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July 18, 2007, 08:40 PM
#1
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July 18, 2007, 08:54 PM
#2
Re: I_SettlementUnderSiege
I was wrong, it fires if you are even in the region, but not until the next turn.
I changed the monitor to this so there is only one condition, no possibility of error.
monitor_conditions I_SettlementUnderSiege York
create_unit York, Welsh Spearmen Mercs, num 6, exp 0, arm 0, wep 0
end_monitor
Note that this will spawn units until the city fills up because there is nothing to tell it to stop, 20 units total.
Then move right next to where your spy starts at the beginning of the game.

Notice nothing spawned in the garrison
Click end turn and the garrison is full. The game considers the settlement under siege if there is an enemy army in the region. I tested it with Crusades and same result, even though you are just pasing through and not intending to attack. I have no idea what happens if you are out of the sight range of the faction that owns the settlement, thats going to be a hard one to test.
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February 22, 2008, 04:01 PM
#3
Re: I_SettlementUnderSiege
Interesting, the I_SettlementOwner doesn't work in the campaign script for mods that use Kingdoms ala Grand Campaign like Retrofit, LTC, or SS etc. It works fine for Kingdom campaigns and MTW2.
Some sort of bug.
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