Other Stronghold Crusader in Warcraft III

Sirroelivan

Gunnerkrigg Court
Reaction score
95
I've been working on a Warcraft map based on Stronghold Crusader with as much features as possible from Stronhold Crusader such as walkers, stockpiles, popularity etc... added to the map. The map is nearing alpha status, so I will be needing some testers soon, but now I'm happy to show what I'm working on.

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[U]Key Concepts[/U]

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[U]Food[/U]

Food is one of your most important resources, it is gained from various sources. 
Your peasants need to be fed. You can also increase or decrease the amount of food 
you give to your peasants, resulting in a bonus or a penalty to your popularity.

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[U]Popularity[/U]

Popularity is another important factor in managing your castle. As long as your
popularity stays above fifty, people will continue to come to your castle.
When your popularity drops below fifty, people will start leaving.
Popularity changes over time depending on various factors, for example
high taxes make it drop, while giving lots of food makes it rise.

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[U]Housing[/U]

Your workers need lodging of course, so you have to provide them with
houses to live in. Of course they also have other demands, but as long as
you keep them happy (keep popularity above 50), they'll work for you.
It is important to keep them happy, since all your buildings require labourers
and you need labourers to train troops.

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[U]Buildings[/U]

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[U]Stockpile[/U]
The Stockpile is the location where all your goods (except food) are stored.

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[U]Granery[/U]
The Granery is the location where your food is stored. Here you can change
the amount of food you hand out to your peasants, ranging from No Rations 
(no food handed out, -8 popularity) to Double Rations (double food handed 
out, +8 popularity)

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[U]Woodcutter Hut[/U]
The Woodcutter chops down trees and saws them to planks before bringing them
to your Stockpile. Wood is an important resource for building and weaponry.

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[U]Apple Farm[/U]
The Apple farm provides a steady amount of food. It has to be build on fertile land.

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[U]Wheat Farm[/U]
The Wheat farm grows wheat.

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[U]Mill[/U]
The Mill grinds the wheat from the wheat farm to flour.

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[U]Bakery[/U]
The Bakery makes bread out of the flour from the mill.

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[U]Chapel[/U]
The Priest who lives in the Chapel goes out to bless people. 
You get a popularity bonus depending on the amount of 
people blessed.

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[U]Hops Farm[/U]
The Hops Farm grows hops, which can be turned into ale.

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[U]Brewery[/U]
The Brewer takes hops from the stockpile and turns it into tasty ale.

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[U]Inn[/U]
The Innkeeper picks up barrels of ale at the stockpile. Inn's provide a bonus
to popularity if supplied with ale.

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[U]Merchant[/U]
Here you can buy and sell various resources.

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[U]Barracks[/U]
The Barracks is the location where all your regular soldiers are recruited.

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[U]Mercenary Camp[/U]
In the Mercenary Camp a diverse array of mercenaries await your service for a modest
fee.

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[U]Engineer's Guild[/U]
The training place for higly intelligent artisans who can make you a diverse range of
siegecraft.

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[U]Iron Mine[/U]
Needs to be build near rocky outcrops. Harvest iron ore and melts it to iron bars 
before bringing it to the stockpile.

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[U]Hovel[/U]
Provides habitation for 8 peasants.

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[U]Stables[/U]
The stable provides lodging for up to four horses, which are required to train
knights.

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[U]Well[/U]
The Well boys are trained to put out fires in your castle.

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[U]Poleturner Workshop[/U]
Picks up wood form the stockpile to fashion it into sturdy spears.

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[U]Fletcher Workshop[/U]
Uses wood from the stockpile to make strong bows.

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[U]Armorsmith[/U]
Takes iron bars from the stockpile and hammers them to shiny metal armor

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[U]Blacksmith[/U]
Makes broad swords out of iron taken from the stockpile.

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[U]Units[/U]

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[U]Spearman[/U]
A cheap melee unit armed with a spear. Useful as canon fodder.

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[U]Archer[/U]
Basic ranged unit armed with long range bows.

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[U]Swordman[/U]
Heavily armed and armored unit with a very slow movement speed.

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[U]Pikeman[/U]
Heavily armored unit, faster than swordman, though somewhat lacking in attack.

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[U]Knight[/U]
Heavily armed, armored and very fast, the knight is one of your supreme 
fighting units.

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[U]Catapult[/U]
Built by the engineer, the catapult has superior range and AoE damage.

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[U]Ballista[/U]
Though lacking the AoE of the catapult, the ballista has superior single target damage.

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[U]Arabian Bowman (Mercenary)[/U]
Expensive archer, but superior to the regular archer.

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[U]Slave (Mercenary)[/U]
Unit armed with nothing more than a torch, making it very weak in melee. However
it has the advantage of being capable of setting buildings on fire.

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[U]Assassin (Mercenary)[/U]
A deadly assassin, capable of scaling walls, who sneaks around across 
the battlefield.

Some Screenshots

Screenshot1.jpg


Screenshot2.jpg


screenshot3.jpg
 

Attachments

  • (2) Stronghold Alpha.w3x
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Sirroelivan

Gunnerkrigg Court
Reaction score
95
Added a playable, but not yet finished version of the map. I would appreciate it you tried it and gave some comments and remarks about the map.
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
Added a new version of the map and some extra info. Is there noone interested in trying this map?
 

Chewbalka

New Member
Reaction score
14
ill defenetly try it out, i use to play crusader stronghold for quite some time, 1 thing im wondering, is it possible to build destroy the castle walls?
it looks like the castles are using terrain hightfields as the castle walls meaning they cant.
but i guess this is because you want the walls to be walkable on like the game?
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
Thanks for being interested and trying the map.
I wanted to make the wall buildable, but I realised that if i wanted them to be walkable there would be some very difficult triggering. So I used regular terrrain. Maybe I'll add buildable walls in a later version if I can figure out how to do it.
 

pongpong

Member
Reaction score
9
Hehe I recently playing the Stronghold Crusader Extreme..:D

I suggest to make your castle more alive, such as put more people..Make villagers wandering around. If possible, make peasant gatherings, and use trigger to replace the peasants as worker when a new building is built.
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
@pongpong

Thanks for testing the map.

About the village gatherings, i'm already using a lot of unit groups for the different buildings, and because of this,
the game is already kind of laggy. I'm still going to rewrite part of the triggers to make them less heavy, but at
the time, I prefer not to add village gatherings. By the way, when you have a filled castle, there are already
lots of people walking around, so it's already very busy. But thanks for the interest and I'll certainly consider your remark.

Edit: I've updated the map. Hops farm, Brewery and Inn have been added. The tax and food management
system has been revised. Some of the trigger code has been made more efficient.
 

Chewbalka

New Member
Reaction score
14
i agree large gatherings isint actually that good of a idea unless its like in the game where they stay at the keep, all the traffic its difficult already to move military around.
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
@chewbalka

Technically it would'nt be a problem, the large gatherings, since all workers have the ward classification, so if you're selecting military units, they are ignored in the selection. (+ all units have 0 collision size like in stronghold).
 

Pettunia

New Member
Reaction score
1
How about you make some "spells" for the lord, like rain arrows, or summon knights as in the crusader extreme?
 
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