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Thread: Modders' Resource: Dynamic Garrison Script

  1. #1

    Default Modders' Resource: Dynamic Garrison Script

    This is part of my new compilation submod which is nearing a release, which I thought other modders might find useful to have separately.

    With this script, all playable settlements on the vanilla TATW map get a spawned garrison to represent a portion of the local "civilian" population pressed into service to defend the walls of the settlement from an assault. The spawned garrison varies in size and composition by region and target faction culture type e.g. Harad defenders will spawn Southron townsfolk in Harad regions, Westron townsfolk in north westerly regions of Middle Earth and a mix of the two in points in between. Factions of other cultures will respectively spawn appropriate unit type. Garrisons will be larger larger settlements, and will grow as the settlement grows. Garrisons are only spawned when a settlement is assaulted and are removed post battle.

    Also included are the models, textures, ui's, and text file entries for six new garrison units that I made for this (Dwarf Volunteers, Easterling Levy, Elf Volunteers, Snagas, Southron Levy, and Westron Volunteers). These are peasant militia quality units, basic weapons, no shields or armor.

    Preview if the new units on page 4 (thanks to the Uruk).
    Last edited by Spice Master; May 05, 2013 at 09:20 PM.

  2. #2

    Default Re: Modders' Resource: Dynamic Garrison Script

    New download link: http://www.mediafire.com/?42fygxb4xgz7xxl

    Update includes:

    - Elvenkind's unit icons,
    - Uruk's unit info cards,
    - corrected BMDB entry for Snagas
    - fixed textures and normal maps for several units
    - updated, more dynamic script, so as your settlements grow, so will the garrison (big thanks to Withwnar on coding)

    To use this, download, unzip, drop the folder "garrison" in to your _units folder, copy past the script and unit entries into the appropriate files, and copy and paste the two merc and mercs folders into the appropriate UI folders. You can use this as a supplement or replacement for the TATW 3.2 garrison script.

    Remember this is an open resource for modders, free to use, edit and republish as part of your TATW mod, provided you give credit to me for the new units, me and Withwnar for the script development, TNZ for the original script concept, Absinthia, Alpha Delta, the Rusichi Team, and T&D for the original models up which I based these units, Elvenkind for the unit icons, and the Uruk for the unit info cards.
    Last edited by Spice Master; May 05, 2013 at 09:10 PM.

  3. #3

    Default Re: Modders' Resource: Dynamic Garrison Script

    Needs unit icons and info cards. If anyone who wants to use this makes some, please post them here.

  4. #4

    Default Re: Modders' Resource: Dynamic Garrison Script

    Is this just for AI players or does this work for human players as well?

  5. #5
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Modders' Resource: Dynamic Garrison Script

    Oh wow this is awsome man! It's what i've been waiting on for years now!

  6. #6

    Default Re: Modders' Resource: Dynamic Garrison Script

    TimR: It's setup as is to work for all settlements player or AI. So, if you just have one or two units garrisoned, and get hit with a surprise stack of orcs or something, you'll get a couple units of locals to help defend the walls. You can adjust as you wish, if you want it to be just AI or make other changes, by editing the campaign_script text

    Dutch: Thanks. I give a lot of the credit to those mentioned above who came up with the original concept and released the base models that I use for the new garrison units.

    Also if anyone wants to use the six included new units for another purpose, please feel free.

  7. #7

    Default Re: Modders' Resource: Dynamic Garrison Script

    Just to re-iterate, this is a free resource for use in whole or in part, as is or edited however you would like, with TATW submods, no permission needed. Just please give credits as listed in the OP.

    (Also, there may be an Easter Egg in there somewhere for classic sci-fi fans).

  8. #8
    Withwnar's Avatar Script To The Waist
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    Default Re: Modders' Resource: Dynamic Garrison Script

    Good one Spice Master. There's no need to include my name in the credits. The concept was purely TNZ's.

  9. #9

    Default Re: Modders' Resource: Dynamic Garrison Script

    @Spice Master: I will be making the unit cards and unit info cards for these new units soon.

    However, I downloaded the files and the script has commented out lines, what do these lines do if uncommented?

  10. #10

    Default Re: Modders' Resource: Dynamic Garrison Script

    Quote Originally Posted by Spice Master View Post
    Needs unit icons and info cards. If anyone who wants to use this makes some, please post them here.
    Here are the unit battle cards of your Garrison units. Just copy paste them into appropriate folder of your choice.

    I haven`t done info cards for them , cause I haven`t been able to add them to my unedited backup vanilla TATW 3.2.

    This is how they look like, are they OK ?



    EDIT: Just saw The Uruk is gonna do them also
    Attached Files Attached Files
    Last edited by ElvenKind; April 29, 2013 at 02:48 PM. Reason: Gramma :D
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  11. #11
    Araval's Avatar Protector Domesticus
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    Default Re: Modders' Resource: Dynamic Garrison Script

    Inoticed that elven and westron unit had some texture glitches.

  12. #12

    Default Re: Modders' Resource: Dynamic Garrison Script

    Uruk: The commented lines (things like "and TargetFactionReligion orthodox") are for changing which factions a given unit spawn applies to. Right now the script is set up so that there are different unit spawns in each region for six different culture groups (dwarves, elves, orcs, southrons, easterlings, and numenorian/northmen). You can use the commented out lines to make the unit spawns more specific to a religion or faction.

    Elvenkind: Thanks!

    Araval: I'll check them out. Can you describe the issue or post screenshot?

  13. #13

    Default Re: Modders' Resource: Dynamic Garrison Script

    I think I see an issue with some of the Elf Volunteers faces.

    Ah, wrong normal texture. Fixed.
    Last edited by Spice Master; April 29, 2013 at 03:37 PM.

  14. #14
    Araval's Avatar Protector Domesticus
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    Default Re: Modders' Resource: Dynamic Garrison Script

    The pic is a tga, I can't convert it atm.

    There are ugly black spots on the green cloacks and brown coats. And the red ones seem to have too big areas with the same colour of pixels (it looks a bit wierd). I hope this helps.

    0023.rar

  15. #15

    Default Re: Modders' Resource: Dynamic Garrison Script

    Good job! You bring fresh winds in Tatw modding sphere.

  16. #16
    Trailhog250's Avatar Semisalis
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    Default Re: Modders' Resource: Dynamic Garrison Script

    I have had this idea for some time but never got past the brain storming phase. +rep

  17. #17

    Default Re: Modders' Resource: Dynamic Garrison Script

    Trailhog: Yeah I always thought it would be cool to have, but didn't know how to implement it until I saw TNZ's thread in the mod workshop. Afher that, it was just a bunch of copy/pasting to set it up for all the regions.

    Araval: Thanks, that should be an easy fix. I'll post an update tonight or tomorrow with fixed textures for elf and westron units and the new UI's.

  18. #18

    Default Re: Modders' Resource: Dynamic Garrison Script

    One more thing Spice Master, the script says monitor_event GeneralAssaultsResidence, so if it isn't a general assualting the settlement, this garrison script wont fire?

  19. #19
    Withwnar's Avatar Script To The Waist
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    Default Re: Modders' Resource: Dynamic Garrison Script

    GeneralAssaultsResidence includes "captains", that is: generals not just named characters.

  20. #20

    Default Re: Modders' Resource: Dynamic Garrison Script

    Oh I see, thanks Withwnar! This script is pretty awesome Spice Master!

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