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Thread: Garrison Mod for 0.9.2

  1. #1
    tmodelsk's Avatar Tiro
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    Icon3 Garrison Mod for 0.9.2

    New version 1.20 is released ! See tmsship.wikidot.com/garrison-script
    or this post for details.

    Garrison "Script" mini Mod for SSHIP : version 1.1 (2016.XI.26)

    Whats New & Key Features

    • Player sieging & attacking AI = Large garrison for AI with one Heavy Infantry.
    • AI attacking AI = medium garrison.
    • AI attacking Player = small garrison for player
    • Garrisons raised only when storming the walls (besieging is not enough to garrison by created), both form player & AI.
    • re - worked garrison units assigment for every factions, more local troops based on regions & hidden resources


    Download section is below.

    Project Goals & considerations about garrisons situation in game :

    Please read it - it's a logical 'background' to script I've done, it explains why I've done particular things as they are.
    Spoiler Alert, click show to read: 


    • Sometimes AI keeps unprotected settlements, without any single unit.
      It's very rare but happens & such settlements can be easily (to easily) instantly captured by player or different AI faction.
      This Campaign AI bug is hard to be fixed.
      So script "No unguarded settlements" will take care of it - will create single unit if settlement is unprotected.
      .
    • From time to time AI keeps very tiny garrisons in settlements, inadequate to strategic situation around the settlement.
      For example : Huge / Large very important city is guarded by single unit while enemy full stack armies are wandering around.
      AI can have enough forces but still keep small garrisons.

      It causes the situations that sometimes major settlements can be 'luckily' captured by player or another AI faction.
      Script "Raise garrison troops when city walls are stormed" will take care of it,
      it will create medium size garrisons to fix this AI bug and balance strategic game-play.
      Attacking AI will have slower progress but still will be able to capture territory.
      .
    • In addition above AI bug enables human player exploit it & to do rapid invasions, to very quickly expand in non-historical & non-realistic way.
      Script "Raise garrison troops when city walls are stormed" will raise huge & strong garrisons when the player is besieging & storming the walls.
      It will create more balanced & harder & more interesting game-play for the player.
      .
    • some more considerations & discussions in above topics :
      SSHIP : JoC post & following discusion ,
      Garrison Script discussion in Europa Barbaroum II


    So Garrison Mod for SSHIP consists of two separate scripts :
    • No unguarded settlements
    • Raise garrison troops when city walls are stormed

    Both scripts are delivered in one file ( campaign_script.txt ) and coherent with each other.
    Experienced user can delete first or second, as he wishes.

    Download : Garrison-Mod-v.1.1.zip .
    Install :
    Make backup of original campaign_script.txt (data\world\maps\campaign\imperial_campaign\campaign_script.txt)
    Extract .zip it into ModFolder\data\ (path included in .zip file).
    Enjoy. Play the game. Learn history
    Please report general 'strategic situation' in the world (slower expansions ?? , who is expanding, who is not, ..... ).
    Please report your - player expansions (are garrisons raised against player enough strong to make game more challenging ?)


    Garrison script: No unguarded settlements - Details.
    Features :
    Spoiler Alert, click show to read: 

    • If settlement is abandoned so has no garrison, script will create a single levy unit at end of turn.
      Real life historic considerations :
      it can simulate the situation that settlement inhabitants feels in danger and raises militia troops by themselves.
      Such situations still happens nowadays.
      .
    • Created unit will be most of the time levy militia unit relevant to each faction AND settlement size .
      Larger settlements can get some early non-levy spearmen unit.
      The logic to choose unit to be created is based ion faction (settlement owner) & settlement size, same as in below "Garrison Script : Raise Troops when walls are stormed",
      created unit will be the first one. (Raise Troops script creates 1-6 units, these one create single unit and the first one from "Raise Troops" collection relevant to faction & settlement size).

      Examples :
      Western civs:
      Village & Town & Large Town-> Spear Militia,
      City - Huge City : Spear Militia Experience 2 or Spearmen Seargent (Spearmen).
      .
    • Faction treasure will be charged with half price of that unit, even if Faction is out of money (so will go further on negative budget)
      Real life historic considerations :
      Inhabitants take half of the costs for themselfs. But they force this unit raising - leader have no choice :-) .
      Or in other way -> they've raised troops & next year they don't have enough money to pay taxes.
      Rebels - costs are 0.
      .
    • Such created unit is normal unit. Player or AI can do with it the same as with any other unit.
      If settlement will be again abandomed (ex: newly created unit send do war), script will again create single unit at the end of turn.
      .
    • same logic for player & ai
      .
    • technically : 199 x new monitor event for each settlement (generated by some soft).
      They are really small ones.


    Garrison script: Raise troops when walls are stormed - details :
    Features:
    Spoiler Alert, click show to read: 


    • When settlement is besieged & walls are stormed : script adds 1-6 units, so that units can help in walls defense.
      .
    • If attacker (Player or AI) will lift the siege without storming the walls - no units will be created.
      (It's an upgrade from version 1.0)
      .
    • Number of units is based on settlement initial size. (6 settlements sizes, numbers added go from 1-6).
      So those numbers are not changing for whole game for particular settlement.
      See details below.
      .
    • When AI is attacking Player : small garrison is created.
      When AI is attacking AI : medium garrison is created.
      When Player is attacking AI : large garrison is created with one heavy infantry unit.
      See details below. (It's an upgrade from version 1.0 .)
      .
    • Units are faction specific. See details below.
    • Faction treasury is charged for half of recruitment costs except rebels (as in 'unguarded' script).
    • Such troops rising on siege can occur only once per 12 turns (6 years).
      After troops rising settlement needs to 'recover', replenish human population & resources losses.
    • Rebels (slave) : Collection of created troops is same as for 'faction_creator'.
      So in general: in europe rebel garrisons will be europen style, on middle east -> muslim style etc.
      There are very few exceptions for it (rebels do not have access to all troops, so some substitutions are made in 23 cases). .
    • New game is required.


    Details of Troops adding:
    Spoiler Alert, click show to read: 

    Imagine we can define some troops classes (categories),
    like Levy Infantry, Infantry, Levy Missile, Missile & Heavy Infantry .

    Each settlement size 'raises' different number & above categories of troops.
    It's shown on below table :
    Spoiler Alert, click show to read: 


    .
    So in particular scenario (AI vs Player, ... ) in particular settlement size, script will create given number of units.
    Units will be created in order specified in the last column.
    So Heavy Infantry unit will be added ONLY when Player is besieging AI.
    +Plus means that unit will be given experience bonus.

    Each Faction 'implements' those troops classes in a different way.
    It's shown on table in pdf or excel (second tab) .
    Unit names are from export_descr_unit.txt (EDU) so they're 'technical names'.
    Some names are explained in mini-tablein pdf (below main table).
    +1 / +2 means that unit will be given +1 / +2 experience bonus. (cumulative with settlement sizes table).
    Slav Levies (serbia) - means that Slav Levies unit would be raise only in regions with "serbia" hidden resource present.
    So local or AOR like garrisons are possible & already many such troops are in above table.

    As you see - these are mostly light weight Levy / Militia / Urban Militia troops.
    See discusion in this thread for reference.
    Only few factions has access to Levy Missile in every settlement.
    But Berber Archers is AOR style 'Levy Missile'. Each settlement with 'berber' hidden resource will be able to raise it as garrison troop.



    Technical considerations
    Spoiler Alert, click show to read: 

    • technically I'm unable to determine settlement size on 'runtime' (and so TATW & Hispania & ... garrison scripts), looks like it's impossible.
    • above scripts (unguarded & raising troops) consists of:
    • 199 x SettlementTurnEnd monitors (little ones), for 'no unguarded' script.
    • 199 x additional variables per settlement,
      one OnFactionPreTurn monitor fos slaves (to update those variables once per turn),
      199 x GeneralAssaultsResidence monitors . These Monitors are large
      See details here
    • in summary about 120 K lines of code , almost 6,5 MB .
      So its large in size but VERY effective in performance (small end turn wait time), because it's only ~ 400 new event monitors .



    Tests results :
    Spoiler Alert, click show to read: 

    Currently garrison script writes about all troops being raised into system.log.txt (in mod folder).
    After few turns (ex 10) You can Alt-Tab from game and see it, where are the garrisons been raised and with what types of troops.
    It's quite detailed.
    Here is my log from first 40 turns game (20 years).

    everything works as expected, different scenarios (AI vs .. , Player vs ..) raises different number & types of troops.
    Settlement recovery time works as expected.
    Turn end wait time is slighty longer.
    No ctds.



    Changelog :
    Spoiler Alert, click show to read: 

    v.1.1 (2016.XI.26):
    - Raising troops on GeneralAssaultsResidence event.
    - different scenarion handling (diff. number of troops) for AI vs Player (small garrison) , Ai vs AI (medium garrison), Player vs AI (large garrison).
    - reworked Faction <-> Troops table . Now it's ok. :-)
    - hidden_region based troops in engine, ex: Fyrd Spearmen only in England, Berber Archers only in 'berber' hidden resource regions, etc.

    v 1.0 - 13.XI.2016 17:08:
    - Updated : - No unguarded settlements + first version of auto-raising troops on siege, dependent on settlement level & faction .
    Last edited by Jurand of Cracow; January 13, 2020 at 04:12 AM. Reason: version clearly stated in the title

  2. #2

    Default Re: SSHIP - General Discussion

    Tmodelsk i think that you should make a new thread for discuss this, is something important and with many ideas hehe
    I also would like seeha garrison script for sship but with logic,historical and balance...
    In my opinion for version 2 about quantity and quality could be for village and mote and baly maybe two units( peasants and militas, mixed archeror crossbows with spearmen) , for towns three units, for cities and largue cities four units and for metropolis and citadels maybe five or six units...but for large cities and fortress,metropolis,citadels better quality units and specific units...for example constantinople is a capital and metropolis so six units and one of them a elite unit(maybe varangians) three of them contaratoi, one of them toxotes and the last one a medium quality(maybe scoutatoi)...
    This is a idea, but the general idea is make proporcional and logic the script and also be historical with specific units of the faction
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  3. #3

    Default Re: SSHIP - General Discussion

    @tmodelsk:

    You can determine settlement size via "SettlementBuildingExists > stone_wall" f.e. Although you would have to add a lot more monitor_events for that.

  4. #4
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Garrison mini mod

    I have moved your post and relevant following one to a new thread in the Minimods forum where it is obviously its place instead in the General Discussion thread.
    Last edited by Lifthrasir; November 12, 2016 at 11:33 AM.
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  5. #5
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    @j.a.luna - I got it, I think I understand. That is conceptual help I was looking for.

    @MWY -> thanks. It's a little bit complex I even not sure I can do it.
    But I have simpler idea. I'm already reading all settlement names from descr_strat.txt .
    I can also read initial settlement size and use it as distinction how many unit create on siege (& hardcode it in garrison script).
    Sure - it won't be real 'runtime' value, but in most cases it will be equal to real one.

    @Lifthrasir - sorry for mess, thanks for your clean ups.

  6. #6

    Default Re: Garrison Mod

    Ok tmodelsk, if you need more ideas i can support you, the general idea is make garrison script proporcional and historical so you could make a list with your general idea
    For example:
    Quantity and quality units for garrison script
    1.Village and motey and baley.....one unit(peasants quality or militia) spear militia,woodsmen,hunters,for cumans maybe cuman militia archers...i hope that understand
    2.Towns and wooden castle....two units(peasants and militia quality) possible mix troops with archers and spearmen, for example one spear militia and one levy archer or militia crossbowmen
    3.Large towns and castle....three units(militias)
    4.Cities,largues cities and fortress....four units(militias and one better unit) for example the fortress of Hamburg could have two units of spear militias,one of archer militia and one of mailled knights
    5.Metropolis and citadels.....five units(militias and one better unit)
    6.Excepcional garrisons....this could be for excepcional settlements with high population, so for metropolis and citadels capitals of faction, the famous case is constantinople but also can be baghdad,jerusalem,merv,al qaira,marraket,palermo and maybe if you want for other important cities as london,paris...
    They should have SIX UNITS....four units of spearmen militias and crossbows/archers,one medium quality(scoutatoi,sergeant spearmen,sworded sergeants,ahdat spearmen....) and the last one a elite unit(varangians, knights,ghulams,huskarls,nobles,boyars...)


    So i hope that you like it and this be useful for you
    If someone have more ideas together can improve this important minimod and improve this fantastic sship
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  7. #7
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    @j.a.luna - see the first post. I've updated everything, it's now something aka version 1.0, it's working, no any ctds.

    I think I've implemented most of your ideas, exactly as you proposed (it's imo good & reasonable & balanced).
    Only specific settlements (like Constantinopole) are not yet done -> I need to prepare some engine for it.

    If you could look into spoiler sections (first post) & try to understand it -> because I need a verifications.
    As I quite knew & understand western units so it's done more or less ok.
    But assigment of Byzantie & Muslim & Mongols & Cumans & other units is ... I'm not sure it's ok.

    I'll do an online excel files, for me & you & anyone wishing participate -> to create needed tables for mapping Unit Class <--> Faction.
    But will do posiibly on monday.

  8. #8

    Default Re: Garrison Mod

    ok tmodelsk, in my opinion is good in general, only a few things that i want to remark....


    1. First, for unguarded settlements i understand that only raise or recruit spear militias units no?so for example, for unguarded constantinople, the huge city recruit 6 contaratoi no??? and i dont understand how long stay this troops in the city, one turn? or when you want disband this troops?



    2.For settlement level table i saw somethings minor "bugs", and one thing, i understand that is the same process for castles no??Example:


    case L6_Citadel:
    metaList.add(new UnitMetaDef(UnitType.Spearmen, 1));
    metaList.add(new UnitMetaDef(UnitType.Spearmen, 1));
    metaList.add(new UnitMetaDef(UnitType.HeavyInfantry));
    metaList.add(new UnitMetaDef(UnitType.HeavyInfantry));
    metaList.add(new UnitMetaDef(UnitType.Missle, 1));
    metaList.add(new UnitMetaDef(UnitType.Missle, 1));


    -and maybe for citadels and huge cities i could make 3 spearmen,2 missile and only one heavy infantry,because is for represent that the majority of troops were citizens and only a few troops were elite or nobles(balance the game), maybe for some unique settlement could make unique garrison with more units(7) or more elite units(2)



    -For factions troop classes:

    // #### Islam - Muslims
    _Dict.add(UnitType.LevySpearmen , Arrays.asList("moors", "rum", "turks") , "Ahdath Militia"); i think that instead of ahdath militia should have surtah militias because this units are more levy spearmen, the andath militias are more sergeant muslims militias

    _Dict.add(UnitType.LevySpearmen , "slave" , "Mercenary Spearmen"); for rebels should have also spear militias because mercenary spearmen are very strong and they are not militias, they are professionals mercenaries

    _Dict.add(UnitType.LevySpearmen , Arrays.asList("poland", "russia", "kievan_rus", "hungary", "cumans") , "EE Spear Militia"); for cumans you can separate them or be faction unique put them cuman militia archers and kasogui unit(both are militias and represent more historical steppe units) and for kiev and nogvorod you can put them junior militia units as spear militias and as sergeant spearmen you can put them senior militia, for hungary you can include with western factions with spear militia

    // Western Catholics & Ortodox Christians
    _Dict.add(UnitType.LevySpearmen,
    Arrays.asList( "england", "norway", "scotland", "france", "hre", "denmark",
    "spain", "aragon", "portugal", "teutonic_order", "jerusalem"),
    new UnitGarrisonInfo("Spear Militia")); for this is good, only could be more unique norwegian and danish with axes militias and for spearmen sergeant with landearmen


    _Dict.add(type , "england" , "Longbowmen"); // 1 = 13 for england i could not put longbowmen because they dont appear in the game until 1200 or more, so you can put archers militias for them



    // #### Islam - Muslims_Dict.add(type , Arrays.asList("moors", "rum", "turks", "kwarezm", "milan", "egypt") , "Berber Archers"); for muslims, i only put berber archers for moors faction because they lived mostly in north africa, for rest muslims factions i could put ahdath archers for egypt,zenghids,abbasieds and turkish archers for rum and selyuks( a few advantage for them)

    UnitType type = UnitType.HeavyInfantry;

    // Western Catholics & Ortodox Christians
    _Dict.add(type,
    Arrays.asList( "scotland", "france", "hre", "spain", "aragon", "portugal",
    "pisa", "venice", "hungary", "papal_states", "denmark", "slave"),
    "Dismounted Sword Mailed Knights"); for heavy infantry same with nordic factions, more uniques for them with huskarls


    _Dict.add(type , "jerusalem" , "Templar Squires"); for jerusalem crusaders knights or jerusalem knights

    _Dict.add(type , Arrays.asList("poland", "russia", "kievan_rus", "teutonic_order") , "Halberd Militia"); for poland dismounted piast nobles, for rus and nogvorod dismounted boyars or druzhina, for serbia dismounted vlastecini(or how call them haha)

    // #### Islam - Muslims
    _Dict.add(type , Arrays.asList("moors", "rum", "turks", "kwarezm", "milan", "egypt") , "Dismounted Fari Lancers"); for moors dismounted cristian guard, for rum and zenghids dismounted fari lancers, for abbasied,egypt and selyuk empire dismounted ghulams(because they used much slaves troops and especially ghulams)

    _Dict.add(type , "lithuania" , new UnitGarrisonInfo("Giltines Chosen")); for lithuans big axes lithuans( i dont remember the name but men with big axes)

    for byzantines are a special case and faction...so i write this for support you about different levels of units:
    -levy spearmen--------contaratoi
    -levy missile--------toxotae and acontistae
    -spearmen----------scoutotai
    -missile-------------toxotae and acritae
    -heavy infantry-------saxon huskarls and after 1200 varangian guard



    so i write this for make the garrison mod more specifical and historical with each faction, "more unique", if you want i can write examples with different levels of cities or castle and different factions and also it would be great make unique garrison for the most important settlements in the game as constantinople,baghdad,jerusalem,roma...i can also make a list for each unique important settlement, ever balance and historical

    Tell me what is your opinion and if someone have more ideas is welcome






    Last edited by j.a.luna; November 13, 2016 at 02:23 PM.
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  9. #9
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    Default Re: Garrison Mod

    I disagree with j.a.luna. Garrison script should only represent the fact that local population is defending his settlement. For that simple reason, there can be any superior and/or professional unit. You can't basically take any commoner, give him weapons and armour and make him as an elite soldier. That's nohat's t realistic, no matter the settlement size. But that's just my opinion.
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  10. #10

    Default Re: Garrison Mod

    Quote Originally Posted by Lifthrasir View Post
    I disagree with j.a.luna. Garrison script should only represent the fact that local population is defending his settlement. For that simple reason, there can be any superior and/or professional unit. You can't basically take any commoner, give him weapons and armour and make him as an elite soldier. That's nohat's t realistic, no matter the settlement size. But that's just my opinion.
    so your idea what is?no give them more elite units for advances settlements?only militias and nothing professional units or elite? maybe for some specific settlements as constantinople yes...
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  11. #11
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    All specification - tables are in Google Excel - here.
    Blue color - further j.a.luna proposals.

    @j.a.luna - unguarded garrison script -> yes, adding one unit. So settlement is no more non-guarded.
    That created unit is normal unit -> so player / ai can leave it, or disband it, or move it, whatever.

    My idea (and JoC) for 'unguarded garrison script' is very simple -> AI has bug and sometimes leaves settlements without ANY protection.
    Such settlement could be taken with quick single raid even with one unit.
    This 'unguarded garrison script' will prevent it, it won't be any unguarded settlement on whole map.

    If such settlement with one unit will be sieged -> "raise troops on siege script' will create additional unit based on specifications.

    @Lithrasir :
    You can propose your 'algoritm'.
    I've made a copy of above Google excel -> feel free to write your proposals.

    Yeah -> this is the hard part of that task -> determine what unit should appear in what numbers.

  12. #12

    Default Re: Garrison Mod

    Tmodelsk see the excel, it is updated and i added a new page about possible exceptional garrison settlements....my question is the script generate the same garrisonfor all factions or generate a especific garrison for each faction anyway settlements? so for example, i conquer Rome with moors and after turns besieged me, the garrison script will produce muslims units(lamtuna spearmen,berber archers....) or will produce papal guard,western spearmen...for moors? for this i dont want that be unhistorical
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  13. #13
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    Default Re: Garrison Mod

    I disagree with j.a.luna. Garrison script should only represent the fact that local population is defending his settlement. For that simple reason, there can be any superior and/or professional unit. You can't basically take any commoner, give him weapons and armour and make him as an elite soldier. That's not realistic, no matter the settlement size. But that's just my opinion.
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  14. #14

    Default Re: Garrison Mod

    Bit Lifth , i think that in biggest settlements as huge cities and citaldels lived also nobles and professional warriors, it can be represented in the minimod for one unit of dismounted nobles/heavy infantry...
    And also you think is ok make unique and exceptional garrison for important settlements in the game according with their population size and world importance?
    For example Constantinople will have proffesional units and elite units as garrison, and a ''normal'' settlement as maybe Tessalonike will have normal script garrison with militias, do you agree?
    How is possible improve the minimod and be historical and unique for factions and maybe for some ''exceptional settlements''?
    I wrote in blue my changes in excel table, you could write in red for know your ideas
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    Default Re: Garrison Mod

    Again, I disagree. If they live in these settlements, the unit should be there as well. It is unrealistic to have such unit spawing from nowhere. From my opinion, if you want to keep an superior/elite unit in major settlements, it has to be scripted to oblige the AI to keep 1 or 2 of these in the relevant settlements all the time (which might also be "ridiculous"). Again, that's just my opinion. This is tmodelsk stuff anyway. The final word belongs to him
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  16. #16
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    Default Re: Garrison Mod

    Quote Originally Posted by Lifthrasir View Post
    ...
    Garrison script should only represent the fact that local population is defending his settlement. For that simple reason, there can be any superior and/or professional unit. You can't basically take any commoner, give him weapons and armour and make him as an elite soldier. That's not realistic, no matter the settlement size. But that's just my opinion.

    Lifthrasir - interesting point of view. For me -> your opinion matters.
    While I already created 'scripting engine for garrisons' I lack historical & realistic input -> unit types that should be created.
    I think I can create two version of garrison script, one with more heavy troops, and second version with more lightweight troops - following your suggestions.

    Lifthrasir - could your write - even in a very simple for - your proposals, what types - class - category of troops should be created on each settlement level ?
    Somethink like this:

    Village :
    • Levy Spearmen

    Town :
    • Levy Spearmen
    • Levy Missle

    LargeTown :
    • ....
    • ....

    City:
    • .....
    • .....

    LargeCity:
    • ....
    • ....
    • ....

    HugeCity:
    • ....
    • ....
    • ....


    Maybe we need category like "Peasants" for Village / Town -> it would be for Peasant, Hunters, Woodsmen, ...... .

    BTW. the main post is updated with actual info about minimod.

  17. #17
    tmodelsk's Avatar Tiro
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    Icon4 Re: Garrison Mod

    Europa Barbaroum II has nice discussion about Garrison Script. Here.
    I looks like world is small and EBII people are having similar ideas & issues about garrisons.

    Some good ideas, for example (already filtered & transformed in my head) :
    .

    • Capitals should raise more unit on siege
    • High rebelious / High happines provinces should raise more unit on siege (they hate aggressors / they 'love' the king )
    • possibly some random percentage value , some percentage that no garrison will be raised, possibly percentage depends on above rebelion / happines level.
      So very low happiness will cause no troops rised on siege -> people are 'welcoming' anyone opposing the ruler/king they hate.

  18. #18
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Garrison Mod

    tmodelsk,

    I cannot remember which mod or mods, but I do remember there being Roman Legionnaire's Veteranni, this unit reflected Legionnaire's who had retired from the main army. Now obviously this was for a RTW Mod, but you might use similar to reflect men that had retired due to health or age or both. I really am not entirely happy with using Professional Units such as Varangians, you need to choose mid to low end units.

    If your intention is to use different units for each culture, then at faction level, you are creating a large job, if you are to do it, just keep it simple, me thinks. I would definately avoid use of any Cavarly and Artillery.





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  19. #19

    Default Re: Garrison Mod

    Mmm tmodelsk about happiness/rebelious thread is a good idea also and logic that uprising people dont love the king and want other government..when i finish my work i will support you about excel and we have to decide about add heavy infantry and also exceptional garrison for most important settlements in the game, so what do you think?
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  20. #20
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Garrison Mod

    I agree with Navajo Joe: no cavalry, no artillery. Garrison should be mostly constitued by peasants (but they will probably be removed in the future) and levies, plus some militia (for more important settlements), with a bit of "local" units. Nothing more.
    I can't find sources mentioning in details how was the local defense. I can only find sources mentioning that the population helped to defend their settlement.
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