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  1. #1

    Default Questions on garrison script and loyalty.

    Is it planned to include loyalty ratings for leaders in the final version of this mod? After all, half the fun of being king at this period in time was discovering which of your allies or sons wanted to take over, especially if the "rotten apple" happened to be the crown prince.
    Also have you considered adding the 4tpy auto garrison script used in SPQR to Chivalry; this would cover for the AI's general inability to protect its own real estate, and 4 moves per year is a more realistic level of movement.

  2. #2
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    Default Re: Questions on garrison script and loyalty.

    Is it planned to include loyalty ratings for leaders in the final version of this mod? After all, half the fun of being king at this period in time was discovering which of your allies or sons wanted to take over, especially if the "rotten apple" happened to be the crown prince.
    I not really, but since you brought it up maybe, if it isn't too much trouble to implement.

    Also have you considered adding the 4tpy auto garrison script used in SPQR to Chivalry; this would cover for the AI's general inability to protect its own real estate, and 4 moves per year is a more realistic level of movement.
    The four year script, no, its not really something that would enhance the mod, it would make the campaign incredibly long and can cause ctds. what is wrong the the current movement range ? its the biggest one ive seen in any mod....

    the garrison script, that might be possible, i thought of it the other day, it depends on what the mod leader thinks of it.



  3. #3
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    Default Re: Questions on garrison script and loyalty.

    The 4tpy script is well known by me, and it was in consideration with my initiation since 0.44, but i decided to let it excluded, as it makes not much sense for this mod design.

    Loyalty can't be a content in a RTW 1.5 mod without complex changes or a BI conversion, so no, it won't be.
    Regarding the heirs, there are trait-scripts which make this theme interesting already, if you choose/change yourself the heirs.

    A garrison script might be an attractive thing though, well, we'll see.

    Thanks for your reflection.
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  4. #4

    Default Re: Questions on garrison script and loyalty.

    Including some type of garrison script will certainly make sieges against the AI more competitive, and make your victories more honestly earned. I just captured Ankara as the Byzantines after a carefully executed "indirect" approach to avoid the main Seljuk cavalry force; there were only 100+ defenders in town to face my 1200+ besiegers after a 1 turn wait, so I won but it seemed a little too easy.

  5. #5
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Questions on garrison script and loyalty.

    I'll seriously think about a garrison-script as background-script as implementation for a future version.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

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