Our second to last video before Warlords launch, it's been a long ride everyone. Thanks for your continued support! We've got some more Multiplayer Gameplay coming up and then the big release! (March 9th if you needed reminded heh) - Aaron
Havent noticed much distinction in my 40 min skirmish between the AI, but I will play more. I like the game so far, altho it has pathfinding bugs haha classic stronghold vibes.
Looks good so far.The only point that bothers me is that their castles are pretty basic.I mean something like a second ring for some of them would be nice.
These videos just keep getting more and more polished, super keen to play as the Mongols for that horse rush lifestyle and I'll check out Aaron's history vid as that's the stuff that really stocks my granary.
This is great! 4 totally different AI in all terms, units, how to perform is really great as a start and it shows the amount of depth in game. Actually I would prefer it over 8 AI with many similarities and clashes. Hope that there are more different AI in future updates. My thanks & appreciations,
These AI's look good. I am very curious if the AI's hold up to the promises or if the core mechanics might not work out that great, some examples: It sounds great that there are early attacks to distract your opponent or to disrupt economy, but if these are easy to counter and always the same, like scripted attacks, not taking into account the current map state, it might become very boring rather quickly. Don't get me wrong, these have a lot of potential if the AI is aware of how the players puts his troops on the battlefield and strikes where he has his weak spot and actually manages to micro the units around areas of archer protection etc. The Horse-Archer raids also sound good in theory, but if they just run into armies without circeling around castle defences or don't really focus on the workers and such, they might turn out useless. I really hope the AI is aware here of how the player plays, and isn't scripted to just rally horse archers at their enemies without caring if they loose them. Micro is the bread and butter of Horse Archers. Similar to AoE 2 DE, where the AI retreats its units, when it spots that the player actually invested into army to defend, and tries to outgrow him before attacking again, this could actually be cool. Unfortuantely, these tactics seem very scripted and don't really seem to take into account the availability of resources. i would have loved to see different development strategies of AI's depending on the map state, which shouldn't be too difficult. There could be just some simple logic gates implemented, that give the AI very basic decision making, based on how a match developed and which units his enemy uses. Here it seems like the AI's always use exactly the same set of units, regardless if the player already countered their stratgey. That seems kinda weak to me unfortuantely, as this doesn't really seem to give the AI's much re-playability. It would have been great to have just tirggers like: The player uses many Crossbowmen? Crossbowmen are weak against unit X, Y and Z of its reporieure so the AI will see if either of these are available with the resources it has available to it and see fit to counter the players strategy. An economical trigger example could be: I have over XXX amount of wood in my starting area, this means i can go booming strategy and still be able to defend early on attacks. Otherwise, i will go into capturing warlords early on, like mouse and ox warlors, for higher resource income, as i don't get enough wood, which means i will go more into alternative production to boost early army recruitment. Another trigger example: The AI checks the map every so often, and notices that the player is going for warlord X, but has made an investment to do so. This could tigger a move to counter their behaviour by simply attacking right into the player while he is weakened as his early investment to capture the warlord could have put him behind. The AI will estimate the time to attack and how much force it needs, if that isn't working out, it will instead go to capture its own warlords and so on and so forth. There is huge potential here, i would just love to see more of that. But as it wasn't captured in the video, i doubt there will be much around these kind of dynamic behaviour scripting. But hey, maybe in a future update? OR maybe give us mod support, so we can build AI's that offer some more diversity? But yeah, i am looking forward to how these attacks and raids are implemented, and to the promised 'variant unit use' of attacking units manning walls while defending, or crossbowmen from walls joining an attackforce, and the way that AI's decide if it is a good time to attack or if they should instead focus more on capturing warlords and starve the player out.
Great job! Maybe a bit last minute: how about having a bit of a dark spot in the terrain where a wall was recently destroyed? That will make it easier for us to rebuild and looks a bit more realistic :)
Hey there Firefly Studios, Nice work as always in showcasing the 4 main character Warlords for Stronghold: Asia. With all the chosen Warlords being shown, One has to wonder and speculate what you choose not to show and share and which historical figures and Warlord characters under previous consideration didn't make the cut. Might sound like a fun video to make wouldn't you guys think? ;) Anyways.. a couple of things I would like to get off my chest seeing that Stronghold is now In Asia; specifically East Asia, hence the emphasis on China, Mongolia, japan, and etc. First thing is.. while having the First Emperor of the Qin dynasty, Qin Shi Huang representing China in Warlords. I can't help but notice the lack of a specific signature and historically significant weapon in the game. "The repeating Crossbow" yes.. I hear you, we have the Imperial Crossbow that deals high damage at a low rate of fire but it's no different that any of the regular crossbow units that was used in all of the previous titles. They walk slowly, fire a lethal armor-piercing shot and then quickly reload another round like a single-shot bolt action rifle. But with a repeating crossbow, it is the Asian medieval equivalent of a minigun. The infantry variant repeating crossbow outranges the standard crossbow with an effective range of 70 to 180 meters and can unleash a quick barrage of near a dozen bolts in a rapid fire burst, until the cartridge is fully depleted then it would take a long time to reload. There are many variations and versions of the repeating crossbow as the design evolves through history. I understand that we are days away from the release date of Warlords and know that there is no way a new unit can be added in at this stage this late in the development cycle. So perhaps this could be considered and added in with perhaps an introduction of another new Chinese Warlord as part of the future dlc content. For your consideration of course. Secondly, I would like to see Stronghold Warlords move towards the inclusion of other nations/Warlords in East and South Asia such as Ancient Korea and Ancient India. And Ancient Korea might I add is another enthusiastic adopter of the 'Repeating Crossbow technology" except they improved and upscaled the design and made a siege variation of it, utilizing the large deadly design on ships and on castle walls. A new siege unit for your consideration to be included in future dlc or expansions. Thirdly, the inclusion of ancient India and its use of War Camels and War Elephants as the climate wasn't suitable in south India for breeding horses so they went with camels and elephants. I'm sure this came up in Stronghold Warlords meetings and was probably not included due to resource, time, and budget restraints. Every major history buff knows of the what if scenario of ' what if Genghis Khan had Invaded India instead of turning back. This what if scenario could take place and happen in Stronghold Warlords. For your consideration of course. As for the war elephants used by the Tamil warlords of south India, a few variants of War elephants could be utilized in the game. For example: -The lightly armored war elephant used as a troop carrier with missile units able to fire from atop the wagon mounted atop the beast. The most nimble and mobile of all the war elephants, highly versatile and can be used to great tactical effect. -The siege variant war elephant, capable of mounting various siege weapons '(say a heavy repeating crossbow)' atop the beast and bombard defensive structures from afar while trampling infantry and cavalry units beneath their feet. -The heavily armored war elephant used specifically for engaging in frontline combat and high intensity conflict zones to devastate the enemy cavalry and other enemy war elephants. All war elephants are devastating in melee combat and is highly effective against all others, each variant just provides additional utility. They all have great health, devastating damage, can soak up tremendous amounts of punishment and just plain terrifying. I also received an email from the Queen Cersei Lannister from Game Of Thrones and it says that she still wants those Elephants that she failed to receive from the Golden Company from Essos, she says she looks forward to seeing Elephants in Stronghold Warlords and that to be denied a second time will not bode well for all parties concerned. She ended the letter by stating that Lannister's always pay their debts. Game of thrones s8 memes aside, thanks for taking the time once again for reading this longwinded fan comment on your RUclips video. Of course all of it are just suggestions for your consideration, it would be awesome to see some of these come to fruition in the form of future dlc expansions or in Warlords 2. Either way, thanks again and Cheers.
Will you guys make a Tower/wall/keep editor in the future? Where you can design your own towers/keeps and how big/high they are with a system that will calculate cost and hitpoints so it will be balanced. I would love to see something like that. Putting your own structures in an online game. Something truly unique. It always feels so sad to have a very small keep surrounded by this massive castle and towers that are all the same. I think that in Stronghold 2 you could make the most varied castles. With that huge tower you could make.
can´t wait ! ! for some reason i like those very good but chunky animations when a warlord talks to you. It remembered me on the good old stronghold times.
Just finished Age of Samurai Battle for Japan series on Netflix and I am getting hyped up for this ! There may be few factions on release but they seem well polished and this feels like there will be new military leaders or even new factions with updates and dlcs.I believe they would be well polished too with the time devs get to create them .For example Koreans,Turkic Khaganate,Khmer would be cool to see later on.
I really don't care how good the game will be in the end. I just want to support you with my money guys no matter what. You deserve it for your passion throughout the years alone.
The biggest factor for me coming from Stronghold Crusader 2 is unit path finding and army control. It was often a real struggle to get troops to go where you wanted without fighting the interface. Hoping this will be improved.
Hmm, only 4? Anything about custom AI or any kind of modding for more? With Warlords sure its a nice varienty, but for proper lords its bit of a let down, though i do have to say they are all unique and seem interesting, so they have alot going for that.
I loved your early games, they were special, it seems you guys lost your way over the last 10 years BUT this is back to basics and back to what made the series great! Good luck and no pressure guys!
Looks good, can't wait. But I would love to see better looking grass. It is 2021, I ought to see more detailed grass instead of green texture paint, and I am not talking about shrubbery, that occasionally is placed. And trees should be better IMO.
I have a question, will be archers and crossbowmen more intellingent? in SC2 there was army coming at my castle and i had like 20 archers and crossbowmen, it looked Ok but then they all fired at 1 unit. I lost because they all shot at 1 unit, will it be fixed in warlords?
Yep we've made plenty of improvements to unit AI since Crusader 2 :) Be sure to check out one of our recent co-op (or upcoming multiplayer) gameplay vids and also this dev diary on the subject - ruclips.net/video/t8tZEYgdzp0/видео.html
The AI quirks look neat. Am happy that Thuc Phan who is meant to be the weakest AI, actually seems to be competent on his own so there aren't any wasted slots.
We've been pretty up front about this throughout the course of development in videos, Q&As, on the official website etc. Our History of Warlords series also covered each AI's backstory in detail - ruclips.net/video/AOGlNTAQZkE/видео.html Hopefully at launch you find there's enough variety between the four AIs and eight warlords. If not you can always refund the game on Steam and/or wait for a future discount :)
Now I am a bit afraid xD And I really hope that the combat will be almost as epic as in the video :O I stay hyped and be happy that I am working from my home with almodt no tasks to do xDD
SHC 2 is still a hot mess in my eyes. I would prefer it to actually run, and not lag most ofthe time, as soon as a few more buildigns and units appear on the map.
Do they always build the same castle? Or do they adjust to the map like you said in the Q&A? If it is the latter then im satisfied with just 4 Ai Lords. But if it is the first.... it would be a bit of a waste of great potential
Actually Thuc Phan is the only one who is using positive fear factor. The other 3 are using negative. Makes sense considering the former does not need an intricate economy considering he relies on cheap units, while the latter need more gold.
It will! Same pricing as Steam :) Base Game: USD 39.99 GBP 29.99 EUR 34.99 Special Edition (Art Book, Soundtrack, Stronghold HD, Making Of Documentary): USD 49.99 GBP 34.99 EUR 39.99
Can i ask you a question Firefly???(pleaseee please replay its important for my life) Will there be some random people roaming the streets??? I mean like stronghold 2 and 3 and crusader? Because i was really disappointed in stronghold crusader 2 my castle was like a ghost town only working people was walking please add them and replay YOUR FAN FROM SYRIA 🇸🇾🇸🇾🇸🇾
Fireflyworlds i am your fan since i was 12 years old please tell me when will u make it with Gunpowder ages like game i see gunpowder in here this and i love this game can't be wait to try it but please make next with gunpowder history like game please i beg u fire fly studios please
That is really a huge disappointment. I think some developers might lose their jobs after the Warlords desaster. I don't understand how these things could have gone over months and years so wrong - and nobody tried to stop it.
But is it possible that each AI have multiple diffrent fortresses they switch between, but the idealogical for each AI style stay the same. Different castles, same idealogical for every castle - such as the FIRST AI’s idealogy Cheap troop production and basic needs😎😊
Unlike older games castles are now generated, think of Age Of Empires how AI will calculate the space and built aproximate walls, though they are still unique. Like Hideoshi will always build his Cross castle but its size will change depending on territory.
@@ThatTonnatoTenrec wait, so he will never fit his economy really dynamically in different sized territories but is limited to a cross shape? This seems like a huge downgrade from Crusader 1 where castle shapes could vary hugely!
@@Krarilotus Eh no. In Crusader there were 8 presets, which would be randomized, however AI would never take into account if he could actually build the castle, this was changed in later games but they were still using presets. Now the 4 AI's have their own Style that addapts dinamycally depending on size and location of resources, so it could be a small cross castle, or a very large cross castle with lots of towers, while taking in account where resources are place. So there won't, or at least be very little situations where AI won't be able to build everything the want, but their castles are going to follow a unique kind of look, think of it like Saladins castle, a square, and depending on size of territory and if there are mountains he will either make it larger, or Sultan who would make a circle. Thats what i took from their AI teaser a month ago, here it shows a few castles and they seem to indeed generate as they should, but we will have to see, though at least finally they don't limit their buildings, bit of topic but sometimes AI in past would only build like 8 food buildings, and here in teaser Thuc Pan has over 30 ricefields and vegie fields, so all in all it seems to be much more dynamic.
@@ThatTonnatoTenrec > Eh no. In Crusader there were 8 presets, which would be randomized, however AI would never take into account if he could actually build the castle This is wrong. In Crusader there is simple code, which ahd a basic understanding if certain key buildigns could be placed. And the AI can be forced to build one or the other castle, depending on certain map restrictions. Unfortunately this code was just to basic to make good decisions and sometimes the castles were still bugged due to map space. A Cross is still very limiting. A castle here looks like it is just shy of 30-50 tiles in diameter, where in Crusader it was like up to 100 tiles. Which could be shaped in many different ways. A simple cross for an AI is just a step back and seems broing to me. As for the 'dynamic rice fields' That was already the case for previous games, it seems to me more like they just extended the code of dynamically placed resource buildings to castle buildings for the 'insie' castle area. That might look smart at first, but i was more hoping for their castles to take care of how the terrain looks and have more than just ONE simple shape, as in have some elegant and unique designs, that also use castle defence techniques that have proven to work. I mean these guys made castle games for ages now, they should know more about castles to make cooler shapes. These castles of the 4 AI's look very similar, all kinda square shaped. What if a starting terrain for an AI is long and small, will they build a tiny cross, limiting their economy even tho there are plenty resources spread out over that territory? That would bej ust plain dumb. Why do i need generic castles, if they don't offer me anything over the original scripted castles in terms of viability.
@@Krarilotus I mean, you first statement pretty much goes along with mine, sure i am wrong i admit, but as you say its so basic that the AI still does it. What i meant by dynamic fields is that the AI isn't limited, in Crusader alot of AI's use certain ammount of food buildings, Rat always uses 5 apples, snake 8, like that, where as here Thuc Phan clearly expanded as much as he could without stopping. As i also said AI ACTUALLY takes size of territory into aspect, that Cross castle is now 50 30, but it could very well be much larger, or even smaller. Besides Cross is just for Hideoshi, Thuc Phan appears to use a more rounded castle while Khan has much longer walls. I do see your last point could be an issue, i don't know how much Dynamic the AI will be in even more complex enviorements, but as it is, they adapt much more with each AI being different, maybe they are not as unique as in previous titles, but we wont get situations like Wolf making a castle and his tower not being placed because land is not flat or in a rock.
Our second to last video before Warlords launch, it's been a long ride everyone. Thanks for your continued support! We've got some more Multiplayer Gameplay coming up and then the big release! (March 9th if you needed reminded heh) - Aaron
Please improve Stronghold Crusader 2
How we can turn off limit of units?
Havent noticed much distinction in my 40 min skirmish between the AI, but I will play more. I like the game so far, altho it has pathfinding bugs haha classic stronghold vibes.
The aesthetic of the game is nailed, 10/10. I enjoy it very much. Its like Emperor RotMK meets Stronghold 1.
I rather have 4 well designed AI‘s than 8 rushed ones. I think you did a good job here! Can’t wait to try myself against them :)
Agree but... Still want more than 4 AI's. Maybe in DLC...
You should re-consider the "well-designed" part after playing this game. I have low expectation but damn firefly studio,...
I agree too, I do hope we get more. Altho I wouldnt pay more than 8$ for a 4 new AI characters dlc.
Looks good so far.The only point that bothers me is that their castles are pretty basic.I mean something like a second ring for some of them would be nice.
These videos just keep getting more and more polished, super keen to play as the Mongols for that horse rush lifestyle and I'll check out Aaron's history vid as that's the stuff that really stocks my granary.
extra rations for the people!
1 AI = snake
2 AI = pig
3 AI = Salladyn
4 AI = Wolf :D
more like
1. AI = Snake
2. AI = Wolf
3. AI = Wazir + Phillip
4. AI = Niazr + Frederick
Meh, I think ghengis is a wolf, he used horsearchers too + tribuches
This is great! 4 totally different AI in all terms, units, how to perform is really great as a start and it shows the amount of depth in game. Actually I would prefer it over 8 AI with many similarities and clashes.
Hope that there are more different AI in future updates.
My thanks & appreciations,
Hope they release more AI lords of other asian cultures in the future. Like Korea's Yi Sun-Shin, Myanmar's Kyansittha or Philippine's Lapu-lapu
These AI's look good. I am very curious if the AI's hold up to the promises or if the core mechanics might not work out that great, some examples:
It sounds great that there are early attacks to distract your opponent or to disrupt economy, but if these are easy to counter and always the same, like scripted attacks, not taking into account the current map state, it might become very boring rather quickly.
Don't get me wrong, these have a lot of potential if the AI is aware of how the players puts his troops on the battlefield and strikes where he has his weak spot and actually manages to micro the units around areas of archer protection etc.
The Horse-Archer raids also sound good in theory, but if they just run into armies without circeling around castle defences or don't really focus on the workers and such, they might turn out useless. I really hope the AI is aware here of how the player plays, and isn't scripted to just rally horse archers at their enemies without caring if they loose them. Micro is the bread and butter of Horse Archers. Similar to AoE 2 DE, where the AI retreats its units, when it spots that the player actually invested into army to defend, and tries to outgrow him before attacking again, this could actually be cool.
Unfortuantely, these tactics seem very scripted and don't really seem to take into account the availability of resources. i would have loved to see different development strategies of AI's depending on the map state, which shouldn't be too difficult. There could be just some simple logic gates implemented, that give the AI very basic decision making, based on how a match developed and which units his enemy uses. Here it seems like the AI's always use exactly the same set of units, regardless if the player already countered their stratgey. That seems kinda weak to me unfortuantely, as this doesn't really seem to give the AI's much re-playability. It would have been great to have just tirggers like: The player uses many Crossbowmen? Crossbowmen are weak against unit X, Y and Z of its reporieure so the AI will see if either of these are available with the resources it has available to it and see fit to counter the players strategy.
An economical trigger example could be: I have over XXX amount of wood in my starting area, this means i can go booming strategy and still be able to defend early on attacks. Otherwise, i will go into capturing warlords early on, like mouse and ox warlors, for higher resource income, as i don't get enough wood, which means i will go more into alternative production to boost early army recruitment.
Another trigger example: The AI checks the map every so often, and notices that the player is going for warlord X, but has made an investment to do so. This could tigger a move to counter their behaviour by simply attacking right into the player while he is weakened as his early investment to capture the warlord could have put him behind. The AI will estimate the time to attack and how much force it needs, if that isn't working out, it will instead go to capture its own warlords and so on and so forth.
There is huge potential here, i would just love to see more of that. But as it wasn't captured in the video, i doubt there will be much around these kind of dynamic behaviour scripting.
But hey, maybe in a future update? OR maybe give us mod support, so we can build AI's that offer some more diversity?
But yeah, i am looking forward to how these attacks and raids are implemented, and to the promised 'variant unit use' of attacking units manning walls while defending, or crossbowmen from walls joining an attackforce, and the way that AI's decide if it is a good time to attack or if they should instead focus more on capturing warlords and starve the player out.
Day and night cycle would be cool if that was added for surprise attacks with ninjas :)
It because it's really hard to see in night time and a rush AI or player are even more stressful to deal in night time as well.
Great job! Maybe a bit last minute: how about having a bit of a dark spot in the terrain where a wall was recently destroyed? That will make it easier for us to rebuild and looks a bit more realistic :)
Hey there Firefly Studios, Nice work as always in showcasing the 4 main character Warlords for Stronghold: Asia. With all the chosen Warlords being shown, One has to wonder and speculate what you choose not to show and share and which historical figures and Warlord characters under previous consideration didn't make the cut. Might sound like a fun video to make wouldn't you guys think? ;)
Anyways.. a couple of things I would like to get off my chest seeing that Stronghold is now In Asia; specifically East Asia, hence the emphasis on China, Mongolia, japan, and etc.
First thing is.. while having the First Emperor of the Qin dynasty, Qin Shi Huang representing China in Warlords. I can't help but notice the lack of a specific signature and historically significant weapon in the game. "The repeating Crossbow" yes.. I hear you, we have the Imperial Crossbow that deals high damage at a low rate of fire but it's no different that any of the regular crossbow units that was used in all of the previous titles. They walk slowly, fire a lethal armor-piercing shot and then quickly reload another round like a single-shot bolt action rifle.
But with a repeating crossbow, it is the Asian medieval equivalent of a minigun. The infantry variant repeating crossbow outranges the standard crossbow with an effective range of 70 to 180 meters and can unleash a quick barrage of near a dozen bolts in a rapid fire burst, until the cartridge is fully depleted then it would take a long time to reload. There are many variations and versions of the repeating crossbow as the design evolves through history.
I understand that we are days away from the release date of Warlords and know that there is no way a new unit can be added in at this stage this late in the development cycle. So perhaps this could be considered and added in with perhaps an introduction of another new Chinese Warlord as part of the future dlc content. For your consideration of course.
Secondly, I would like to see Stronghold Warlords move towards the inclusion of other nations/Warlords in East and South Asia such as Ancient Korea and Ancient India. And Ancient Korea might I add is another enthusiastic adopter of the 'Repeating Crossbow technology" except they improved and upscaled the design and made a siege variation of it, utilizing the large deadly design on ships and on castle walls. A new siege unit for your consideration to be included in future dlc or expansions.
Thirdly, the inclusion of ancient India and its use of War Camels and War Elephants as the climate wasn't suitable in south India for breeding horses so they went with camels and elephants. I'm sure this came up in Stronghold Warlords meetings and was probably not included due to resource, time, and budget restraints. Every major history buff knows of the what if scenario of ' what if Genghis Khan had Invaded India instead of turning back. This what if scenario could take place and happen in Stronghold Warlords. For your consideration of course. As for the war elephants used by the Tamil warlords of south India, a few variants of War elephants could be utilized in the game.
For example:
-The lightly armored war elephant used as a troop carrier with missile units able to fire from atop the wagon mounted atop the beast. The most nimble and mobile of all the war elephants, highly versatile and can be used to great tactical effect.
-The siege variant war elephant, capable of mounting various siege weapons '(say a heavy repeating crossbow)' atop the beast and bombard defensive structures from afar while trampling infantry and cavalry units beneath their feet.
-The heavily armored war elephant used specifically for engaging in frontline combat and high intensity conflict zones to devastate the enemy cavalry and other enemy war elephants.
All war elephants are devastating in melee combat and is highly effective against all others, each variant just provides additional utility. They all have great health, devastating damage, can soak up tremendous amounts of punishment and just plain terrifying.
I also received an email from the Queen Cersei Lannister from Game Of Thrones and it says that she still wants those Elephants that she failed to receive from the Golden Company from Essos, she says she looks forward to seeing Elephants in Stronghold Warlords and that to be denied a second time will not bode well for all parties concerned. She ended the letter by stating that Lannister's always pay their debts.
Game of thrones s8 memes aside, thanks for taking the time once again for reading this longwinded fan comment on your RUclips video. Of course all of it are just suggestions for your consideration, it would be awesome to see some of these come to fruition in the form of future dlc expansions or in Warlords 2. Either way, thanks again and Cheers.
Will you guys make a Tower/wall/keep editor in the future? Where you can design your own towers/keeps and how big/high they are with a system that will calculate cost and hitpoints so it will be balanced. I would love to see something like that. Putting your own structures in an online game. Something truly unique. It always feels so sad to have a very small keep surrounded by this massive castle and towers that are all the same. I think that in Stronghold 2 you could make the most varied castles. With that huge tower you could make.
I NEED STRONGHOLD LEGENDS 2 PLEASE PLEASE PLEASE MAKE IT
A well made video with a beautiful overlay for scenes with the camera in the middle, I hope launch will be succesful, you guys deserve it!
Can't wait to try this game. Looking forward to it. Great work on this. Looks awesome.
Can't wait for the Stronghold primary elections!
Vote Thuc!
7 days left guys 😊
Please add more AI, this is not much :/ but still hyped for this game
It's not much, but it's honest work
(Jokes aside i would also like to see more AI characters)
Only four?
can´t wait ! !
for some reason i like those very good but chunky animations when a warlord talks to you. It remembered me on the good old stronghold times.
Just finished Age of Samurai Battle for Japan series on Netflix and I am getting hyped up for this ! There may be few factions on release but they seem well polished and this feels like there will be new military leaders or even new factions with updates and dlcs.I believe they would be well polished too with the time devs get to create them .For example Koreans,Turkic Khaganate,Khmer would be cool to see later on.
Attention to the details is remarkable and I'm loving it a lot.
Thank you for making these videos
I really don't care how good the game will be in the end. I just want to support you with my money guys no matter what. You deserve it for your passion throughout the years alone.
True, stronhold legends was underrated
The biggest factor for me coming from Stronghold Crusader 2 is unit path finding and army control. It was often a real struggle to get troops to go where you wanted without fighting the interface. Hoping this will be improved.
This has come a long way since Crusader 2 and even from our last Warlords demo. Hopefully you agree at launch :)
Cannot wait for this release!!!
this game looks well worth the wait, Looking forward to this
Hmm, only 4? Anything about custom AI or any kind of modding for more? With Warlords sure its a nice varienty, but for proper lords its bit of a let down, though i do have to say they are all unique and seem interesting, so they have alot going for that.
Oohhh being able to upload mods for Lord AI would be cool.
Beautiful work. Just thank U!
I can't wait to play it, hopefully the gameplay that is presented is very good compared to the previous Stronghold series
Looking forward to the game next week
Genuinely impressed with the AI's messages animations and voice acting.
A huge improvement over the Crusader 2 ones. Well done.
I loved your early games, they were special, it seems you guys lost your way over the last 10 years BUT this is back to basics and back to what made the series great!
Good luck and no pressure guys!
I'm VERY excited for this. I have high Hope's. You got this firefly
Looks good, can't wait. But I would love to see better looking grass. It is 2021, I ought to see more detailed grass instead of green texture paint, and I am not talking about shrubbery, that occasionally is placed. And trees should be better IMO.
I have a question, will be archers and crossbowmen more intellingent?
in SC2 there was army coming at my castle and i had like 20 archers and crossbowmen, it looked Ok but then they all fired at 1 unit. I lost because they all shot at 1 unit, will it be fixed in warlords?
Yep we've made plenty of improvements to unit AI since Crusader 2 :)
Be sure to check out one of our recent co-op (or upcoming multiplayer) gameplay vids and also this dev diary on the subject - ruclips.net/video/t8tZEYgdzp0/видео.html
@@fireflyworlds Thanks m'Lord, and keep up the good work.
The AI quirks look neat. Am happy that Thuc Phan who is meant to be the weakest AI, actually seems to be competent on his own so there aren't any wasted slots.
Im really excited about this.
The upper texture of the walls needs a more detailed texture. :) :) :) :) :)
i am addicted crusder and these type of games
Now I get why you waited for the last moment for the AI showcase. So people could hype without knowing there will be only 4 enemies of choice.
Maybe there will be DLCs or free Updates you never know
Is kind of a slap, i guess we will have to rely on Warlords too, which fine, but still standard roster is even smaller than Legends.
It's not the first time they said there are only 4 at the launch.
We've been pretty up front about this throughout the course of development in videos, Q&As, on the official website etc. Our History of Warlords series also covered each AI's backstory in detail - ruclips.net/video/AOGlNTAQZkE/видео.html
Hopefully at launch you find there's enough variety between the four AIs and eight warlords. If not you can always refund the game on Steam and/or wait for a future discount :)
These new warrior monks look *_sick_*
holy moly...
Can't wait!
Now the wall is looking better
I can’t wait for this
Thank you firefly
Tnx
Game looks very nice.
Now I am a bit afraid xD And I really hope that the combat will be almost as epic as in the video :O
I stay hyped and be happy that I am working from my home with almodt no tasks to do xDD
can you make the collapsing animation slower? makes it feel heavier and real rather than cardboards that fly off
hope it runs without issues like stronghold crusader 2 and not like stronghold 3 and 2
Pretty sure they fixed up Crusader 2, at least for me it runs much better than it did at launch.
SHC 2 is still a hot mess in my eyes. I would prefer it to actually run, and not lag most ofthe time, as soon as a few more buildigns and units appear on the map.
6:56 *PTSD intensifies*
As long as they aren't buffed back to how they are in Crusader 1 we will be fine
I hope
Horse archers in Crusader 1 were beyond OP.
Best unit in the game by a far margin and thus the one I use the most myself lol.
Looks good except the scale looks too small and the castles look simplistic.
Can I dream of a Sengoku Jidai DLC/Mod with multiple samourai lords like Takeda Shingen, Oda Nobunaga, ETC?
Please, please, pleaaaaaaaase
Do they always build the same castle? Or do they adjust to the map like you said in the Q&A? If it is the latter then im satisfied with just 4 Ai Lords. But if it is the first.... it would be a bit of a waste of great potential
They adapt to the environment.
I've been waiting for the game since it was announced. If only there were 6 artificial intelligence instead of 4.
Hopefully you'll find the 4 AIs plus 8 warlord archetypes provide enough variety in a game :)
Are there positive fearfactor buildings inthose AI's? :D
Seems only Hideoshi uses positive, while khan uses negative.
Actually Thuc Phan is the only one who is using positive fear factor. The other 3 are using negative.
Makes sense considering the former does not need an intricate economy considering he relies on cheap units, while the latter need more gold.
Mizo Huh good notice, also i believe i recognize you from steam if i aint mistaken.
@@ThatTonnatoTenrec
Well if it is me indeed who you recognize, then let us comp stomp together when the game is out :D
Please make more mission in stronghold Crusader but very Impossible to finish this
i am sooooooooooooooooooooooooo hyped
there is gonna be another AI right? right? right?
Maybe later as DLC like in SC2
If you checked the demo files, there are more AI lords in there. I am not gonna spoil who, but you all won't be dissatisfied :D
Can we expect more AI's in dlc maybe ?
Are we going to be able to pre load the game in steam so when it does come out it's available right away?
We're not planning a pre-load, sorry! On the plus side the expected required disk space is just 6 GB :)
I love this game so much thank you for making it this is my baby keep doing what you doing its great
why firefly never disappoints old players?
Is that a venomcrawler in the background I see
Good eye! One day I'll actually paint it...
PLEASE MAKE Troop limit in warlords multiplayer OPTIONAL! :O :,)
Will this be available on GOG? What's the price?
It will! Same pricing as Steam :)
Base Game:
USD 39.99
GBP 29.99
EUR 34.99
Special Edition (Art Book, Soundtrack, Stronghold HD, Making Of Documentary):
USD 49.99
GBP 34.99
EUR 39.99
There will be a multiplayer?
Good
COME ON GUYS PUT IA´s IN STRONGOLD 2 STEAM EDITION MULTIPLAYER GAMES
fireflyworlds, Yes Warlords - Legends, Please Stronghold Legends 2
4 is low but if they are 4 well designed smart A.I's then im fine with it
And there are more coming i guess
Considerin in one of the shots Thuc Pan has over 30 rice fields, they do seem bit more agressive with economy, so who knows.
SHC remastered when ?
Can i ask you a question Firefly???(pleaseee please replay its important for my life)
Will there be some random people roaming the streets??? I mean like stronghold 2 and 3 and crusader? Because i was really disappointed in stronghold crusader 2 my castle was like a ghost town only working people was walking please add them and replay YOUR FAN FROM SYRIA 🇸🇾🇸🇾🇸🇾
I like the AIs although the castles are a bit to basic in my opinion
How much is the game going to cost on steam?
Base Game:
USD 39.99
GBP 29.99
EUR 34.99
Special Edition (Art Book, Soundtrack, Stronghold HD, Making Of Documentary):
USD 49.99
GBP 34.99
EUR 39.99
How do i get this game? Someone pls tell me!
Please make an European Warlord DLC too.
the animeations look simple or not at the final product yet ?
Fireflyworlds i am your fan since i was 12 years old please tell me when will u make it with Gunpowder ages like game i see gunpowder in here this and i love this game can't be wait to try it but please make next with gunpowder history like game please i beg u fire fly studios please
only 4???!!
Why are you hyping me like this?
Btw, do you have plans to add more AIs in future DLCs? Maybe one AI and Warlord per DLC.
We'll be announcing our post-release plans once the dust has settled on launch, so stay tuned!
This will be online game or offline?
Both :) It will feature a full single player campaign, skirmish mode, free build and then you can go online if you want to play with friends and AI
Where is sun tzu
Release date plz
March 9th 2021 - Not long now!
Große Karten währen nicht schlecht ;die sehen alle so klein aus. Einheitenmenge ?- 20000 pro gegner das währe cool . Ansonsten sieht das game gut aus
Plz add more AI later
Pls opt in to Geforce now 🙏
Done
That is really a huge disappointment. I think some developers might lose their jobs after the Warlords desaster. I don't understand how these things could have gone over months and years so wrong - and nobody tried to stop it.
Only 4? Wow this is disappointing
But.....the Rat.....
But is it possible that each AI have multiple diffrent fortresses they switch between, but the idealogical for each AI style stay the same. Different castles, same idealogical for every castle - such as the FIRST AI’s idealogy Cheap troop production and basic needs😎😊
Unlike older games castles are now generated, think of Age Of Empires how AI will calculate the space and built aproximate walls, though they are still unique. Like Hideoshi will always build his Cross castle but its size will change depending on territory.
@@ThatTonnatoTenrec wait, so he will never fit his economy really dynamically in different sized territories but is limited to a cross shape?
This seems like a huge downgrade from Crusader 1 where castle shapes could vary hugely!
@@Krarilotus Eh no. In Crusader there were 8 presets, which would be randomized, however AI would never take into account if he could actually build the castle, this was changed in later games but they were still using presets. Now the 4 AI's have their own Style that addapts dinamycally depending on size and location of resources, so it could be a small cross castle, or a very large cross castle with lots of towers, while taking in account where resources are place. So there won't, or at least be very little situations where AI won't be able to build everything the want, but their castles are going to follow a unique kind of look, think of it like Saladins castle, a square, and depending on size of territory and if there are mountains he will either make it larger, or Sultan who would make a circle. Thats what i took from their AI teaser a month ago, here it shows a few castles and they seem to indeed generate as they should, but we will have to see, though at least finally they don't limit their buildings, bit of topic but sometimes AI in past would only build like 8 food buildings, and here in teaser Thuc Pan has over 30 ricefields and vegie fields, so all in all it seems to be much more dynamic.
@@ThatTonnatoTenrec
> Eh no. In Crusader there were 8 presets, which would be randomized, however AI would never take into account if he could actually build the castle
This is wrong. In Crusader there is simple code, which ahd a basic understanding if certain key buildigns could be placed. And the AI can be forced to build one or the other castle, depending on certain map restrictions. Unfortunately this code was just to basic to make good decisions and sometimes the castles were still bugged due to map space.
A Cross is still very limiting. A castle here looks like it is just shy of 30-50 tiles in diameter, where in Crusader it was like up to 100 tiles. Which could be shaped in many different ways. A simple cross for an AI is just a step back and seems broing to me.
As for the 'dynamic rice fields' That was already the case for previous games, it seems to me more like they just extended the code of dynamically placed resource buildings to castle buildings for the 'insie' castle area.
That might look smart at first, but i was more hoping for their castles to take care of how the terrain looks and have more than just ONE simple shape, as in have some elegant and unique designs, that also use castle defence techniques that have proven to work. I mean these guys made castle games for ages now, they should know more about castles to make cooler shapes. These castles of the 4 AI's look very similar, all kinda square shaped. What if a starting terrain for an AI is long and small, will they build a tiny cross, limiting their economy even tho there are plenty resources spread out over that territory? That would bej ust plain dumb. Why do i need generic castles, if they don't offer me anything over the original scripted castles in terms of viability.
@@Krarilotus I mean, you first statement pretty much goes along with mine, sure i am wrong i admit, but as you say its so basic that the AI still does it. What i meant by dynamic fields is that the AI isn't limited, in Crusader alot of AI's use certain ammount of food buildings, Rat always uses 5 apples, snake 8, like that, where as here Thuc Phan clearly expanded as much as he could without stopping.
As i also said AI ACTUALLY takes size of territory into aspect, that Cross castle is now 50 30, but it could very well be much larger, or even smaller. Besides Cross is just for Hideoshi, Thuc Phan appears to use a more rounded castle while Khan has much longer walls.
I do see your last point could be an issue, i don't know how much Dynamic the AI will be in even more complex enviorements, but as it is, they adapt much more with each AI being different, maybe they are not as unique as in previous titles, but we wont get situations like Wolf making a castle and his tower not being placed because land is not flat or in a rock.
Stronghold vikings facsions vikings anglosaxaons Norman's French English
Can you explain that why our ancestors talking chinese 🇲🇳
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So disapointed 😒
Dear Firefly, 4 AI can make the game so boring after a time . I hope you know what you are doing.
4 AI ok...
It's the Stronghold staple. Also there are the 8 lesser warlords as well.
I don't like the purple one, he will prank me many times...
The assassins are too fast.. Make them slower, similiarly to the speed in crusader 2, or at least slow down the climbing of walls
stronghold has alive
I like Stronghold but this looks totally as another different game. There is no "taste" of Stronghold..