Stronghold Crusader 2

Stronghold Crusader 2

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Mod for Stronghold Crusader 2: Templars Nightmare
Templars Nightmare, hardcore Economy and real Castle Sieges!

Stronghold Crusader 2 is a great game but the original version could be a bit more entertaining. The economy is quite simple and you win by spawning Knights and Trebs.

But let's face it, the Desert has always been a harsh environment and the Crusades in Medieval times were definitely not a walk in the park. The game should bring you this feeling...

Now it's time to separate the men from the boys...

Templars Nightmare gives you a more realistic and difficult economy. Think before you build, or your coffin will soon be sent to England.

The domination of Knights and Trebuchets has come to an end. You can expect serious Castle Sieges with a variety of units. You have more ways to defend your Castle. Stronger Walls and Hoardings bring the Oilsmelter back to life. Towers and Gates have more hitpoints. EngineTowers are finally useful. There are also new tactical options, like placing WatchTowers and ManTraps outside your territory. And to add some fun, Warrior Priests now fight back. Don’t expect miracles from your Priests, although they believe in resurrection…

Consript and ManatArms have become serious units. Especially the ManatArms who serves as a counterunit for Archers. Pikeman and Ranger are upgraded. So you have some units around 10 Gold, the Pikeman and Ranger at 20-25 Gold and then the expensive Swordsman (50), Sergeant (150) and Knight (300). Siege Weapons are produced more slowly and are less effective.

THIS MOD IS SAVE, absolutely save. The changes are in 3 xml-files in the assets.v file. Only numbers, nothing more, no graphic changes, no dark scripts. The mod is completely uninstalled when you put 1 original file back (assets.v). The mod is made for games installed from Steam, but works for other versions also.

The mod is for Single Player Skirmish, but there are rumors that it can be used in Multiplayer.

Because it's safe and no fundamental things are changed, there is a downside. A few buildings have a maximum number because better solutions require heavy modding. It's all about balancing and finetuning. Also, the mod is not tested for the Princess and the Pig although it should work.

Templars Nightmare works best in Skirmish when fighting 3 AI opponents. This ain't exactly easy, but you can always start with one weak AI Lord and give yourself an advantage in starting goods.

To motivate some of you, I did beat the team Wolf-Sultana-Richard. It can take 6 hours or more in some maps but you wanted a real fight, isn't it?

Like the Templars, expect sleepless nights. In your dreams you will relive the numerous attacks. Don't blame me, I'm just the messenger.

Of course, for the most noble Knights, this is still not hard enough. I feel your pain and we have to carry this burning Cross.


Economy changes
- Wood: we are in the Desert, remember. So Wood is more expensive.
- Resources: sell and buy prices changed.
- Wheat Farms are less productive, so winning with Bread-only is difficult.
- Candles: selling less profitable, no more winning-by-things-falling-from-the-Sky.
- Weapon Workshops: number is limited, selling Weapons is much more difficult.
- Mill: double Wood Cost, so the Bread production starts slowly.

Castle Defence changes
- Walls, Towers, Gates are much stronger for longer Sieges.
- Hoardings: double hitpoints so you can finally use the Oil Smelter.
- Pitch: now placeable on neutral terrain. Gives better defense against Siege Camps.
- Castle: build it right on the 'white line' with Pitch placeable outside your estate
- WarriorPriest: this peaceful man now fights with Divine Inspiration when under attack.
- Church: stronger, expensive, maximum of 3, the house for your Priest, place it carefully.

Tactical changes
- ManTrap: more expensive but placeable on neutral terrain. Gives a lot of tactical options.
- WatchTower: placeable on neutral terrain (maximum 4) to protect your distant Mines.
- Wallstairs: placeable on neutral terrain, but limited number to prevent walling off
(of course with your chivalrous behavior this will not happen, only others do this).

Army changes
- Conscript: bit upgraded so you will even use this guy a few times.
- ManatArms: upgraded, now it's a serious counterunit for Archers.
- Ranger: higher cost but is now a real elite unit for in the field.
- Pikemen: is more expensive but now inflicts some damage.
- Cataputs and Trebuchets have higher (peasant) costs to hinder mass spawning.
- Horse: more hitpoints! No more instant dying as if it has met Conan the Destroyer.
- Siege Camp: maximum 1 per estate for more realistic warfare.
- Stable: maximum is 10 to prevent the domination of Knights. Build up a diverse army!

Hint: you can fire at your Pitch from a WatchTower with a Brazier (for your privacy, remove the stairs after manning the tower).

There are hundreds of other small changes for a better balance.

Please report if something goes wrong, the mod is tested for 30 hours, but there is no guarantee that it will work everywhere.

Link: {LINK REMOVED}
Last edited by TheBlackGrouse; Apr 3, 2015 @ 3:13pm
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Showing 1-15 of 19 comments
Baron Apr 3, 2015 @ 3:20pm 
Did you change the Mercenaries at all? If you didn't, I can forsee everyone using the mercs and ignoring the units you changed
TheBlackGrouse Apr 3, 2015 @ 3:46pm 
Not too much, since the Economy is harder, the Lord has less Gold to spend and winning with Mercenaries will be very difficult or even the highway to defeat. Some Crusader units are upgraded and still relatively cheap. The Pikeman is now a badass Axe swinger, ManatArms prevent the early domination of Archers. I found myself working with an army consisting of nearly all the units. Even HorseArchers, ManatArms, Rangers, Mantlets, OilThrowers that I never used. We will see...
Last edited by TheBlackGrouse; Apr 3, 2015 @ 6:54pm
BlackBeard Apr 3, 2015 @ 4:01pm 
:O Nice ^^
TheBlackGrouse Apr 3, 2015 @ 5:03pm 
Ha, after this balancing/finetuning and then 30 hours of testing, I can use positive posts :-)
A bit tired because of the night work, wanted it to be finished before Easter. Always a good time for playing.
EaglePrince Apr 4, 2015 @ 1:24am 
Interesting, this does sound pretty great!
TheBlackGrouse Apr 4, 2015 @ 3:33pm 
Thanks! Playing right now with it. If players find weak spots, I'd like to hear them. There is always the chance that a particular style leads to an unexpected outcome. After all, I'm not a game development team, just trying to improve the game :)
TheBlackGrouse Apr 6, 2015 @ 3:08pm 
Who uses the Wardogs on a regular basis?

Maybe in the first few days, but when you have Archers, your carefully placed cages are useless, because your own helpful Archers shoot the dogs immediately.

Asking this, because I'm thinking about free placement of the cages in the mod.

Brings them back to life and can be used tactically, for instance to disrupt enemy resource routes...

Baron Apr 6, 2015 @ 3:20pm 
I've never seen a point to caged war dogs in Stronghold. Like, ever. Their cages die against catapults and the dogs themselves die against any significant army. You'd be better off spending the money on soldiers.
Good job man. I'm alittle confused on how to install it (I read the instructions.) But, I am at a loss on what to do.
Does sound nice though. GL with this man. :)
Last edited by Hanz Guvenschmitz; Apr 6, 2015 @ 5:09pm
TheBlackGrouse Apr 6, 2015 @ 5:48pm 
@Hanz Guvenschmitz

On StrongholdNation I was asked for a more detailed description of the installation, because some players want to switch immediately between multi and single player.

The only 'problem'' is the conversion, the assets.v has to be converted into assets.zip so you can work with it. For conversion you have this funny small makev.exe program.

The Stronghold files can be hard to find, on my computer it's like this:
C:\Program Files(x86)\Steam\steamapps\common\Stronghold Crusader 2\assets


In short:
1. Change the name of assets.v in assets.txt (with right click)
2. Drop this assets.txt on the makev.exe, there appears a NEW assets.v (it's a Miracle :)
3. Change the name of this new assets.v in assets.zip en open this with Winzip
4. Paste the 3 modfiles in the correct maps
5. Convert back into assets.v and copy this to Stronghold Crusader 2\assets.

After that, you can change between vanilla and mod, by replacing this assets file, takes only seconds.

No modswap software is needed. I had a lot of reinstalls in the past because of complicated mods. So I tried to keep this as simple and save as possible.

The full route to assets.v:
C:\Program Files\Steam\steamapps\common\Stronghold Crusader 2\assets
Originally posted by TheBlackGrouse:

Guide

Thanks, I think I got it.

Last edited by Hanz Guvenschmitz; Apr 7, 2015 @ 3:22am
TheBlackGrouse Apr 8, 2015 @ 3:07pm 
The reason for choosing this installation was the big gamefile, it's 200 Mb. Therefore the download consists of the individual modded files (only 77 Kb). But I think you're right, the installation should be easier.

The complete assets.v will be uploaded to Mediafire soon. After that, installation means dropping this file in the map 'assets' . Switching between vanilla and mod is done by replacing this file, that's all.

And mod version 1.1 is ready.

Version 1.1 has a few but important changes.
- The ManatArms can better reach the archers for melee fight.
- The Horse has more protection against arrows.
- WarDogCages can be placed outside your Castle.
- Mills have a maximum number of two, because Bread was still too important.
- Rebalanced food economy, just placing more buildings leads to defeat.
- Knights require more 'campfire peasants'. After all, a Knight needs a servant, groom and don't forget the Lute player for the long boring medieval winter nights.

Have been testing until last night and now the settings on Rations, Ale, Candles are on average not even 1.5, and only if you have a well developed economy. This means it is even more difficult to push these numbers and throw out units. Begins to look like a real Castle Builder...

The new version 1.1 will be announced in a separate post and also be uploaded to Mediafire.
Last edited by TheBlackGrouse; Apr 9, 2015 @ 7:47am
HakunaMatata Apr 8, 2015 @ 5:39pm 
Ha very nice :D ... My hope that this game can become better is back^^
Thx for your work man!

..Im downloading it :D
Last edited by HakunaMatata; Apr 8, 2015 @ 5:40pm
TheBlackGrouse Apr 8, 2015 @ 7:08pm 
Did you download version 1.1? Because I saw a download in the first mod version at the same moment. Of course 1.1 is much better :)
Last edited by TheBlackGrouse; Apr 8, 2015 @ 7:08pm
TheBlackGrouse Apr 9, 2015 @ 6:36am 
Removed this download, because there is an update (version 1.1) and the new 1-file installation is much more user-friendly.
Last edited by TheBlackGrouse; Apr 9, 2015 @ 6:46am
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