that you can't actually go above the limitation: some construction sites simply disapear. This mean that you can lose new construction or upgrades that you were doing if you are not carefull. As far as I know, you also lose the gold...
Quote:

5) What is criteria for outposts to work? They usually fail to automatically attract units to them. (I have tested distances, it is not a factor. An outpost halfway across a map have worked while one just at edge of city may fail.)
I wasn't aware that outposts do that. I would rather use the pyramids to attract people...

Pex 26-04-2010 09:10 AM

I had a frustrating half an hour trying to play this game yesterday. Than I realised that I had manual for it (either I got it from replacementdocs or got it from here when we still kept links to that site) and after reading it I had a very enjoyable evening with the game :)

It's very different to any other game I played (I've noticed a couple of posts saying the game was similar to Majesty, but I didn't play that one). Perhaps the closest similar concept in a game (that I played) would be in Dungeon Keeper series, with independantly thinking minions which you can only direct, rather than fully control (with the exception of Possesion spell). I love DK series, btw, especially DK2.

One thing I didn't like about the game was that it tends to get overwhelming at some point, especially after you expand a bit. You really have to pay attention to all the tiles and all the units, or your risk them getting idle - it happened to me a few times that a new unit appears and wanders off to an unoccupied square and stays there without me noticing it for several minutes. And more often than not it's a square I don't want to colonize anyway. Another thing that could've been improved is the way you're atracting units to a square. Although I appreciate the idea of being able to attract only certain unit types at time (gives you opportunity to match certain enemies with certain types of your units), it would've been great if there was a shotcut you could use to attract all the units at once. Something precious when under attack and you want a quickest possible response.

Not really a complaint but I wish I could control all 7 types of units, not only 5per game, even if limitted to only 5 leaders. This could've been overcome with adding a building on a map that you could conquer, like wizard tower or cleric temple or dwarf hold or halfling hole, etc. But that's just wishful thinking.

Finally I wish I had that building chart so I wouldn't need to experiment and guess which was the best order to build. The Quick Reference Card from replacementdocs is exactly what it names says and has nothing to do with the buildings.

nate 28-08-2010 08:56 PM

Building effects are cumulative.
If expansion is out of control don't build housing.

Oskatat 30-08-2010 07:14 AM

if you feel your units are wandering around uselessly, getting hard to find and such... build a wall, close the gate. From now on all your units will stay inside the wall

Kargan3033 25-11-2010 02:19 AM

Hello
 
I love this game, it's a fun game but I'd like to know are there any patches for this game or do any of you know who holds this game so I can get the soruce code for it?, also does anyone on know of a 3rd party game editors for this fine game?


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