Garrison Script
Version 2.0
For SS 6.2 with RR/RC/Byg Compilation
This is an updated and completly redone garrison script for Stainless Steel 6.2 using the latest RR/RC & BYG Compilation (March 9) as a guideline for when units should spawn.
I have removed most Cavalry and all Trebuchet references and reduced the maximum number of possible units that can spawn to 8 (Dependant on the year).
The chances of no units spawning at all has been added.
1 Missile / 1 Infantry (rarely a cavalry) will spawn with each spawn. (to a maximum of 4/4).
I have reduced the script from 70,000 lines to about 45,000 lines of code.
There should be no turn lag (atleast i dont experience any).
The script is intended to give the AI some help, not make the game impossible for you.
Below are the Estimated dates for unit quantity and quality; Possible Armor Upgrades and Quality of Spawned Units; Game Start - No expected armor upgrades Approx. 1265 - Heavy Armouror Arm +1 Approx. 1362 - Plate Armouror Arm +2 Approx. 1444 - Gothic Armouror Arm +3
Aprox. Number of Spawned Units; Game Start - Less than Castle\Stone Wall - 0-2 Units Max (50% chance for max) Approx. 1214 - Castle\Stone Wall - 0-4 Units Max (15% chance for max) Approx. 1300 - Fortress\Large Stone Wall - 0-6 Units Max (15% chance for max) Approx. 1400 - Citadel\Huge Stone Wall - 0-8 Units Max (15% chance for max)
Units Used This is just for reference and figured some may find it interesting...
If you have any suggestions as to a unit to add for a specific faction (or remove) please make a suggestion.
Spoiler Alert, click show to read:
UNITS USED Some of this may be confusing, its just meant to show unit types used. NOTE: For the most part there are 4 units per faction (per missile/melee)
Each row generally represents the era (Game Start, 1214, 1300, 1400+)
Ones with only 2 rows share all 4 eras.
Ones with 3 - the first one takes the first 2 eras.
Yes it should as all the units used are from the RR/RC EDU/EDB. It just wont work without RR/RC as alot of units have been added or had name changes and what not.
...longbows, in skilled hands, could reach further than trebuchets...
This sounds cool. Does it work in the player's favor, too?
I like the idea of peasants spawning when siegeing, representing arming the populace. This is what happens in Empire, and I think the concept would work well here, too.
No, this script does not work in the players favor, only when the player lays siege to an AI faction (not Slave) is there a chance of a small spawn. I find the AI has no idea how to properly defend or reinforce its settlements. With the latest release of the RR Compilation coupled with all the varying versions of campaign AI i find i am fighting more field battles then previos versions of SS (which is great in my opinion) but in doing so is leaving some settlements barely defended. This script will merely aid the AI somewhat (and sometimes not at all) by spawning some additional units to help it defend.
My previous garrison script could spawn upto 16 units for a settlement with the chance of an additional 3 (1 cavalry and 2 trebuchets) - though spawning 19 units was extremely rare and could only happen after the year 1444 had been reached. This script is much smaller and more to the point, merely giving the AI a much needed hand.
...longbows, in skilled hands, could reach further than trebuchets...
Nice to see you back Tsarsies. I've been playing some Empire Total War and the battles are really not quite as fun as MTW. I'm going to reinstall MTW too.
I never realised that this was here until today, used Garrison script with 6.1 and used to it on TATW. I can't believe that I could have used it with 6.2 for the last six months.
Tsarsies/Point Blank: Is this going to usuable with the new version of 6.2 RR/RC on its way?
Rep for you Tsarsies
'Proud to be patronised by cedric37(My Father and My Guardian)
No not initially but it will be my first priority. The only problem was, that the script would generate units according to the city, no matter what the owner. So for example, if the Moors captured Paris, it would generate french units, which would be invisible on the battle map becuae they would be owned by the Moors. The quick and dirty way around that, is that the garrison script will fire only if the city is owned by the original owner, so Paris would have to be in french hands to generate french garrison troops. This isn't so unreasonable anyway, as the local population/nobles would be unlikely to be enthusiastic about turning out to support a conquering army facing a siege. IMHO that works out quite well.
Point Blank,
That sounds to be a good idea, are were therefore saying that if Paris was owned by the Moors, Moorish units would spawn, rather than native French units
'Proud to be patronised by cedric37(My Father and My Guardian)
I too just stumbled upon this. Curious to know if this would work with "biggerbattle+morale" mod listed in the sub-mod forums. It should right due to the same edu???
No not initially but it will be my first priority. The only problem was, that the script would generate units according to the city, no matter what the owner. So for example, if the Moors captured Paris, it would generate french units, which would be invisible on the battle map becuae they would be owned by the Moors. The quick and dirty way around that, is that the garrison script will fire only if the city is owned by the original owner, so Paris would have to be in french hands to generate french garrison troops. This isn't so unreasonable anyway, as the local population/nobles would be unlikely to be enthusiastic about turning out to support a conquering army facing a siege. IMHO that works out quite well.
Hello Point Blank...
Would it be possible to only use regional specific mercs in the spawn script? That way if say the Moors did capture Paris, the AI could still use the spawn script to help defend the city against a Human opponent. It wouldn't be unreasonable to think that local leaders might hire mercs to help out if they were in a pinch.
"Nothing is more destructive than the charge of artillery on a crowd."
Its all extra work. Initially garrison troops will spawn only when the city is held by the original owner. Additional features will be added as and when time allows.
Could make the extra garrison troops "armed populace" as per ETW -
perhaps with early , middle, late variations.
they'd represent the population in arms but not be faction specific.
give them spears, bills, etc. ?
(a step up from peasants but not full-time militia.)
Hey Tsarsies in your opinion could I use your script here and adjust the spawn rate to be a complete twenty unit army and negate having to garrison all 120 regions on my map?
thank you