Page 1 of 3 123 LastLast
Results 1 to 20 of 43

Thread: Nerfed Garrison Script

  1. #1

    Default Nerfed Garrison Script

    For those who wanted a nerfed garrison script, I took some time to edit it.

    "uh ohhh...I hope cave trolls dont spawn"



    "Awesome! No trolls. "


    Changes:
    -Almost all scripted cities have been nerfed (with the exception of most capitals and select key cities/castles)
    -Trolls no longer spawn( No more troll spawns from black gates/Moria/Baradur, but there are more orc spawns and they are experienced to make up for it)
    -The number of spawns are not changed but the quality of the units. This is to make it more realistic.

    To install:
    1. Make a backup of the campaign_script.txt located in:
    C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign
    2. Download the attached campaign_script.txt in this thread and place it in the above folder.
    3. Go to C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\base and delete map.rwm

    To uninstall:
    1. Simply replace campaign_script.txt with your back-up

    This is not save game compatible, so you will have to restart a new campaign. Happy sieging.

    Note: As mentioned above some cities such as Isengard, helms deep, etc will still have strong spawns because it should be hard to take those key places.
    Last edited by mandalore9; April 30, 2009 at 03:32 PM.


  2. #2

    Default Re: Nerfed Garrison Script

    For those who want to remove the garrison script all together:

    Quote Originally Posted by Gampie
    The garrison script is located in:
    C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign

    Search for the file campaign_script.txt.

    I've uploaded an attachment in this post. Download it and place it in the aforementioned folder. Don't forget to make a back-up of the existing campaign_script.txt! After that overwrite it with the new file.

    This eliminates the garrisons completely. It does not affect existing save games so you have to restart a campaign in order for it to take effect.

    Go to
    C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\base
    and delete map.rwm

    Don't worry, each time you start a new campaign the game will regenerate this file (it might take 10 seconds to build it so please be patient). This new map.rwm will contain the changed campaign_script.txt.


    In order to revert these changes, remove the campaign_script.txt file and restore your back-up. Delete map.rwm and start your new campaign.

    Attached Files campaign_script.txt (62.8 KB, 21 views)
    -taken from http://www.twcenter.net/forums/showt...arrison+script



  3. #3
    maxi90's Avatar Campidoctor
    Join Date
    Sep 2008
    Location
    Buenos Aires, Argentina
    Posts
    1,645

    Default Re: Nerfed Garrison Script

    this is the mod i was waiting for! thanks dude. +rep

  4. #4

    Default Re: Nerfed Garrison Script

    Awesome. If I hadn't already +rep'd you I'd do it again.

  5. #5
    Dangor's Avatar Libertus
    Join Date
    Apr 2009
    Location
    the Great White North
    Posts
    52

    Default Re: Nerfed Garrison Script

    awesome! I need to restart anyway, Rohan is going down fast

  6. #6

    Default Re: Nerfed Garrison Script

    Really appreciate that Mandalore! If I could rep you I would! Will use this in my next game.

  7. #7

    Default Re: Nerfed Garrison Script

    Just what many of us were waiting for, much thanks and rep

  8. #8
    Augusten's Avatar Foederatus
    Join Date
    Apr 2009
    Location
    Atlanta, GA
    Posts
    31

    Default Re: Nerfed Garrison Script

    Excellent work!

    The Help Weakened Factions portion of the script, does that spawn a random full stack? (Thus explaining why a battle-hardened stack of troops came knocking at the gates of Edoras just turns after I sacked it.)

  9. #9

    Default Re: Nerfed Garrison Script

    Quote Originally Posted by Augusten View Post
    Excellent work!

    The Help Weakened Factions portion of the script, does that spawn a random full stack? (Thus explaining why a battle-hardened stack of troops came knocking at the gates of Edoras just turns after I sacked it.)
    The garrison script in TATW does not spawn random units, it is already predetermined. With that said, yes it still spawns a full stack, but not as elite as before. Regarding Edoras: There is another already built-in script that checks whether Rohan controls Edoras. If they do not, a "battle-hardened" full stack will spawn.

    Here are the lines of code that show it:[if you care that is..]
    Spoiler Alert, click show to read: 
    ;trigger rohan when Edoras is lost
    monitor_event FactionTurnStart FactionType milan
    and IsFactionAIControlled
    and not I_SettlementOwner Kings-Land = milan

    set_counter rohan_weakened 1

    terminate_monitor
    end_monitor

    ;trigger rohan when weakened
    monitor_event FactionTurnStart FactionType milan
    and IsFactionAIControlled
    and I_NumberOfSettlements milan < 8

    set_counter rohan_weakened 1

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionType milan
    and IsFactionAIControlled
    and I_CompareCounter rohan_weakened = 1

    add_money milan 8000
    spawn_army
    faction milan
    character random_name, named character, age 30, x 207, y 169, direction W
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
    unit rohan bodyguards exp 3 armour 1 weapon_lvl 0
    unit militia exp 2 armour 0 weapon_lvl 0
    unit militia exp 1 armour 0 weapon_lvl 0
    unit warriors exp 2 armour 0 weapon_lvl 0
    unit warriors exp 1 armour 0 weapon_lvl 0
    unit Special Axemen exp 2 armour 0 weapon_lvl 0
    unit Dismounted Eored Lancers exp 3 armour 0 weapon_lvl 0
    unit Dismounted Eored Lancers exp 2 armour 0 weapon_lvl 0
    unit Rohan Axemen exp 2 armour 0 weapon_lvl 0
    unit Rohan Axemen exp 2 armour 0 weapon_lvl 0
    unit Rohan Axemen exp 1 armour 0 weapon_lvl 0
    unit archers exp 1 armour 0 weapon_lvl 0
    unit archers exp 2 armour 0 weapon_lvl 0
    unit rohan rider exp 3 armour 0 weapon_lvl 0
    unit rohan rider exp 1 armour 0 weapon_lvl 0
    unit rohan rider exp 2 armour 0 weapon_lvl 0
    unit rohirrim exp 3 armour 0 weapon_lvl 0
    unit eorlingas exp 2 armour 0 weapon_lvl 0
    unit eorlingas exp 2 armour 0 weapon_lvl 0
    end

    terminate_monitor
    end_monitor
    Last edited by mandalore9; April 30, 2009 at 02:43 PM.


  10. #10

    Default Re: Nerfed Garrison Script

    Thats great!+rep After I'm done with Silvan Elves I'll install this.

    This is not save game compatible, but does that mean it stops my current campaign from working or doesn't it just take effect until restarting? Can I install this already or do I have to wait?
    We have developed speed but we have shut ourselves in: machinery that gives abundance has left us in want. Our knowledge has made us cynical, our cleverness hard and unkind. We think too much and feel too little: More than machinery we need humanity; More than cleverness we need kindness and gentleness. Without these qualities, life will be violent and all will be lost.
    - Charlie Chaplin

  11. #11

    Default Re: Nerfed Garrison Script

    Quote Originally Posted by Haerski View Post
    Thats great!+rep After I'm done with Silvan Elves I'll install this.

    This is not save game compatible, but does that mean it stops my current campaign from working or doesn't it just take effect until restarting? Can I install this already or do I have to wait?
    I would wait until you are done your Silvan Elves campaign.


  12. #12
    Augusten's Avatar Foederatus
    Join Date
    Apr 2009
    Location
    Atlanta, GA
    Posts
    31

    Default Re: Nerfed Garrison Script

    Quote Originally Posted by mandalore9 View Post
    The garrison script in TATW does not spawn random units, it is already predetermined. With that said, yes it still spawns a full stack, but not as elite as before. Regarding Edoras: There is another already built-in script that checks whether Rohan controls Edoras. If they do not, a "battle-hardened" full stack will spawn.

    Here are the lines of code that show it:[if you care that is..]
    Spoiler Alert, click show to read: 
    ;trigger rohan when Edoras is lost
    monitor_event FactionTurnStart FactionType milan
    and IsFactionAIControlled
    and not I_SettlementOwner Kings-Land = milan

    set_counter rohan_weakened 1

    terminate_monitor
    end_monitor

    ;trigger rohan when weakened
    monitor_event FactionTurnStart FactionType milan
    and IsFactionAIControlled
    and I_NumberOfSettlements milan < 8

    set_counter rohan_weakened 1

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionType milan
    and IsFactionAIControlled
    and I_CompareCounter rohan_weakened = 1

    add_money milan 8000
    spawn_army
    faction milan
    character random_name, named character, age 30, x 207, y 169, direction W
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
    unit rohan bodyguards exp 3 armour 1 weapon_lvl 0
    unit militia exp 2 armour 0 weapon_lvl 0
    unit militia exp 1 armour 0 weapon_lvl 0
    unit warriors exp 2 armour 0 weapon_lvl 0
    unit warriors exp 1 armour 0 weapon_lvl 0
    unit Special Axemen exp 2 armour 0 weapon_lvl 0
    unit Dismounted Eored Lancers exp 3 armour 0 weapon_lvl 0
    unit Dismounted Eored Lancers exp 2 armour 0 weapon_lvl 0
    unit Rohan Axemen exp 2 armour 0 weapon_lvl 0
    unit Rohan Axemen exp 2 armour 0 weapon_lvl 0
    unit Rohan Axemen exp 1 armour 0 weapon_lvl 0
    unit archers exp 1 armour 0 weapon_lvl 0
    unit archers exp 2 armour 0 weapon_lvl 0
    unit rohan rider exp 3 armour 0 weapon_lvl 0
    unit rohan rider exp 1 armour 0 weapon_lvl 0
    unit rohan rider exp 2 armour 0 weapon_lvl 0
    unit rohirrim exp 3 armour 0 weapon_lvl 0
    unit eorlingas exp 2 armour 0 weapon_lvl 0
    unit eorlingas exp 2 armour 0 weapon_lvl 0
    end

    terminate_monitor
    end_monitor
    Sorry, I end up saying random when I don't entirely mean it. Without looking at the code (which I had prior to typing ) the armies are seemingly random. I was rather intrigued that Rohan, who was only at war with me (well and the rebels), had recruited a full stack with some experience to march against the recently stolen Edoras. The more you know.

    It was actually pretty fun to look at the code and half understand it (I had 2 years of Comp Sci. before switching majors. Sadly, I forgot most of it.)

    Anyway, thanks again.

  13. #13

    Default Re: Nerfed Garrison Script

    I think i love you! Thanks mate!

  14. #14
    Garet Jax's Avatar Civis
    Join Date
    Apr 2009
    Location
    Georgia, US
    Posts
    175

    Default Re: Nerfed Garrison Script

    Ahh sweet, I cant wait to get off work so i can download! Thx abunch
    Great minds think for themselves...


  15. #15

    Default Re: Nerfed Garrison Script

    very nice exactly what i was looking for.

  16. #16

    Default Re: Nerfed Garrison Script

    Wow, thank you! Not to be picky, but would it be possible to add trolls and the like to the capitol cities only?

  17. #17

    Default Re: Nerfed Garrison Script

    Quote Originally Posted by Blooo View Post
    Wow, thank you! Not to be picky, but would it be possible to add trolls and the like to the capitol cities only?
    Basically you want the garrison script to be removed from all cities except the capitals? If you are referring to trolls only, the original garrison script already has that. The problem is, it spawns way too much. A full stack + 4-5 trolls is hard especially on vh/vh.


  18. #18

    Default Re: Nerfed Garrison Script

    Nono, I meant, have the nerfed script on the minor cities like you currently have, but add a unit of trolls or other powerful units to the capitol city spawn lists.

  19. #19

    Default Re: Nerfed Garrison Script

    Quote Originally Posted by Blooo View Post
    Nono, I meant, have the nerfed script on the minor cities like you currently have, but add a unit of trolls or other powerful units to the capitol city spawn lists.
    yeah, if you want it to spawn troll units, it will spawn trolls en masse. So if i put it back, it would still spawn 4-5 trolls, which is why i edited it in the first place. I removed the trolls but gave exp to the spawns(only to settlements that trolls were replaced) hoping that would even it out a bit. In the original campaign_script there are only 3 cities that spawned trolls which were Barad-dur(battle trolls), Black Gates(Battle trolls) and Moria (Cave trolls). Adding trolls to all capitals would be a "buff" to the garrison script not a nerf. If you still want me to add those just pm me.


  20. #20

    Default Re: Nerfed Garrison Script

    Oh, I think I see. It's not possible to make them (the three capitols that had them in the original script) only spawn like one unit of trolls eh? Darn.

    Cuz that would be ideal IMO. Militia spawned in the small towns, with capitols spawning mostly militia and a few higher tier units, and like one super unit.

    Oh well. A nerd can dream!
    Last edited by Blooo; April 30, 2009 at 06:27 PM.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •