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Thread: Garrison Mod for 0.9.2

  1. #41
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    ps. j.a.luna -> please send me your system.log.txt when you will complete some larger amount of turns , ex 50 or more .
    Script is logging its activity , also possible errors will be logged.

  2. #42

    Default Re: Garrison Mod

    ok tmodelsk when i have time and play more , i will send you more information
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  3. #43
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    I'm positively surprised about 'No Unguarded Settlements' feature.
    I thought it's very rare situation that AI leaves empty settlement.

    But as I play & watch system.log (script is logging its activity) I see such situation approx. once per 10 turns (in the scale of whole game, all settlements).
    Most often it happens for the rebels, but not only :

    Code:
    19:22:27.737 [game.script] [always] ### Garrison Script: Raising unit in Unguarded Settlement: Settlement: Lefkosia : byzantium : Contaratoi(387)

  4. #44
    Civis
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    Default Re: Garrison Mod

    CTD in battle when AI units routing and when AI has 1-4 reinforcements.

  5. #45
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    Quote Originally Posted by shadowtwinz View Post
    CTD in battle when AI units routing and when AI has 1-4 reinforcements.
    shadowtwinz - Thanks for reporting,
    but basing on your input I'm not sure it's "Garrison Mod" related or just SS / SSHIP CTD or any other.

    So please provide more input :

    • when exactly CTD occured ? Still on campaign map or already on Battle Map ? Or 'in the middle' -> while loading battle ?
      Is battle already started when CTD occurred?
    • What was your - player Faction, what was AI faction. Who was defending ?
    • What was the settlement name ? Turn ?
    • If you haven't played game again after CTD -> please send your error_log.txt .
      It's in mod folder.
      If you played game after CTD -> error log is purged, don't bother.


    Anyway -> please share your any other comments about Garrison Mod.
    SSHIP mini-mods :

  6. #46
    Civis
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    Default Re: Garrison Mod

    Now reinstalled game and tried to choose Gracul AI + permament arrows, then installed Garrison for AI mod, started new game with Scotland and Finally AI tries to defend it's castle/city.
    England surounded me with 3-5 reinforcements.
    Here is log
    Spoiler Alert, click show to read: 
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12588, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12589, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12590, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12591, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12592, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12593, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12594, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12595, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12596, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12597, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12598, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12599, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12600, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12601, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.897 [game.script] [error] Script execution error for <label_unit>, at line 12602, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.898 [game.script] [error] Script execution error for <label_unit>, at line 12603, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.898 [game.script] [error] Script execution error for <label_unit>, at line 12604, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u4'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u5'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u6'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u7'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u8'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u9'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u10'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u11'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u12'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u13'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u14'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u15'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u16'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u17'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u18'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u19'.
    22:38:11.898 [game.script] [error] Script execution error for <define_unit_group>, at line 12606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u20'.
    22:38:11.898 [game.script] [error] Script execution error for <label_unit>, at line 12668, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12669, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12670, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12671, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12672, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12673, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12674, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12675, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12676, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12677, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12678, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12679, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12680, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12681, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12682, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12683, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <label_unit>, at line 12684, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    22:38:11.899 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u4'.
    22:38:11.899 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u5'.
    22:38:11.899 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u6'.
    22:38:11.899 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u7'.
    22:38:11.899 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u8'.
    22:38:11.900 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u9'.
    22:38:11.900 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u10'.
    22:38:11.900 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u11'.
    22:38:11.900 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u12'.
    22:38:11.900 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u13'.
    22:38:11.900 [game.script] [error] Script execution error for <define_unit_group>, at line 12686, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u14'.

    Il upload save game if I can find it.
    It still CTDs right now when enemy has reinforcements and atleast 20+ units in battle. I found that it happens when I kill their general and huge amount of troops route.

    Some feedback. In early game when Player is struggling to train troops you can notice how the mod is working but later when game is going and at 100+ turn, you no longer can see diference. Imo to make this a bit harder fortress, citadels, Large and Huge cities should get more better Garrison. Like 3-5 elite troops, anyway AI likes to leave maximum 8-9 troops in it's city so this mod could benefit them and make big cities to have like 16-20 stacks when defending.

    EDIT: added save game where you can expierence this ctd. Just attack with General who is not sieging.
    Attached Files Attached Files
    Last edited by shadowtwinz; January 14, 2017 at 04:23 AM. Reason: Savegame added

  7. #47
    tmodelsk's Avatar Tiro
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    Icon1 Re: Garrison Mod

    shadowtwinz - thanks for such detailed reporting.

    I'm quite sure your CTD is not caused by Garrison Mod.
    I think CTD happens as you described, you quite good identified the cause :

    > It still CTDs right now when enemy has reinforcements and atleast 20+ units in battle.
    > I found that it happens when I kill their general and huge amount of troops route

    If CTD occurs AFTER the battle is started -> it has to do nothing with my Garrison mod.

    Let me explain how Garrison Mod works :
    In very short words : garrison troops are created when Player/AI decides to attack walls , still on campaign map, or when transitioning from campaign map to battle map.
    More precisely, as I think, technically, it occurs when player who is besieging settlement pushes the button 'attack', or the besieging AI makes it decision to attack ,
    somewhere 'near' this particular moment the additional troops are created.
    And then the normal battle starts, additional garrison troops are just normal units, they don't differ from units trained within the settlement.

    There's theoretical chance of CTD within a battle caused by garrison script:
    if garrison script will create a unit that doesn't belong to settlement defender faction, the unit normally not-trainable.
    Are units created the 'proper' trainable units by defender ? I think you would notice the error, I assume they're correct.

    So, in conclussion :
    • I'm 99% sure CTD is not caused by garrison script
    • It looks like you have battle with really big troops numbers.
      On my previous laptop, i5 with onboard intel card I've got almost always CTDs in very large battles.
      My workaround for this was to lower graphics quality & resolution for battle screen, only for such massive battles.
      So it could be performance problems
    • Or -> there's some problem with particular Scottish unit, maybe general, with death animation or something similar.
    • Or mix of above problems, some animation problems combined with performance , ....
    • your error_log - this errors have nothing to do with garrison script.
      They could be non-critical errors -> yes there're log entries reported in error_log as errors which are just 'warning' messages.
      One of such misleading 'errors' are related to 'unit_labels' - but I'm not sure right now is it this case exactly.
      The other possibility - these are battle AI errors or warnings - it looks like this.


    I will try to check your savegame, but can't promise when -> recently got a lot of activities.
    One month ago I bought a new laptop with GFX 970 and still have no time to play Medieval or any other game more then 15 minutes
    Last edited by tmodelsk; January 15, 2017 at 07:10 PM.
    SSHIP mini-mods :

  8. #48
    Civis
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    Default Re: Garrison Mod

    Never got any problems before battle was started, that means it works smoothly. Problem Could be related above you mentioned I think if it can be skipped it's okay.

  9. #49
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Garrison Mod

    Considering all the above posts, it looks like this issue might be due to the large amount of units. If there are too many (and especially in narrow places), the engines is unable to handle all of them.
    Last edited by Lifthrasir; January 16, 2017 at 08:39 AM. Reason: typo
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  10. #50
    nikossaiz's Avatar Decanus
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    Default Re: Garrison Mod

    what would you say, based on navajo joe saying that i agree, if we had units exclusively for garrison perpuses. One seperate unit for its culture ( in order not to use many unit slots ) aged men, with maybe relatively good equipment/armor, good melle defence ( or better, mediocre defence but with a lot exp ) but slow and with bad offence. Those along with some local or levies should do the trick. Right now we have a lot unit slots occupied by really aneccesarry units. These one can be a vital gameplay difference towards immersion and historical accuracy in my opinion.
    Last edited by nikossaiz; March 23, 2017 at 02:37 AM.

  11. #51
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Garrison Mod

    That could do the trick but we definitively need to rework the EDU first, to see how many free slots we can have and possibly use for that purpose.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  12. #52
    nikossaiz's Avatar Decanus
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    Default Re: Garrison Mod

    That is true! but i am sure that will have 4-5 free slots in the end with easy. that is why For the roman roster i used only allready occupied slots by the byzantines. May i propose a "solution" for make more slots free? for ex. for the early period the "merc frankish knights" can wonderfull play the role of the "Latinikon" , they had their own equipment, they were mercs, they were from the west ( franks was a general term as we know ), they have all the requirments for the position And add in their desription that " a lot of them filled the roman army or the muslim in the spain regions as heavy cavalry mpla - mpla .... ) . and the slots from "Latinikon" can be used, with the same wonderfull way, as "latin pronoiars" with better equipment and more "byzantine" elements, for the later era period. the same can be done with many units.

  13. #53
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Garrison Mod

    Just by removing the peasants you gain 4 slots. By removing some "double" units I'm convinced you can gain 10 more slots. For instance and to take your example, what's the point of having "merc frankish knights" and "merc german knights"? As you said, the 1st one can fit many purposes. We just need to edit the textures accordingly.
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  14. #54
    nikossaiz's Avatar Decanus
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    Default Re: Garrison Mod

    Totaly agree about the peasants and they are many double entries, the latest i saw was the turkish javelinmen. As for the german knights was something that trouble me a little while ago and ended that the purpose of that unit in the game is that they have different weapon with armor piercing value. More over is that are not "frankish 100%" , so nationaly different, with german accent. Dont forget that during the crusades the germans were seperate from the "frankish" even in the eye of the muslims and byzantines. BUT: what the purpose to have alamanoi ( german heavy infantry for the byz ) and not using an existed german heavy infantry from HRE for example with different textures?

  15. #55
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Garrison Mod

    I guess we should continue this discussion about the EDU here: http://www.twcenter.net/forums/showt...-UNITS-ROSTERS
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  16. #56
    nikossaiz's Avatar Decanus
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    Default Re: Garrison Mod

    hahaha! seeing were the discussion going I was waiting when you will say that

  17. #57
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Garrison Mod

    Just a passing thought, if your considering a 'Garrison Script Mod' and also implementing changing sieges, particularly around how many walls are assaulted, believe the proposal was 1, then you might want to re-evaluate the 'Garrison Mod'. Both of these modifications certainly benefit the defender and make a successful siege, less likely, unless you propose to give the attacker a buff





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  18. #58
    nikossaiz's Avatar Decanus
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    Default Re: Garrison Mod

    i am strogly oppossite to the idea of have one wall only for assault. Strogly oppositive. If there is a way to force the second AI army with a scipt or something ( if say are two attacking armies ) to have either siege equipment or even, if that is no possible, give them catapelts would be a step forward. having only one wall for assault , one fault will not get better with another one.

  19. #59

    Default Re: Garrison Mod

    Quote Originally Posted by nikossaiz View Post
    i am strogly oppossite to the idea of have one wall only for assault. Strogly oppositive..
    me too
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  20. #60
    tmodelsk's Avatar Tiro
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    Default Re: Garrison Mod

    I've released version 1.20 of "Raise garrison troops when city walls are stormed".

    Now garrisons are raised only when governor is present in the settlement - only present Noble can mobilize people to fight.
    Also - settlement needs to have 'green' face - nobody fill fight for hated ruler.

    Details are here : tmsship.wikidot.com/garrison-script

    There's no separate download - version 1.20 is a part of my SSHIP-Tweaks mod, within it you can install only "Garrison Script" or any other features you like.

    Update info: first, you need to manually uninstall previous version, or reinstall SSHIP. Then use normal SSHIP-Tweaks procedure.
    SSHIP mini-mods :

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