TSARSIES
GARRISON SCRIPT
VERSION 1.3
Now compatible with the latest RR\RC
In an Attempt to make the AI harder and more challenging i present to you, the Stainless Steel Garrison Script. Enabling the AI to fortify itself much better. Prepare for battle, because no settlement will be easy pickings now!
Compatibility with other mods?
It will work with any mod that does not change settlement names or Edit the slave faction name or alter unit names.
RR\RC players should use the Version 1.3
You don't need RR\RC for Version 1.2
Latest Version
1.3
>>> NO TURN LAG <<<
Many possible spawn variations PER SETTLEMENT
The AI may surprise you and rally more troops to its aid just before the battle begins.
More than 150 unit types used in the various spawn variations across the map from settlement to settlement and year to year.
HOW TO INSTALL
Open the attached garrison_script.txt and copy the entire script (select all - copy), Open your campaign_script.txt in your SS6.X\data\world\maps\campaign\imperial_campaign folder, scroll to the very bottom, above the wait monitors and in the space just above that, paste the entire script which you copied from the attached garrison script.
Do the same for the Late Era Campaign.
Thanks, and enjoy
Garrison Script for Stainless Steel
Version 1.2
I apologize for the long time it has taken me to finish this Release. With personal issues and other complications i have finally been able to release this. I do not guarantee it to be perfect but it is definitely alot more polished then my previous scripts.
The script runs with no turn lag, every settlement is included, more then 150 unit varieties included and hundreds of variation in possible spawns across the map.
Version 0.9a was the basis that i worked from and i simply added to it, therefore no turn lag should apply. Your suggestions to improve this system are more then welcome!
I have associated each level of the spawned units type\quality\variance\upgrades directly to the events file. Therefore, expect to see units spawning along the same time frame as used by
PB's RR\RC mod. I have also used the
On-line Royal Military Academy to aid in regional based unit type selection. Alot of cross referencing has been done and if you notice any peculiarities, please let me know
Games Time Span;
1080 - 1560 = yrs
Armor\Weapon Upgrade
The following dates have been used to estimate the AI's (and Players) Armor Upgrades.
Spawned units will not gain any upgrades until the specified date has arrived. The arrival of each date does not guarantee that spawned units will have the associated upgrade, It just means that they can start spawning with an armor upgrade.
Approx. 1265 - Heavy Armorer Arm +1
Approx. 1362 - Plate Armorer Arm +2
Approx. 1444 - Gothic Armorer Arm +3
*Note; Weapon upgrades have been substituted for experience.
Settlement Upgrade Estimations
Sets Maximum Spawn Variety (3-18 units)
Note: Later dates can still spawn the earlier date numbers (Quality and Quantity). (3 units could still spawn in 1338). You will rarely see more then 12 units spawn, as each 'phase' is based on percentages. Spawning of huge armies is extremely rare but can happen. (Example; there is only a 5% chance that 18 units will spawn and the year must be
no earlier then 1400). The way i have written the system you should not experience any overkill, but with that said, its not entirely unlikely...
Game Start - Less than Castle\Stone Wall - 3-9 Units Max
Approx. 1214 - Castle\Stone Wall - 6-12 Units Max
Approx. 1300 - Fortress\Large Stone Wall - 9-15 Units Max
Approx. 1400 - Citadel\Huge Stone Wall - 12-18 Units Max
How does it work?
With this system in place you can expect a much more varied approach to garrison spawns. I have attached the experience of units with the event system, which in turn is the deciding factor in what types of units and their quality that can spawn. Meaning Longbow units will not spawn for London's defense no earlier then 1214. Later in your campaign you can expect garrisons to have some, or alot, of experience behind them. No more fighting untrained men!!!
Every settlement under this system will be slightly different, The type and quality of units spawned will depend on regional and historical ownership. For the most part, you will see alot of difference in the types of units spawned from settlement to settlement. In general however, units spawned will be regional based. (meaning if the Moors control London, English Longbows could\would still spawn).
There is an added chance (minor) that a cavalry unit will spawn in a settlements defense along with 2 trebuchets. The quality and type of cavalry is different for each settlement Dependant on regional ownership. So expect to see the possibility of boyar sons to spawn at the last moment for Russian provinces and then mailed knights for north western European settlements etc (this may need to be edited for the Late Era Campaign)...
Compatibility
This mod is
NOT compatible with any mod that CHANGES unit names or removes the standard Stainless Steel factions for another. IF you give me a list of ALL units taken out of SS and what units/s they were substituted for i can easily upload a version of the garrison script which is compatible, same goes for settlement name changes. Any Further additions i make to this mod will be simple to implement as i have planned the script in a way that allows for easy substitution/addition of elements etc. Thats the plan anyway
About 150 units from the export_descr_unit.txt file have been used.
This mod does NOT in any way make the AI smarter, it simply gives the AI a boost to it's defenses when you siege an AI settlement. That boost could be small, or huge. The AI will retain all units that spawn in its defense, so you can expect retaliation if you fail an assault.
Suggestions or Ideas???
All ideas suggestions comments welcome...
EDIT: Rebel settlements are not affected, only Faction owned settlements can spawn a garrison.
You Have Been Warned!