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HicRic |
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Post subject: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 03:37 PM #92366
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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<table border="0" cellPadding="20"><tr><td background="/site/images/quest/cream01b.jpg">
<center>We are happy to announce the first public release of the <img src="http://www.stronghold-knights.com/images/spec/Coltorch.gif" align="left"><img src="http://www.stronghold-knights.com/images/spec/Coltorch.gif" align="right">
Stronghold Knights SH2 AI editor! </center>
<center>It is an editor built from scratch that allows you
to change the way the different AIs,
which come with the game, build their castle.
From building selection, priority, placement of traps
and walls to rally points for troops,
this editor provides a whole variety of features. </center>
Read the AI Editor Release article for more information.
You can now download it from the SH2 Utilities section.
This first post will be continually updated over time as an F.A.Q. (Frequently Asked Questions). The readme provides a lot of useful information and tips.
Should you have any questions, comments, suggestions, or need any help, please feel free to post here.
We hope you enjoy using the program! Now, go forth and make the ultimate computer opponent!
</td></tr></table>
FEATURES IN THE WORKS:
-Building list to be changed so it is easier to find what you're looking for
-Auto priority incrementation made optional
-moats draggable in the same fashion as walls
-ability to add stockpile/oil smelter
BUGS TO BE SQUASHED:
-'east' rotation treasury is incorrectly displayed
-when two buildings occupy the same square, the one with the largest priority number should be the first to be deleted
-'elevation' option for rally points is not working correctly as it is being placed in a slightly wrong position in the file
F.A.Q.:
-The latest version is missing some of the things I saw in an earlier version! Why did you take them out?
The most noticeable instance of this is the massive reduction in the size of the 'rally points' list. Patrols, trebuchets, fire ballistae and the 'second' groups (e.g. "ranged defense 2") have been removed. Why? They don't work! The game AI does not appear to ever use them. Also, oil engineers do not work. They have been left in the program so you can see where the AI castles are adding the oil engineers.
We are reasonably sure this is not a problem with this AI Editor.
-The stockpile won't appear when I tell the AI to build it. How do I make it work?
Every AI castle automatically places one stockpile. Any further stockpiles you wish to add must obey the normal rules of stockpile placement: it must be placed within a few squares of the existing stockpile. The only way to work out exactly where the first stockpile will be placed is to run your castle in-game and watch. |
Last edited by HicRic on Dec 07, 2005 - 04:09 AM; edited 8 times in total
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Sir_Knight |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:04 PM #92381
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Tutorial Team Member

Joined: Jun 02, 2004
Posts: 462
Location: Planet Earth
Status: Offline
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Excellent!! As one of the beta-testers, I strongly reccomend this program to anyone who would like anything changed in SH2 (about the castles that is) to use this program. Excellent.
Cheers to HicRic and LordBritain.  |
_________________ If you're flying down the highway, and your wings fall off your boat how many pancakes can you stack on top of a green doghouse?
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:13 PM #92382
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Joined: Mar 01, 2005
Posts: 307
Location: Iowa, USA
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Glad to see this program released. After I saw the 'Village Editor' released by Firefly over at SHH, I thought you guys might forget about this project. Glad to see that you didn't. And this program is far superior to what Firefly released IMO.
I'm sure that we can all find some applications for this program. I wonder, will there be a new section that is added to the downloads for user created AI files? And eventually I would like to see a contest to see who can design the toughest AI to fight in kingmaker. |
_________________ Its been a long time...
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Sir_Joseph_IV |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:16 PM #92384
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Administrator and Resident Clan Leader

Joined: Jan 07, 2005
Posts: 1298
Location: In my Keep, preparing for war.
Status: Offline
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| I can't wait to see how well this works. It should be quite a treat. Are the castle designs the only thing that can be edited, or can you do other things with it? |
_________________
Sir Joseph IV: GameRanger - Sir_Joseph_IV
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:26 PM #92386
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Joined: Mar 01, 2005
Posts: 307
Location: Iowa, USA
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| Well, it gives you the limited ability to set up troop "rally points" where the AI will send troops to either gaurd its castle or to wait before attacking yours. But other than specifying between missle and melee, you cannot tell the AI what type of troops to use. That is all dependant on which AI you edit. William will use archers and pikemen, where as Olaf will use berserkers and axe throwers. |
_________________ Its been a long time...
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LordBritian |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:28 PM #92387
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V.I.P. and Busy Bee

Joined: Aug 02, 2004
Posts: 2173
Location: I know that Great Britain, and Britian in my name are different. I did that on purpose :)
Status: Offline
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X29, on both accounts you are correct. If enough people start uploading custom SH2 AI, then we will create a new download section. Until then, all custom AI files will reside in the SH2 Game Mods section.
Also, if there is interest, we have been thinking of having a 'Best Custom AI' competition. But only if there is enough interest.
Sir Joseph, this program will only edit the castle layout of the AI. That includes ALL the buildings, ALL the weapons and traps and provides for troop rally/muster points (for defensive positioning only).
Unlike the FF editor, in this editor all the buildings are available so you can guide the economy of the AI more exactly, in the hopes they will better defend their ground and build offensive armies faster.
Only 4 downloads. Get to it people.  |
_________________ He is no fool, who gives what he can not keep, to gain what he must not lose.
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Sir_Joseph_IV |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:40 PM #92388
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Administrator and Resident Clan Leader

Joined: Jan 07, 2005
Posts: 1298
Location: In my Keep, preparing for war.
Status: Offline
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| I can't find the stockpile in the editor. Is there something that I overlooked? Or am I just blind??? |
_________________
Sir Joseph IV: GameRanger - Sir_Joseph_IV
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Al_Mahraja_Al_Marmony |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:47 PM #92389
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Tutorial Team Member

Joined: Sep 19, 2004
Posts: 707
Status: Offline
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Very well done HicRic and Lord Britian , I will try once someone tell me what to do with this annoying message. |
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LordBritian |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 05:53 PM #92390
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V.I.P. and Busy Bee

Joined: Aug 02, 2004
Posts: 2173
Location: I know that Great Britain, and Britian in my name are different. I did that on purpose :)
Status: Offline
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| Stockpile and granary are placed automatically by the AI. I better be careful with my 'ALL's, since it was not quite true. The AI will place them as to not interfere with the castle structures. |
_________________ He is no fool, who gives what he can not keep, to gain what he must not lose.
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HicRic |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 06:06 PM #92391
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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While it is true that I discovered a way to place stockpiles and granaries, I have elected to NOT include that feature. This is simply because the only way to place a granary is to have it as the first building ever placed (before the keep...so it's pointless).
The stockpile has to be placed adjacent to the existing stockpile the AI will automatically add; since this varies from map to map, AI to AI and castle to castle, I saw no point.
I may add it in if there is demand for it though. |
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Bryelf |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 06:11 PM #92392
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Joined: May 13, 2004
Posts: 453
Location: US of A
Status: Offline
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Wow, I never thought I'd see this! You people should go to work for FF; I'm sure you all would feel quite at home creating new programs out of the blue like this. Good show! Now, if you guys could just preform a mericle and make an AI editor for SHC... |
_________________ Bryelf means BRYan sELF.
"This castle is a human rights nightmare. The amount of husbands I've lost to the torture equipment is shocking!"
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HicRic |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 06:29 PM #92393
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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| Bryelf wrote: | Wow, I never thought I'd see this! You people should go to work for FF; I'm sure you all would feel quite at home creating new programs out of the blue like this. Good show! Now, if you guys could just preform a mericle and make an AI editor for SHC... |
I don't know about working for FF, I'm still only halfway through my degree and I want to finish it! (having said that working for a video games company is sort of my ideal goal )
I'm afraid the SHC files are rather more complex and just plain odd compared to SH2's relatively neat and tidy ones. Although FF's own AI editor apparently can load the SHC files, albeit in a slightly broken way, or so I've heard. So maybe if we use that program to test things and try stuff out...who knows?
Well crumbs, I'm certainly not diving into that project now. I have coursework that needs doing I'm afraid. I've been somewhat lax in my work this term and need to catch up now. |
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Lord_Amik |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 06:36 PM #92395
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Ex Quest Moderator

Joined: Aug 30, 2004
Posts: 1254
Location: I forgot to turn right at Vance! Well whereever I am now I like it!
Status: Offline
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| Fantasic, Absolutey fantasic, I would love to see the sorry faces of our non-real compedators and also of Firefly for us breaching their wall. OH How fun, Maybe when I am not so computer literate. I will try toying around but for now I am busy with my map making. |
_________________ Knight of St. George
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Sir_Joseph_IV |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 06:39 PM #92396
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Administrator and Resident Clan Leader

Joined: Jan 07, 2005
Posts: 1298
Location: In my Keep, preparing for war.
Status: Offline
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| Whatever course or courses you took to learn these skills can really pay off. Maybe a course in computer science is in order for me... |
_________________
Sir Joseph IV: GameRanger - Sir_Joseph_IV
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Earl_Listibald |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 06:46 PM #92397
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Grandmaster Of The Keep

Joined: Jul 01, 2003
Posts: 4279
Location: 
Status: Offline
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| Very well done, Messieurs! Perfect. The enemy's forces have now become what they needed to be, A CHALLENGE! |
_________________ Enjoy your stay!
EL
<a href="http://www.stronghold-knights.com/site/index.php?name=PNphpBB2&file=viewtopic&p=4371">Guide to Uploading Your Maps</a>
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mikethehunter |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 02, 2005 - 10:58 PM #92405
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Joined: Sep 03, 2005
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grandliner1912 |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 06:32 AM #92421
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Joined: Oct 13, 2005
Posts: 42
Status: Offline
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Well Done!
The readme made mention that some AI's have more than one setup. Does that mean you can add more to that randomization? |
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Lord_Amik |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 07:12 AM #92422
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Ex Quest Moderator

Joined: Aug 30, 2004
Posts: 1254
Location: I forgot to turn right at Vance! Well whereever I am now I like it!
Status: Offline
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I have a question concerning installing this AI Editor. I have read the readme and I fail to find the selection to start the editor.
Secondly can you indirectly change what units the Lord produces? |
_________________ Knight of St. George
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HicRic |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 08:32 AM #92426
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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| Lord_Amik wrote: | | I fail to find the selection to start the editor. |
Could you re-word that? I'm afraid I don't understand.
If you are asking how to start the editor, you double-click the AIEditor.jar file.
| Lord_Amik wrote: | | Secondly can you indirectly change what units the Lord produces? |
I'm not entirely sure, but I think the answer is no. I believe the troops chosen are hard-coded specifically to each lord, but perhaps it is possible to change them. (For example, what if you give Olaf a stone barracks instead of a mercenary tent? I've never tried, but perhaps he would use different troops!). |
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Lord_Dragon |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 09:20 AM #92430
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Joined: Aug 12, 2005
Posts: 589
Location: The Netherlands
Status: Offline
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I think I have the same problem as Lord Amik... I downloaded it, and the readme file says I have to install Java Environment (or how is it called?) So I went to the page the readme file included, and downloaded it. After that I installed it, but it still doesn't start...
What to do? |
_________________ "Where there's smoke, there's a Dragon"
LDg
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GeneralMatthew |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 01:48 PM #92445
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Quest Moderator

Joined: Feb 22, 2005
Posts: 3058
Location: Ontario, Canada
Status: Offline
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Great Work! I can hardly wait to try it myself.
Maybe someday I will aspire to learn Computer technology. |
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HicRic |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 03:33 PM #92466
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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I've heard a few people having this problem now. I'm not sure what's wrong, as all the beta testers got it working okay.
You went to the link and saw this somewhere on the page, yes?:
"The J2SE Runtime Environment (JRE) allows end-users to run Java applications. More info...
Download JRE 5.0 Update 5"
And then you download the JRE 5.0 and install it. (I take it you installed it and didn't just download it?)
Could I ask that anyone having a problem running it post their operating system? (Windows 98, XP, etc.) |
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Lord_Gray |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 04:05 PM #92478
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Tutorial Team Member

Joined: Feb 13, 2004
Posts: 138
Location: Scotland
Status: Offline
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Great editor, got it working ok. Althought methinks you might need a bug thread soon, since theres a few that got through your beta.
For instance, I can't place a treasury facing west (atleast I think its west) as the treasury is up and across from the cursor rather than on it like any other buildings.
Some info on the functions of the patrols etc under traps would be nice, along with the the castles for each AI (They arent descriptive enough for me to recognise without loading them in editor). |
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HicRic |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 05:08 PM #92495
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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Yep, we definitely could use some articles and information on things. If anyone wants to try and gather information (for example, which troops are assigned to each rally point for each AI) then by all means, be my guest!
Even I don't know what everything does! No idea what 'flag' is for...
Please use this thread to report bugs, probably easiest to keep it all here. I'll update the first post with 'bugs to be squashed' as well as an FAQ over time.
Oops! Just checked: treasury rotation east is bugged (west seems okay though).
| grandliner1912 wrote: | Well Done!
The readme made mention that some AI's have more than one setup. Does that mean you can add more to that randomization? |
Sort of. For example, barclay has 3 castles, so you could change all three and have three different ones you've made yourself for him to use. But I don't think you can add more than this. Try it though! See if adding a forth file (named like the others, just with the number '4' added) and testing to see if the game picks it up. I have my doubts though. |
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Lord_Strider |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 05:16 PM #92496
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Tutorial Team Member

Joined: Dec 02, 2003
Posts: 602
Location: USA
Status: Offline
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| This is great... can people upload their own AI? |
_________________ Lord_Strider
Gamespy ID: Trv016
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Lord_Amik |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 06:04 PM #92507
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Ex Quest Moderator

Joined: Aug 30, 2004
Posts: 1254
Location: I forgot to turn right at Vance! Well whereever I am now I like it!
Status: Offline
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Ok Hicric mn the fellowing screenshot should give a little light to my question.
If you are wondering I am using a windows XP.
@Strider: Yes, You may upload AI castles into the database for others to enjoy. |
_________________ Knight of St. George
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LordBritian |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 06:57 PM #92511
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V.I.P. and Busy Bee

Joined: Aug 02, 2004
Posts: 2173
Location: I know that Great Britain, and Britian in my name are different. I did that on purpose :)
Status: Offline
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The Java Runtime Environment is not installed yet if you are looking at files like that. Did you reboot your systems after installing the JRE file?
Also, make sure you use the 'Extract to Here' option, when unzipping the package. It will create the correct folder structure for the files. |
_________________ He is no fool, who gives what he can not keep, to gain what he must not lose.
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GeneralMatthew |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 07:19 PM #92513
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Quest Moderator

Joined: Feb 22, 2005
Posts: 3058
Location: Ontario, Canada
Status: Offline
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| If you had all the files for the AI, could you add new ones to the previously existing ones? Probably not, because you mentioned that the troops used depended on the AI, and all that is so far unmoddable. |
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HicRic |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 07:38 PM #92514
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Administrator and Resident Whiz Kid

Joined: Feb 07, 2004
Posts: 1588
Location: England
Status: Offline
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I see the problem, Lord Amik. You have a program called 'Filzip' if I can read correctly. It is seeing that you can take my project apart like a zip file and so has 'taken' the file, and I guess it's been unzipped.
There are two ways around it:
-remove the .jar extension from the zip program's standard file extensions (should be some kind of setting in the program)
- (under windows XP) right-click on AIEditor.jar. Choose 'open with'. Select "Java(tm) 2 Platform Standard Edition Binary". This option should appear if you have the JRE 5.0 installed. Once clicked on, the program should run.
Sorry it's such a pain compared to just a good old .EXE file, but I'd have to pay money to buy a Java -> native compiler needed to make EXEs out of Java code. |
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grandliner1912 |
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Post subject: RE: SHK - SH2 AI CASTLE EDITOR
Posted: Nov 03, 2005 - 08:59 PM #92520
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Joined: Oct 13, 2005
Posts: 42
Status: Offline
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| HicRic wrote: | | Sort of. For example, barclay has 3 castles, so you could change all three and have three different ones you've made yourself for him to use. But I don't think you can add more than this. Try it though! See if adding a forth file (named like the others, just with the number '4' added) and testing to see if the game picks it up. I have my doubts though. |
I wil have to try that when I get a chance... Was just currious, wondering about it's other potential. If that works you could have an endless varriety of actions....
Is is just me, or can you not maximize the editor? |
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