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Thread: Question about difficulty

  1. #1

    Default Question about difficulty

    I just d/l the mod and I need to know does vh/vh change anything other than how smart the ai is? I want to play the most challenging AI but I do not like when difficulty changes actually buff the enemies units.

    Also they don't get start with more money or anything do they?

  2. #2

    Default Re: Question about difficulty

    I have something I would like to bring to the attention of whomever I am suppose to bring such thing to attention.

    This unit has no crossbows or swords....


    [Short Description]


    [Unit]

    Retrofit has the same and I'm sure Vanilla does aswell. I just thought I would mention it.

  3. #3

    Default Re: Question about difficulty

    How to explain this situation?

    AI is very good,but why AI can increases defensing troops inside the settlement which settlement is under siege?


    This is unfair for human player I don't like this





    My English is poor...

    Thanks for reading

  4. #4

    Default Re: Question about difficulty

    Alright so I had my first real issue with the Garrison Script. I prefer to fight defensively no matter what even in offense. So I (Ireland) attacked Dublin and the Gscript kicked in. Okay whatever I retreated, they attacked, this is good defense battle on open field, that's my style. I win heroic victory. I re-attack Dublin and the Gscript kicks in again.....

    Following this I have to play the game differently or I will never be able to take a town. I like to retreat with a smaller force and have them follow me, then I wipe them out and take the town with a much smaller garrison then It originally had. the Gscript makes this impossible.

    So I must ask is there anyway to disable the Gscript.

    EDIT: My problem with the Gscript is simple. It may make the game fun, but it also voids some strategies and tactics. Perhaps if the Gscript would only spawn Peasants. For that is the only way I wold understand a full stack appearing out of no where.

    EDIT #2: Alright so I found the script and I see now that it spawns a specific unit(s) which is generally different for individual towns. Assuming I am viewing the correct file. campaign_script.txt

    I think I will modify it to only create town militia or peasants. Also I would Like for it to subtract the recruitment cost and the population from the town it appears in.

    EDIT #3: Sorry for so many edits. It appears I can also make the garrison Script work for human players as well. And from my current observations of the script the recruitment cost of the units does not seem to be factored in. Example:
    Spoiler Alert, click show to read: 
    monitor_conditions I_SettlementUnderSiege Dublin
    and I_CompareCounter Dublin_siege < 1
    if I_SettlementOwner Dublin = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
    create_unit Dublin, Armored Sergeants, num 2, exp 1, arm 1, wep 0
    create_unit Dublin, Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Dublin, Mailed Knights, num 1, exp 0, arm 1, wep 0
    create_unit Dublin, Archer Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Dublin_siege 5
    end_monitor

    As you can see this decides whether or not to reinforce Dublin, it also shows which units it will give Dublin.

    Green(ish): This checks to see if the Settlement is under siege.
    Blue: This tells you that it only reinforces Dublin if under the control of the English.
    Red: This checks to make sure England is AI controlled.

    So disabling Blue and Red will allow anyone to receive reinforcements while in Dublin.

    Please tell me if I have anything wrong above. I have never dealt with scripts before.
    Last edited by Ghost_loy; January 05, 2009 at 09:43 AM. Reason: More info.

  5. #5
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: Question about difficulty

    tell me exactly what you are searching for and i'll try to help you (allora non sei invincibile?!)
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  6. #6

    Default Re: Question about difficulty

    I think I have figured out everything I needed to. I have been able to set the Gscript to spawn peasants and I have been able to disable it. I have not been Able to get that Venetian Standard to work though. No Right now they run around with crossbows. and When I tell them to attack they hit people with the crossbows. not what they should be doing.

    allora non sei invincibile - Sometimes I pretend I am not to lure my enemies into a false sense of security. But I will always be invincible.

    BTW Exellent Mod!

  7. #7
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: Question about difficulty

    I think I have figured out everything I needed to. I have been able to set the Gscript to spawn peasants and I have been able to disable it.
    Okay
    I have not been Able to get that Venetian Standard to work though. No Right now they run around with crossbows. and When I tell them to attack they hit people with the crossbows. not what they should be doing.
    What is the behavior of this unit in vanilla MTW2?
    allora non sei invincibile - Sometimes I pretend I am not to lure my enemies into a false sense of security. But I will always be invincible.
    I know that Italians are invincible (sometimes)
    BTW Exellent Mod!
    Thanks, but this is Dave's reward. I only help out sometimes (example: garrison script)
    Last edited by Userpro; January 05, 2009 at 12:00 PM.
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  8. #8
    xeryx's Avatar Follow the White Rabbit
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    Default Re: Question about difficulty

    As far as the original Vanilla and I believe Lusted's AI there is no differentiation of level of difficulty in the CAI.

    The ONLY difference is in the BAI and that is the morale settings.

    XAI has changed this in many areas of the CAI.
    Last edited by xeryx; January 05, 2009 at 09:19 PM.
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  9. #9

    Default Re: Question about difficulty

    The garrison script should only kick in every 5 turns, granted that the settlement is under siege. If this is happening more frequently for you then that is a mistake and should be reported in the bug reports. The garrison script is not meant to spawn every turn.

  10. #10

    Default Re: Question about difficulty

    I apologize for not being clear. It is highly possible that more than five turns have passed before Ireland re-attacked Dublin.

    What is the behavior of this unit in vanilla MTW2?
    In Vanilla They use Spears, they also use spears in this mod. So really the only problem is the Short Description. But I have been trying to get the Short Description to match the Unit. ie. I want those guys to use Crossbows and Swords rather than Spears.

  11. #11

    Default Re: Question about difficulty

    In the next patch, 3.8 the garrison script will be increased to happen every 7-9 turns depending on city. This should improve it even more.

  12. #12

    Default Re: Question about difficulty

    Here is my take if your interested.

    Spoiler Alert, click show to read: 
    ;england / London / London_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege London
    and I_CompareCounter London_siege < 1
    if I_SettlementOwner London = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
    create_unit London, Armored Swordsmen, num 3, exp 1, arm 1, wep 0
    create_unit London, Spear Militia, num 5, exp 1, arm 1, wep 0
    create_unit London, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit London, Longbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter London_siege 7
    end_monitor

    ;england / Nottingham / Nottingham_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Nottingham
    and I_CompareCounter Nottingham_siege < 1
    if I_SettlementOwner Nottingham = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
    create_unit Nottingham, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Nottingham, Armored Sergeants, num 4, exp 0, arm 1, wep 0
    create_unit Nottingham, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Nottingham, Longbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Nottingham_siege 8
    end_monitor

    ;england / York / York_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege York
    and I_CompareCounter York_siege < 1
    if I_SettlementOwner York = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
    create_unit York, Armored Sergeants, num 2, exp 1, arm 1, wep 0
    create_unit York, Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit York, Mailed Knights, num 1, exp 0, arm 1, wep 0
    create_unit York, Longbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter York_siege 9
    end_monitor

    ;england / Dublin / Dublin_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Dublin
    and I_CompareCounter Dublin_siege < 1
    if I_SettlementOwner Dublin = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
    create_unit Dublin, Armored Sergeants, num 2, exp 1, arm 1, wep 0
    create_unit Dublin, Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Dublin, Mailed Knights, num 1, exp 0, arm 1, wep 0
    create_unit Dublin, Archer Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Dublin_siege 9
    end_monitor

    ;scotland / Edinburgh / Edinburgh_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Edinburgh
    and I_CompareCounter Edinburgh_siege < 1
    if I_SettlementOwner Edinburgh = scotland
    and I_IsFactionAIControlled scotland
    and I_CompareCounter scotland_start 0
    create_unit Edinburgh, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Edinburgh, Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Edinburgh, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Edinburgh, Highland Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Edinburgh_siege 7
    end_monitor

    ;ireland / Cork / Cork_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Cork
    and I_CompareCounter Cork_siege < 1
    if I_SettlementOwner Cork = ireland
    and I_IsFactionAIControlled ireland
    and I_CompareCounter ireland_start 0
    create_unit Cork, Galloglaich, num 2, exp 1, arm 1, wep 0
    create_unit Cork, Cliathairi, num 5, exp 1, arm 1, wep 0
    create_unit Cork, Ridire, num 1, exp 0, arm 1, wep 0
    create_unit Cork, Saighdeoir, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Cork_siege 7
    end_monitor

    ;ireland / Galway / Galway_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Galway
    and I_CompareCounter Galway_siege < 1
    if I_SettlementOwner Galway = ireland
    and I_IsFactionAIControlled ireland
    and I_CompareCounter ireland_start 0
    create_unit Galway, Galloglaich, num 2, exp 1, arm 1, wep 0
    create_unit Galway, Cliathairi, num 5, exp 1, arm 1, wep 0
    create_unit Galway, Ridire, num 1, exp 0, arm 1, wep 0
    create_unit Galway, Saighdeoir, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Galway_siege 8
    end_monitor

    ;ireland / Donegal / Donegal_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Donegal
    and I_CompareCounter Donegal_siege < 1
    if I_SettlementOwner Donegal = ireland
    and I_IsFactionAIControlled ireland
    and I_CompareCounter ireland_start 0
    create_unit Donegal, Galloglaich, num 2, exp 1, arm 1, wep 0
    create_unit Donegal, Cliathairi, num 5, exp 1, arm 1, wep 0
    create_unit Donegal, Ridire, num 1, exp 0, arm 1, wep 0
    create_unit Donegal, Saighdeoir, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Donegal_siege 8
    end_monitor

    ;wales / Caernarvon / Caernarvon_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Caernarvon
    and I_CompareCounter Caernarvon_siege < 1
    if I_SettlementOwner Caernarvon = wales
    and I_IsFactionAIControlled wales
    and I_CompareCounter wales_start 0
    create_unit Caernarvon, Rhyfelwyr, num 2, exp 1, arm 1, wep 0
    create_unit Caernarvon, Meirionnydd Spearmen, num 4, exp 0, arm 1, wep 0
    create_unit Caernarvon, Welsh Skirmishers, num 2, exp 0, arm 1, wep 0
    create_unit Caernarvon, Saethwyr, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Caernarvon_siege 7
    end_monitor

    ;wales / Cardiff / Cardiff_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Cardiff
    and I_CompareCounter Cardiff_siege < 1
    if I_SettlementOwner Cardiff = wales
    and I_IsFactionAIControlled wales
    and I_CompareCounter wales_start 0
    create_unit Cardiff, Gwent Raiders, num 2, exp 1, arm 1, wep 0
    create_unit Cardiff, Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Cardiff, Welsh Skirmishers, num 2, exp 0, arm 1, wep 0
    create_unit Cardiff, Saethwyr, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Cardiff_siege 8
    end_monitor

    ;france / Paris / Paris_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Paris
    and I_CompareCounter Paris_siege < 1
    if I_SettlementOwner Paris = france
    and I_IsFactionAIControlled france
    and I_CompareCounter france_start 0
    create_unit Paris, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Paris, Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Paris, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Paris, Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Paris_siege 7
    end_monitor

    ;france / Toulouse / Toulouse_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Toulouse
    and I_CompareCounter Toulouse_siege < 1
    if I_SettlementOwner Toulouse = france
    and I_IsFactionAIControlled france
    and I_CompareCounter france_start 0
    create_unit Toulouse, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Toulouse, Sergeant Spearmen, num 4, exp 0, arm 1, wep 0
    create_unit Toulouse, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Toulouse, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Toulouse_siege 8
    end_monitor

    ;hre / Frankfurt / Frankfurt_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Frankfurt
    and I_CompareCounter Frankfurt_siege < 1
    if I_SettlementOwner Frankfurt = hre
    and I_IsFactionAIControlled hre
    and I_CompareCounter hre_start 0
    create_unit Frankfurt, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Frankfurt, Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Frankfurt, Teutonic Knights, num 1, exp 0, arm 1, wep 0
    create_unit Frankfurt, Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Frankfurt_siege 7
    end_monitor

    ;hre / Innsbruck / Innsbruck_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Innsbruck
    and I_CompareCounter Innsbruck_siege < 1
    if I_SettlementOwner Innsbruck = hre
    and I_IsFactionAIControlled hre
    and I_CompareCounter hre_start 0
    create_unit Innsbruck, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Innsbruck, Armored Sergeants, num 4, exp 0, arm 1, wep 0
    create_unit Innsbruck, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Innsbruck, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Innsbruck_siege 9
    end_monitor

    ;hre / Bologna / Bologna_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Bologna
    and I_CompareCounter Bologna_siege < 1
    if I_SettlementOwner Bologna = hre
    and I_IsFactionAIControlled hre
    and I_CompareCounter hre_start 0
    create_unit Bologna, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Bologna, Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Bologna, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Bologna, Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Bologna_siege 9
    end_monitor

    ;denmark / Arhus / Arhus_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Arhus
    and I_CompareCounter Arhus_siege < 1
    if I_SettlementOwner Arhus = denmark
    and I_IsFactionAIControlled denmark
    and I_CompareCounter denmark_start 0
    create_unit Arhus, Sami Axemen, num 2, exp 1, arm 1, wep 0
    create_unit Arhus, Norse Swordsmen, num 4, exp 0, arm 1, wep 0
    create_unit Arhus, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Arhus, Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Arhus_siege 7
    end_monitor

    ;denmark / Lund / Lund_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Lund
    and I_CompareCounter Lund_siege < 1
    if I_SettlementOwner Lund = denmark
    and I_IsFactionAIControlled denmark
    and I_CompareCounter denmark_start 0
    create_unit Lund, Sami Axemen, num 2, exp 1, arm 1, wep 0
    create_unit Lund, Dismounted Huscarls, num 4, exp 0, arm 1, wep 0
    create_unit Lund, Huscarls, num 1, exp 0, arm 1, wep 0
    create_unit Lund, Norse Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Lund_siege 9
    end_monitor

    ;spain / Toledo / Toledo_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Toledo
    and I_CompareCounter Toledo_siege < 1
    if I_SettlementOwner Toledo = spain
    and I_IsFactionAIControlled spain
    and I_CompareCounter spain_start 0
    create_unit Toledo, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Toledo, Swordsmen Militia, num 4, exp 0, arm 1, wep 0
    create_unit Toledo, Knights of Santiago, num 1, exp 0, arm 1, wep 0
    create_unit Toledo, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Toledo_siege 8
    end_monitor

    ;spain / Leon / Leon_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Leon
    and I_CompareCounter Leon_siege < 1
    if I_SettlementOwner Leon = spain
    and I_IsFactionAIControlled spain
    and I_CompareCounter spain_start 0
    create_unit Leon, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Leon, Swordsmen Militia, num 4, exp 0, arm 1, wep 0
    create_unit Leon, Knights of Santiago, num 1, exp 0, arm 1, wep 0
    create_unit Leon, Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Leon_siege 7
    end_monitor

    ;portugal / Lisbon / Lisbon_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Lisbon
    and I_CompareCounter Lisbon_siege < 1
    if I_SettlementOwner Lisbon = portugal
    and I_IsFactionAIControlled portugal
    and I_CompareCounter portugal_start 0
    create_unit Lisbon, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Lisbon, Swordsmen Militia, num 4, exp 0, arm 1, wep 0
    create_unit Lisbon, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Lisbon, Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Lisbon_siege 7
    end_monitor

    ;italy / Milan / Milan_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Milan
    and I_CompareCounter Milan_siege < 1
    if I_SettlementOwner Milan = milan
    and I_IsFactionAIControlled milan
    and I_CompareCounter milan_start 0
    create_unit Milan, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Milan, Italian Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Milan, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Milan, Genoese Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Milan_siege 7
    end_monitor

    ;italy / Venice / Venice_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Venice
    and I_CompareCounter Venice_siege < 1
    if I_SettlementOwner Venice = venice
    and I_IsFactionAIControlled venice
    and I_CompareCounter venice_start 0
    create_unit Venice, Venetian Heavy Infantry, num 4, exp 1, arm 1, wep 0
    create_unit Venice, Italian Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Venice, Pavise Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Venice_siege 7
    end_monitor

    ;italy / Naples / Naples_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Naples
    and I_CompareCounter Naples_siege < 1
    if I_SettlementOwner Naples = sicily
    and I_IsFactionAIControlled sicily
    and I_CompareCounter sicily_start 0
    create_unit Naples, Dismounted Norman Knights, num 2, exp 1, arm 1, wep 0
    create_unit Naples, Italian Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Naples, Norman Knights, num 1, exp 0, arm 1, wep 0
    create_unit Naples, Pavise Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Naples_siege 7
    end_monitor

    ;italy / Palermo / Palermo_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Palermo
    and I_CompareCounter Palermo_siege < 1
    if I_SettlementOwner Palermo = sicily
    and I_IsFactionAIControlled sicily
    and I_CompareCounter sicily_start 0
    create_unit Palermo, Dismounted Norman Knights, num 2, exp 1, arm 1, wep 0
    create_unit Palermo, Armored Sergeants, num 4, exp 0, arm 1, wep 0
    create_unit Palermo, Norman Knights, num 1, exp 0, arm 1, wep 0
    create_unit Palermo, Sicilian Muslim Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Palermo_siege 9
    end_monitor

    ;poland / Krakow / Krakow_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Krakow
    and I_CompareCounter Krakow_siege < 1
    if I_SettlementOwner Krakow = poland
    and I_IsFactionAIControlled poland
    and I_CompareCounter poland_start 0
    create_unit Krakow, Dismounted Polish Knights, num 2, exp 1, arm 1, wep 0
    create_unit Krakow, EE Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Krakow, Polish Knights, num 1, exp 0, arm 1, wep 0
    create_unit Krakow, EE Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Krakow_siege 7
    end_monitor

    ;poland / Poznan / Poznan_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Poznan
    and I_CompareCounter Poznan_siege < 1
    if I_SettlementOwner Poznan = poland
    and I_IsFactionAIControlled poland
    and I_CompareCounter poland_start 0
    create_unit Poznan, Dismounted Polish Knights, num 2, exp 1, arm 1, wep 0
    create_unit Poznan, EE Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Poznan, Polish Knights, num 1, exp 0, arm 1, wep 0
    create_unit Poznan, EE Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Poznan_siege 9
    end_monitor

    ;hungary / Buda / Buda_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Buda
    and I_CompareCounter Buda_siege < 1
    if I_SettlementOwner Buda = hungary
    and I_IsFactionAIControlled hungary
    and I_CompareCounter hungary_start 0
    create_unit Buda, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Buda, EE Spear Militia, num 4, exp 0, arm 1, wep 0
    create_unit Buda, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Buda, Pavise Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Buda_siege 7
    end_monitor

    ;hungary / Bran / Bran_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Bran
    and I_CompareCounter Bran_siege < 1
    if I_SettlementOwner Bran = hungary
    and I_IsFactionAIControlled hungary
    and I_CompareCounter hungary_start 0
    create_unit Bran, Dismounted Feudal Knights, num 2, exp 0, arm 1, wep 0
    create_unit Bran, Pavise Spearmen, num 4, exp 0, arm 1, wep 0
    create_unit Bran, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit Bran, Bosnian Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Bran_siege 8
    end_monitor

    ;russia / Novgorod / Novgorod_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Novgorod
    and I_CompareCounter Novgorod_siege < 1
    if I_SettlementOwner Novgorod = russia
    and I_IsFactionAIControlled russia
    and I_CompareCounter russia_start 0
    create_unit Novgorod, Dismounted Boyar Sons, num 2, exp 1, arm 1, wep 0
    create_unit Novgorod, EE Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Novgorod, EE Cavalry Militia, num 1, exp 0, arm 1, wep 0
    create_unit Novgorod, EE Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Novgorod_siege 8
    end_monitor

    ;russia / Kiev / Kiev_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Kiev
    and I_CompareCounter Kiev_siege < 1
    if I_SettlementOwner Kiev = russia
    and I_IsFactionAIControlled russia
    and I_CompareCounter russia_start 0
    create_unit Kiev, Berdiche Axemen, num 2, exp 1, arm 1, wep 0
    create_unit Kiev, EE Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Kiev, EE Cavalry Militia, num 1, exp 0, arm 1, wep 0
    create_unit Kiev, EE Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Kiev_siege 7
    end_monitor

    ;byzantium / Constantinople / Constantinople_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Constantinople
    and I_CompareCounter Constantinople_siege < 1
    if I_SettlementOwner Constantinople = byzantium
    and I_IsFactionAIControlled byzantium
    and I_CompareCounter byzantium_start 0
    create_unit Constantinople, Varangian Guard, num 4, exp 4, arm 1, wep 1
    create_unit Constantinople, Byzantine Infantry, num 4, exp 1, arm 1, wep 0
    create_unit Constantinople, Byzantine Guard Archers, num 4, exp 1, arm 1, wep 0
    create_unit Constantinople, Greek Firethrower, num 1, exp 0, arm 1, wep 0
    end_if
    set_counter Constantinople_siege 7
    end_monitor

    ;byzantium / Corinth / Corinth_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Corinth
    and I_CompareCounter Corinth_siege < 1
    if I_SettlementOwner Corinth = byzantium
    and I_IsFactionAIControlled byzantium
    and I_CompareCounter byzantium_start 0
    create_unit Corinth, Dismounted Byzantine Lancers, num 4, exp 2, arm 1, wep 1
    create_unit Corinth, Byzantine Spearmen, num 2, exp 0, arm 1, wep 0
    create_unit Corinth, Byzantine Lancers, num 1, exp 1, arm 1, wep 1
    create_unit Corinth, Trebizond Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Corinth_siege 9
    end_monitor

    ;moors / Cordoba / Cordoba_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Cordoba
    and I_CompareCounter Cordoba_siege < 1
    if I_SettlementOwner Cordoba = moors
    and I_IsFactionAIControlled moors
    and I_CompareCounter moors_start 0
    create_unit Cordoba, Hashishim, num 2, exp 1, arm 1, wep 0
    create_unit Cordoba, ME Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Cordoba, Arab Cavalry, num 1, exp 1, arm 1, wep 0
    create_unit Cordoba, ME Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Cordoba_siege 7
    end_monitor

    ;moors / Granada / Granada_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Granada
    and I_CompareCounter Granada_siege < 1
    if I_SettlementOwner Granada = moors
    and I_IsFactionAIControlled moors
    and I_CompareCounter moors_start 0
    create_unit Granada, Lamtuna Spearmen, num 2, exp 1, arm 1, wep 0
    create_unit Granada, Dismounted Arab Cavalry, num 4, exp 0, arm 1, wep 0
    create_unit Granada, Arab Cavalry, num 1, exp 1, arm 1, wep 0
    create_unit Granada, Desert Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Granada_siege 8
    end_monitor

    ;moors / Marrakesh / Marrakesh_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Marrakesh
    and I_CompareCounter Marrakesh_siege < 1
    if I_SettlementOwner Marrakesh = moors
    and I_IsFactionAIControlled moors
    and I_CompareCounter moors_start 0
    create_unit Marrakesh, Hashishim, num 2, exp 1, arm 1, wep 0
    create_unit Marrakesh, ME Spear Militia, num 5, exp 0, arm 1, wep 0
    create_unit Marrakesh, Arab Cavalry, num 1, exp 1, arm 1, wep 0
    create_unit Marrakesh, ME Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Marrakesh_siege 9
    end_monitor

    ;egypt / Cairo / Cairo_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Cairo
    and I_CompareCounter Cairo_siege < 1
    if I_SettlementOwner Cairo = egypt
    and I_IsFactionAIControlled egypt
    and I_CompareCounter egypt_start 0
    create_unit Cairo, Tabardariyya, num 2, exp 1, arm 1, wep 0
    create_unit Cairo, Saracen Militia, num 4, exp 1, arm 1, wep 0
    create_unit Cairo, Mamluks, num 2, exp 3, arm 1, wep 0
    create_unit Cairo, Desert Archers, num 4, exp 0, arm 1, wep 0
    end_if
    set_counter Cairo_siege 7
    end_monitor

    ;egypt / Alexandria / Alexandria_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Alexandria
    and I_CompareCounter Alexandria_siege < 1
    if I_SettlementOwner Alexandria = egypt
    and I_IsFactionAIControlled egypt
    and I_CompareCounter egypt_start 0
    create_unit Alexandria, Hashishim, num 2, exp 1, arm 1, wep 0
    create_unit Alexandria, Saracen Militia, num 4, exp 1, arm 1, wep 0
    create_unit Alexandria, Mamluks, num 1, exp 3, arm 1, wep 0
    create_unit Alexandria, Desert Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Alexandria_siege 8
    end_monitor

    ;italy / Rome / Roman_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Rome
    and I_CompareCounter Rome_siege < 1
    if I_SettlementOwner Rome = papal_states
    and I_IsFactionAIControlled papal_states
    and I_CompareCounter papal_start 0
    create_unit Rome, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
    create_unit Rome, Papal Guard, num 4, exp 0, arm 1, wep 0
    create_unit Rome, Pavise Crossbow Militia, num 4, exp 0, arm 1, wep 0
    create_unit Rome, Italian Spear Militia, num 4, exp 0, arm 1, wep 0
    end_if
    set_counter Rome_siege 7
    end_monitor

    ;turkey / Baghdad / Baghdad_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Baghdad
    and I_CompareCounter Baghdad_siege < 1
    if I_SettlementOwner Baghdad = turks
    and I_IsFactionAIControlled turks
    and I_CompareCounter turks_start 0
    create_unit Baghdad, Janissary Heavy Inf, num 2, exp 1, arm 1, wep 0
    create_unit Baghdad, Saracen Militia, num 4, exp 0, arm 1, wep 0
    create_unit Baghdad, Kurdish Auxiliaries, num 2, exp 0, arm 1, wep 0
    create_unit Baghdad, Janissary Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Baghdad_siege 7
    end_monitor

    ;turkey / Adana / Adana_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Adana
    and I_CompareCounter Adana_siege < 1
    if I_SettlementOwner Adana = turks
    and I_IsFactionAIControlled turks
    and I_CompareCounter turks_start 0
    create_unit Adana, Hashishim, num 2, exp 1, arm 1, wep 0
    create_unit Adana, Dismounted Hasham, num 4, exp 0, arm 1, wep 0
    create_unit Adana, Turkish Horse Archers, num 1, exp 0, arm 1, wep 0
    create_unit Adana, Turkish Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Adana_siege 8
    end_monitor

    ;kingdom of jerusalem / Jerusalem / Jerusalem_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Jerusalem
    and I_CompareCounter Jerusalem_siege < 1
    if I_SettlementOwner Jerusalem = jerusalem
    and I_IsFactionAIControlled jerusalem
    and I_CompareCounter jerusalem_start 0
    create_unit Jerusalem, Dismounted Knights Of Jerusalem, num 2, exp 0, arm 1, wep 0
    create_unit Jerusalem, Templar Sergeant, num 4, exp 0, arm 1, wep 0
    create_unit Jerusalem, Knights Templar, num 1, exp 0, arm 1, wep 0
    create_unit Jerusalem, Maronites of Lebanon, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Jerusalem_siege 7
    end_monitor

    ;kingdom of jerusalem / Acre / Acre_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Acre
    and I_CompareCounter Acre_siege < 1
    if I_SettlementOwner Acre = jerusalem
    and I_IsFactionAIControlled jerusalem
    and I_CompareCounter jerusalem_start 0
    create_unit Acre, Dismounted Knights Of Jerusalem, num 2, exp 1, arm 1, wep 0
    create_unit Acre, Templar Sergeant, num 4, exp 0, arm 1, wep 0
    create_unit Acre, Knights Templar, num 1, exp 0, arm 1, wep 0
    create_unit Acre, Maronites of Lebanon, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Acre_siege 8
    end_monitor

    ;antioch / Antioch / Antioch_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Antioch
    and I_CompareCounter Antioch_siege < 1
    if I_SettlementOwner Antioch = antioch
    and I_IsFactionAIControlled antioch
    and I_CompareCounter antioch_start 0
    create_unit Antioch, Dismounted Knights of Antioch, num 3, exp 1, arm 1, wep 0
    create_unit Antioch, Hospitaller Sergeant, num 4, exp 1, arm 1, wep 0
    create_unit Antioch, Knights Hospitaller, num 1, exp 0, arm 1, wep 0
    create_unit Antioch, Armenians of Celicia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Antioch_siege 7
    end_monitor

    ;antioch / Krak_de_Chevaliers / Krak_de_Chevaliers_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Krak_de_Chevaliers
    and I_CompareCounter Krak_de_Chevaliers_siege < 1
    if I_SettlementOwner Krak_de_Chevaliers = antioch
    and I_IsFactionAIControlled antioch
    and I_CompareCounter antioch_start 0
    create_unit Krak_de_Chevaliers, Dismounted Knights of Antioch, num 2, exp 1, arm 1, wep 0
    create_unit Krak_de_Chevaliers, Hospitaller Sergeant, num 4, exp 0, arm 1, wep 0
    create_unit Krak_de_Chevaliers, Knights Hospitaller, num 2, exp 1, arm 1, wep 0
    create_unit Krak_de_Chevaliers, Armenians of Celicia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Krak_de_Chevaliers_siege 9
    end_monitor

    ;teutonic_order / Marienburg / Marienburg_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Marienburg
    and I_CompareCounter Marienburg_siege < 1
    if I_SettlementOwner Marienburg = teutonic_order
    and I_IsFactionAIControlled teutonic_order
    and I_CompareCounter teutonic_order_start 0
    create_unit Marienburg, Dismounted Ritterbruder, num 2, exp 1, arm 1, wep 0
    create_unit Marienburg, Order Spearmen, num 4, exp 0, arm 1, wep 0
    create_unit Marienburg, Christ Knights, num 1, exp 0, arm 1, wep 0
    create_unit Marienburg, Prussian Archers, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Marienburg_siege 7
    end_monitor

    ;teutonic_order / Konigsberg / Konigsberg_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Konigsberg
    and I_CompareCounter Konigsberg_siege < 1
    if I_SettlementOwner Konigsberg = teutonic_order
    and I_IsFactionAIControlled teutonic_order
    and I_CompareCounter teutonic_order_start 0
    create_unit Konigsberg, Sword Brethren, num 2, exp 1, arm 1, wep 0
    create_unit Konigsberg, Order Spearmen, num 4, exp 0, arm 1, wep 0
    create_unit Konigsberg, Christ Knights, num 1, exp 0, arm 1, wep 0
    create_unit Konigsberg, Prussian Archers, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Konigsberg_siege 9
    end_monitor

    ;lithuania / Vilnius / Vilnius_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Vilnius
    and I_CompareCounter Vilnius_siege < 1
    if I_SettlementOwner Vilnius = lithuania
    and I_IsFactionAIControlled lithuania
    and I_CompareCounter lithuania_start 0
    create_unit Vilnius, Samogitian Axemen, num 2, exp 1, arm 1, wep 0
    create_unit Vilnius, Dismounted Szlachta, num 4, exp 0, arm 1, wep 0
    create_unit Vilnius, Dievas Guard, num 1, exp 1, arm 1, wep 0
    create_unit Vilnius, Baltic Archers, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Vilnius_siege 7
    end_monitor

    ;lithuania / Minsk / Minsk_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Minsk
    and I_CompareCounter Minsk_siege < 1
    if I_SettlementOwner Minsk = lithuania
    and I_IsFactionAIControlled lithuania
    and I_CompareCounter lithuania_start 0
    create_unit Minsk, Dismounted Tartar Lancers, num 2, exp 0, arm 1, wep 0
    create_unit Minsk, Dismounted Szlachta, num 4, exp 1, arm 1, wep 0
    create_unit Minsk, Szlachta, num 1, exp 0, arm 1, wep 0
    create_unit Minsk, Baltic Archers, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Minsk_siege 9
    end_monitor

    ;norway / Oslo / Oslo_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Oslo
    and I_CompareCounter Oslo_siege < 1
    if I_SettlementOwner Oslo = norway
    and I_IsFactionAIControlled norway
    and I_CompareCounter norway_start 0
    create_unit Oslo, Dismounted Huscarls, num 2, exp 1, arm 1, wep 0
    create_unit Oslo, Norse Swordsmen, num 4, exp 0, arm 1, wep 0
    create_unit Oslo, Huscarls, num 1, exp 0, arm 1, wep 0
    create_unit Oslo, Norse Archers, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Oslo_siege 7
    end_monitor

    ;norway / Wick / Wick_Province / Power_Centre

    monitor_conditions I_SettlementUnderSiege Wick
    and I_CompareCounter Wick_siege < 1
    if I_SettlementOwner Wick = norway
    and I_IsFactionAIControlled norway
    and I_CompareCounter norway_start 0
    create_unit Wick, Dismounted Huscarls, num 2, exp 1, arm 1, wep 0
    create_unit Wick, Norse Swordsmen, num 4, exp 0, arm 1, wep 0
    create_unit Wick, Norse Archers, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Wick_siege 8
    end_monitor


    http://www.mediafire.com/file/yiordd...ign_script.txt

    All capitol cities have 7s so they get the Gscript more often and other cities are set based on map position and how easily or not the settlement should be taken.

    I was also thinking of making Rome have the Gscript for all Catholic Factions instead of just the Papal States.

    Once again I am new at scripting, so if this is just a waste of an attempt please let me know so I don't embarrass myself to much
    Feedback is welcome.
    Last edited by Ghost_loy; January 07, 2009 at 09:44 PM.

  13. #13
    xeryx's Avatar Follow the White Rabbit
    Join Date
    Nov 2006
    Location
    Wyoming, Usa
    Posts
    4,337

    Default Re: Question about difficulty

    I think I just need to fix garrisons in general... I think that is going on the "invent" list
    Proudly patronized by B. Ward Click Sig Logo for Downloads, Click forums here and here
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  14. #14

    Default Re: Question about difficulty

    I am working on a script that will use your garrison if the enemy has the correct amount of money or if they do not it will spawn peasants instead.

  15. #15

    Default Re: Question about difficulty

    Quote Originally Posted by Ghost_loy View Post
    I am working on a script that will use your garrison if the enemy has the correct amount of money or if they do not it will spawn peasants instead.
    That's a good idea.
    As for the Paladin, the battle with the Dragon isn't the danger, it's the battle in the heart that he must be wary of.




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