Stronghold 2

Stronghold 2

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Guide for using the mission editor
By Richard
I will go over triggers, events, mission,boats, Invasion, and flags
   
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Part 1 Introduction to basic events
First I will give a walkthrough of creating a basic scenario
Look at the bottom of edit selected events menue
First we have months, this means the minuinum number of months that must pass before an event trigger is allowed. Second we have delay, which is amount of time after all triggers are meet an event will transpire, however delay will not affect an event if triggerd after the minuinum number of months
Now will create are first scenario. You must have a map with one castle set to the player.
Go into the edit selected events menue cick on the trigger No Gong In Your Estate then the action Win set the month 3 and delay 5
Next we want to enter the map editor and add a flag to are map, for this example set the flag to green 1
Next go back into the edit selected events menue, Click on the trigger Always and event Gong Infestation set the amount of gong 3, flag green, and flag number 1
Then we want another trigger Always and event Gong Infestation Amount 40, flag green, ,flag number 1 but this time change
Now your mission should look like this months,
when we start playing the mission 3 gong will spawn. If the gong farmer cleans it before 5 months we win even thought more gong spawns because are victory was only delayed
Part 2 Triggers table
Triggers if meet will cause an event to occurr
Triggers
Requirementss
Always
Will occur if the set number of months passed
Goods Acquired
can set anytype of good requirements from Materials, weapons, peasant food,royal food
Gold Acquired
amount of gold for trigger
Honor Acquired
honor required for trigger
No Food in a Granary
no peasant food(bread,cheese,apple,meat)
No Gong in Your Estates
occur if no gong
No Rats in Your Estates
Will occur if no rats
No Criminals in Your Estates
Will occur if no crime
Enemy Goods Acquired
Will occur if a lord acquires set number of goods
Enemy Gold Acquired
opponent makes amount of gold
Enemy Honor Acquired
opponent gains set amount of honor
Attain Population
use a population number as trigger
No Enemy on Map
no opponents
No Enemy Troops on Map
slaughter all enemy soldiers on map
All Your Troops Dead
player has no troops left (a Shameful Display)
Percent of Troops Lost
Percent of troops lost e.g 30/100
Recruit Archers
total archers
Your Lord Dies
lord dead (are general has fallen)
Lord Damaged
percent of ht points lost
All the Enemy Lords are Dead
no enemy lords left
Enemy Lord Dead
specific lord's death
Rescue Lord
move units near a lord
Multiple Lords Dead
multiple specific lord killed
Player Kills Lord X
must be players kill
Other Lord Kills Lord Y
any lord kills another specific lord
Lord X Kills Lord Y
particular lord kills another specific lord
Destroy Outlaw Camp
no outlaw camps must remain
Breach Enemy's Castle Walls
destroy part of a particular lord's wall
Get Some Troops Close to Enemy Lord
Only needs one unit near lord
Get Many Troops Close to Enemy Lord
around 80 or more spearmen ( depends on units quality)
Lift Siege
defeat siege force attacking a specific lord
Enemies are Near a Marker
troops near a specific flag(can set flag radius)
Current Quest Status
set up two three quest as complete or incomplete
Quest Not Complete
Will occur if specific quest not complete
Single Quest Complete
occur if specific Quest Complete
Number of Quests Complete
0-2 quest complete
Quest Failed
if specific Quest not complete
After Briefing
after closing briefing
Building Site Complete
if Building Site Complete
Building Site Percent Complete
pecent complete 0%-100%
Control a Number of Estates
x amount of estates under player controll e.g. 3, 5,8
No Bears Left on Map
0 bears left
No Wolves Left on Map
0 wolfs left
Part 3 Events Table
Events if all triggers meet will occurr
Events
Requirementss
Win
Win the Map
Lose
failure for the map
Invasion
Spawning new troops that can siege,attack,move, and renforce. Be sent once, multiple, or infinite times
Stop Invasion
stops all specified invasions
Bear Attack
spawn 1-40 bears at any marker flag( Bears do not attack unless confronted)
Create Criminals
Spawn Criminals based on percent of pop
Wolf Invasion
spawn 1-40 wolfs can be set to repeat
Bad Weather
Hurts all farms production
Wheat Disease
Destroys wheat crops
Apple Blight
Destroys apples on orchards
Hop Weevil
Destroys hop crops
Vine Rot
Destroys grape vines
Swine Fever
Kills pigs
Mad Cow Disease
kills cows
Lost Sheep
Hurts shepherds
Maintain Minimum Food Level
Peasant food can not drop(good for siege or pure military games)
Plague of Rats
spawns up to 20 rat groups
Rat Invasion
spawns up to 40 rat groups and can be given a flag as target
Gong Infestation
up to 40 gong piles and can be given a flag as target
Start Fires
Creates up to 20 Spontaneous combustion
Set all Buildings on Fire
everything's burring
Witchcraft
decrease popularity
Peasants Revolt!
spawns up to 50 enemy armed peasants(violence inherent in the system)
Bumper Harvest
All farms produce more
Redirect Village Output
alter carting of goods
Stop Resource Production
can stop at across map, a Lord, or using flags for estate
Cap Resources
cap any resource across map, a Lord, or using flags for estate
Set Allies
can changt AI to friends, enemies, and neutral. if you right-click on a portrait, it will send them to a second enemies list
Move Lord
Moves a lord to a flag can be used to get a lord to leave the map
Take Enemy's Castle
You will now be in control of the enemy's castle estate
Convert Estate to Village
convert the enemy castle estate to a village
Quest (Complete)
causes the specified quest to be considered successful
Quest Failed
causes the specified quest to fail
Enter Briefing
use this to remind the player of the objectives
Set Available Troop Types
specify which troops you want the player to be able to recruit
Gong Production
Human waste off, very low, low normal, high, very high
Rat Production
rat breeding off, very low, low normal, high, very high
Frequency of Disease
how often Disease arrive off, very low, low normal, high, very high
Crime Rate
spawn rate for crime off, very low, low normal, high, very high
Outlaw Production
can change per estate, max outlaws per camp. spawn rate off, very low, low normal, high, very high
Wolf Spawn Rate
specifies how fast wolves breed(off, very low, low normal, high, very high
Limit Weapon Production
limiting which weapons the player can Produce(allowing maces but not swords
Set Number of Campfire Peasants
set the maximum number of peasants that can gather around a campfire
Building Sites
activate or deactivate building site
Give Lord Full Peasants
fills up to either housing or campfire capacity
Kill Off all Wolves
Kill all wolves on map
Kill Off all Lords Troops
kills all a specific lord's troops
Control Lord's AI
disable an AI
Control Gatehouses
open or close a gate house at a flag
AI Troops Charge if Aggressive
attack if Aggressive
AI Troops Retreat
can be used to remove troops from map
Pause Sieges
Halt an AI lord siege near a flag
Set Rank
sets the player's rank during the mission(mainly for roleplaying as you can specify which building can be constructed
Set Honor
Sets the players honor to a specific amount
Give Gold
Gives the player a specific amount gold
Give Honor
Gives the player a specific amount of honor
Move Ship
Moves either a viking or trade ship across the map
Make Troops Super Aggresive
Make solider Aggresive
Time until Final Invasion
Gives a time left bar to warn player of invasion
Part 4 Missions Example
Using missions can help organize your map into multiple parts
The first mission could be Building Site Complete trigger for event Win
we can use trigger Always and Give Lord Full Peasants to speed up the first mission
The first mission may have a prohibition on some buildings .Then the mission after could have all buildings allowed
Missions can have different starting resources
We can turn off an AI Always Trigger Control Lord's AI event
so we can tack control of their castle in the next mission Event Take Enemy's Castle
For the next mission we can have a reinforcing army by placing a flag in front of the new castle
and are second mission goal can be defeating multiple Invasions
With a repeating count of 2 extra Invasion with 7 months in between
Part 5 Boats
If you want to use boats you must first place a series of flags
one red flag at the oceans edge and another red flag by the coast. Then 4 blue flags, the first by the ocean edge,second near the coast than 2 heading back to the sea.
Then set up the firsts boat by choosing Always as the trigger. Than event Boat Move Set the first flag red 1, second red 2. After that make sure you have Trade Ship and Turn To Wreck. Trade ships are the only type of ship that can become a wreck.
Now for the second boat Always as the trigger, event Boat Move. set the flags blue 1, blue 2, blue three, blue 4. Additionly the number next to the flag number is the months of delay. Have flag 1 and flag 2 delay for one month.
Have Viking Ship and Leave Map
Next we will create 1 yellow flags one near the blue flag 2, the other inland
Next we will create a naval Invasion first set the months 3, Always as the trigger, event Invasion For this Invasion set the number of axe throwers 5, catapults 2,and ballista 2. Now invasion point (where the army will spawn) set to yellow 1. You can have either a target point(where the army will move to but the AI can build its camp away from it)
Have the repeat counter and timer off
set to Siege point(the army will build a siege camp near the flag) and flag yellow 2
We also have the option Lord ( a lord will spawn with the army) or No Lord (no lord spawns)
Theres the option for Normal(alerted when the army spawns) , early warning(the military advisor will warn months before the army arrives), or full(both warnings )
Set the army to Olaf and Attack Player Player
the delay will cause the Trading ship to be in front of the Viking Ship
Also if you have early warning the military advisor warns you(Woodsmen have seen a band of enemy solider heading this way)
Troops should spawn on the coast near the ship and the Trading Ship should crash
The Viking Ship should sail away
Invasion spawn a siege camp,2 catapults,and 2 ballista
Part 6 Custom Invasion
Invasion are one of the most important parts of Mission making
Lets go over are options when making an Invasion
  • You can have any combination of troops you like
  • invasion point ( where the army will spawn)
  • Target point(where the army will move to but the AI can build its camp away from it) They are not required but let you fine tune the direction of the AI
  • Siege point(the army will build a siege camp near the flag)
  • The repeat counter can be off, 1-10, or infinity
  • Repeat timer allows you to space out repeated attacks by a separation of months
  • We also have the option Lord ( a lord will spawn with the army) or No Lord (no lord spawns)
    their can only be one lord per AI at a time
  • Warning options Normal(alerted when the army spawns)
    early warning(the military advisor will warn months before the army arrives),
    or full(both warnings )
  • It they can leave the map or stay permanently
  • Army mission siege(they build a siege camp)
    attacking(they do not get a siege camp)
    defending(Guard an area)
    movement (use as a patrol you have to avoid)
  • Who they are loyal to
  • if they reinforce(give units to a lord)
    Or attack( the lords you set) can be turn off if you wan them to stay in one area
You may want to set the allies. You can have any combination with The King, Sire William, Lady Seren, Sir Grey, Edwin,The Hawk The Bull, Lord Barclay, and Olaf
You can have a more creative Invasion if you set the Invasion point to a flag on an island, All the troops would have to be pitch boat warriors but you could still have siege equipment if the siege camp was created in a good location
You can create a defensive army to block a location
By placing a flag in between am attacking force and a castle you could make a battle were ever you want
Remember that a attacking army can not make siege units even if you give them siege equipment. (they can still have laddermen but without a siege camp they cannot replace thier ladders