Results 1 to 10 of 10

Thread: Removing the massive garrisons mod?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Chema_Cagi's Avatar Foederatus
    Join Date
    Oct 2004
    Location
    Barcino, Hispania
    Posts
    34

    Default Removing the massive garrisons mod?

    First of all thanks for the effort put in, this is an excellent and interesting mod.


    I would like to know if there's some way to remove the massive garrisons mod (don't know what's the name of it). I find absolutely no excitement in fighting endless hordes of generic garrison units in every settlement, which in the end are equally conquered but at the expense of longer, unexciting assaults.

    In fact in the past I have declined to play some otherwise excellent mods because of this (to me) annoying feature.

    Thank you again for this excellent mod.


    Playing computer games since 1981 and still enjoying the thrill of it

  2. #2
    aduellist's Avatar Push the button Max!
    Join Date
    Mar 2005
    Location
    Shenandoah Valley
    Posts
    1,822

    Default Re: Removing the massive garrisons mod?

    You just need to remove it from the campaign script (campaign_script.txt) for the campaign(s) you want to play. Open the campaign script in notepad and delete or comment out the garrison script lines. As always, back up the original file first.

    Sorry, can't be more specific ATM. Not at my home computer.
    Under the patronage of TheFirstONeill
    Proud team member of
    THERA, A New Beginning


    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken

    "Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass

  3. #3
    Chema_Cagi's Avatar Foederatus
    Join Date
    Oct 2004
    Location
    Barcino, Hispania
    Posts
    34

    Default Re: Removing the massive garrisons mod?

    Thank you very much


    Playing computer games since 1981 and still enjoying the thrill of it

  4. #4
    Civitate
    Join Date
    Jul 2005
    Location
    Scotland
    Posts
    13,565

    Default Re: Removing the massive garrisons mod?

    Quote Originally Posted by Chema_Cagi View Post
    First of all thanks for the effort put in, this is an excellent and interesting mod.


    I would like to know if there's some way to remove the massive garrisons mod (don't know what's the name of it). I find absolutely no excitement in fighting endless hordes of generic garrison units in every settlement, which in the end are equally conquered but at the expense of longer, unexciting assaults.

    In fact in the past I have declined to play some otherwise excellent mods because of this (to me) annoying feature.

    Thank you again for this excellent mod.
    The trick is that you build siege units like a trebuchet or cannon and assault the city before they have time to levy what must be the entire able bodied male population. In previous versions of SV merely besieging a city meant at least a few levied units, but now it doesn't start until at least one turn.
    Under the patronage of Rhah and brother of eventhorizen.

  5. #5

    Default Re: Removing the massive garrisons mod?

    Quote Originally Posted by Shaun View Post
    The trick is that you build siege units like a trebuchet or cannon and assault the city before they have time to levy what must be the entire able bodied male population. In previous versions of SV merely besieging a city meant at least a few levied units, but now it doesn't start until at least one turn.
    loopholes

    I wasn't able to make it AI only and spawn in the same turn. Will have to revisit this, perhaps as a smaller levy only spawn.


    Quote Originally Posted by Chema_Cagi View Post
    First of all thanks for the effort put in, this is an excellent and interesting mod.


    I would like to know if there's some way to remove the massive garrisons mod (don't know what's the name of it). I find absolutely no excitement in fighting endless hordes of generic garrison units in every settlement, which in the end are equally conquered but at the expense of longer, unexciting assaults.

    In fact in the past I have declined to play some otherwise excellent mods because of this (to me) annoying feature.

    Thank you again for this excellent mod.
    Removing the garrison script will really ruin the campaign, as it is an integral part of the campaign balancing.

    At lower settlement levels you will run into mainly levy and some mercs, but at higher settlement levels, and in more historic places, you will run into more powerful units.
    Last edited by SicilianVespers; August 31, 2008 at 01:10 PM.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  6. #6
    Civitate
    Join Date
    Jul 2005
    Location
    Scotland
    Posts
    13,565

    Default Re: Removing the massive garrisons mod?

    I think it's more historically accurate for them to not spawn in the same turn you besiege the city. Assaulting the same turn you besiege is a quick attack and the whole point of a quick attack is that you catch them off guard.
    Under the patronage of Rhah and brother of eventhorizen.

  7. #7

    Default Re: Removing the massive garrisons mod?

    Quote Originally Posted by Shaun View Post
    I think it's more historically accurate for them to not spawn in the same turn you besiege the city. Assaulting the same turn you besiege is a quick attack and the whole point of a quick attack is that you catch them off guard.
    True, I just hate to see settlements defended by one unit.

    It then leaves it to the player to use the exploit or not.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  8. #8

    Default Re: Removing the massive garrisons mod?

    not just player - AI is using it a lot... that way small factions are able to kill off major factions...

  9. #9

    Default Re: Removing the massive garrisons mod?

    Can you tell me specifically which folder it is in to disable the spawn? It makes it more historical, but it also makes playing some factions wait and see types of affairs. You lose lot's of ground, and it takes some fun out of it.

  10. #10
    DaVinci's Avatar TW Modder 2005-2016
    Patrician Artifex

    Join Date
    Apr 2005
    Location
    The plastic poisoned and d(r)ying surface of planet Earth in before Armageddon
    Posts
    15,298

    Default Re: Removing the massive garrisons mod?

    Quote Originally Posted by thebull0425 View Post
    Can you tell me specifically which folder it is in to disable the spawn? It makes it more historical, but it also makes playing some factions wait and see types of affairs. You lose lot's of ground, and it takes some fun out of it.
    I'll add this remove-info to the FAQ, although it is an integral part of the mod

    Edit: Done.
    Last edited by DaVinci; September 05, 2008 at 05:35 AM.
    #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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •