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  1. #1

    Default Garrison Script v2.0

    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.

    MISSILE
    Spoiler Alert, click show to read: 

    Scotland
    Highland Archers
    Noble Highland Archers

    Norway\Denmark
    Norse Archers
    Mercenary Pavise Crossbowmen

    Russia
    EE Peasant Archers
    EE Archer Militia
    Mercenary Crossbowmen
    Mercenary Crossbowmen

    Cumans
    EE Archer Militia
    Vlach Javelinmen
    Nomad Archers
    Nomad Archers

    Lithuania
    Lithuanian Archers
    Lithuanian Skirmishers

    Ireland
    Saighdeoir
    Saighdeoir
    Deisi Javelinmen

    England
    Archer Militia
    Welsh Longbowmen
    Longbowmen
    Longbowmen

    Poland
    Lithuanian Archers
    Pavise Crossbowmen

    HRE
    Crossbow Militia
    Pavise Crossbowmen

    France
    Crossbowmen
    Free Company Longbowmen
    Arbalesters

    Kievan Rus
    EE Archer Militia
    Varangian Archers

    Hungary
    Balkan Archers
    Mercenary Crossbowmen
    Bosnian Archers
    Mercenary Pavise Crossbowmen

    Turks
    Turkish Archers
    Turkish Archers
    Turkish Archers

    Venice
    Peasant Archers
    Pavise Crossbow Militia
    Mercenary Pavise Crossbowmen

    Genoese
    Peasant Archers
    Mercenary Crossbowmen
    Mercenary Pavise Crossbowmen

    Spain
    Peasant Archers
    Lusitanian Javelinmen
    Pavise Crossbowmen

    Byzantine
    S Peasant Archers
    Balkan Archers

    Aragon\Portugal\Papal States
    Peasant Archers
    Pavise Crossbowmen

    Sicily
    S Peasant Archers
    Sicilian Muslim Archers

    Moors
    Desert Archers
    Desert Archers
    Sudanese Javelinmen
    Sudanese Javelinmen

    Egypt
    Desert Archers
    Desert Archers
    Desert Cavalry

    Knights Templar
    S Peasant Archers
    Armenian Archers
    Sicilian Muslim Archers
    Sicilian Muslim Archers

    Tuetonic Order
    Peasant Archers
    Crossbow Militia
    Mercenary Crossbowmen

    Kwarezm
    ME Archer Militia
    Saracen Archers
    Saracen Archers
    Afghan Javelinmen

    MELEE
    Spoiler Alert, click show to read: 

    Scotland
    Spear Militia
    Highlanders
    Galloglaich Mercs
    Dismounted Feudal Knights

    Norway\Denmark
    Viking Mercenaries
    Axemen
    Axemen
    Viking Mercenaries

    Russia
    Axemen
    Viking Mercenaries
    Mercenary Spearmen
    Axemen

    Cumans
    Axemen
    Axemen
    Cuman Axemen
    Dismounted Tartar Lancers

    Lithuania
    Mercenary Spearmen
    Mercenary Spearmen
    Prussian Spearmen
    Dismounted Mercenary German Knights

    Ireland
    Irish Kerns
    Galloglaich Mercs
    Galloglaich Mercs

    England
    Spear Militia
    Welsh Spearmen
    English Huscarls
    Gwent Raiders

    Poland
    Mercenary Spearmen
    Prussian Spearmen
    Dismounted Mercenary German Knights
    Dismounted Mercenary German Knights

    HRE
    Prussian Spearmen
    Mercenary Spearmen
    Macemen
    Dismounted Mercenary German Knights

    France
    Sergeant Spearmen
    Armored Sergeants
    Pikemen
    Swiss Pikemen

    Kievan Rus
    Varangian Spearmen
    Axemen
    Dismounted Mercenary German Knights
    Viking Mercenaries

    Hungary
    Macemen
    Slav Mercenaries
    Prussian Spearmen
    Dismounted Mercenary German Knights

    Turks
    Mercenary Saracens
    Armenian Infantry
    Mercenary Spearmen
    Hashishim Mercenaries

    Venice
    Macemen
    Mercenary Spearmen
    Mercenary Spearmen
    Swiss Pikemen

    Genoese
    Macemen
    Mercenary Spearmen
    Swiss Halberdiers
    Free Company Men at Arms

    Spain
    Andalusian Infantry
    Macemen
    Macemen
    Andalusian Infantry

    Papal States
    Sergeant Spearmen
    Mercenary Spearmen
    Dismounted Feudal Knights

    Byzantine
    Slav Mercenaries
    Slav Mercenaries
    Mercenary Spearmen
    Armenian Infantry

    Aragon
    Peasants
    Mercenary Spearmen
    Macemen

    Portugal
    Lusitanian Javelinmen
    Macemen
    Mercenary Spearmen
    Andalusian Infantry

    Sicily
    Southern Peasants
    Dismounted Norman Knights
    Mercenary Spearmen
    Sword and Buckler Men

    Moors
    ME Peasants
    Macemen
    Lamtuna Spearmen
    Lamtuna Spearmen

    Egypt
    Mercenary Saracens
    Macemen
    Mercenary Spearmen
    Mercenary Saracens

    Knights Templar
    Macemen
    Mercenary Spearmen
    Armenians of Celicia
    Kwarizmian Cavalry

    Tuetonic Order
    Mercenary Spearmen
    Prussian Spearmen
    Prussian Spearmen
    Dismounted Mercenary German Knights

    Kwarezm
    Ghazis
    Turkomans Mercs
    Turkomans Mercs
    Hashishim Mercenaries



    The slave faction is not affected.

    Installation
    copy the contents of the attached text file and past it at the bottom of your campaign script above the wait_monitors

    Compatablity
    I have only tested it with RR/RC with Byg
    ...longbows, in skilled hands, could reach further than trebuchets...

  2. #2

    Default Re: Garrison Script v2.0

    Thanks Tsarsies, Would it work with RC/RR only and without BYG.

  3. #3

    Default Re: Garrison Script v2.0

    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...

  4. #4

    Default Re: Garrison Script v2.0

    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.

  5. #5

    Default Re: Garrison Script v2.0

    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...

  6. #6

    Default Re: Garrison Script v2.0

    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.

    Does this work with the 1450 campagin?

    As always, thanks for your great work.

  7. #7

    Default Re: Garrison Script v2.0

    Im not certain about the 1450 campaign. If it uses the same EDU and doesnt change any settlement names then yes. otherwise no.
    ...longbows, in skilled hands, could reach further than trebuchets...

  8. #8

    Default Re: Garrison Script v2.0

    I'm going to have a look at adapting this for the latest RR/RC release.

  9. #9

    Default Re: Garrison Script v2.0

    Quote Originally Posted by Point Blank View Post
    I'm going to have a look at adapting this for the latest RR/RC release.
    Please don't add more stuff to it now! Release it as it is, and then start adding new stuff...

  10. #10

    Default Re: Garrison Script v2.0

    Don't worry, I'll release it as a hotfix later on.

  11. #11
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Garrison Script v2.0

    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)

  12. #12

    Default Re: Garrison Script v2.0

    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.

  13. #13
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Garrison Script v2.0

    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)

  14. #14

    Default Re: Garrison Script v2.0

    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???

  15. #15
    MiiKLL's Avatar Semisalis
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    Default Re: Garrison Script v2.0

    Quote Originally Posted by Point Blank View Post
    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."
    Napoleon Bonaparte

  16. #16

    Default Re: Garrison Script v2.0

    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.

  17. #17
    Gorrrrrn's Avatar Citizen
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    Default Re: Garrison Script v2.0

    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.)

  18. #18

    Default Re: Garrison Script v2.0

    Sorry, but what file do we paste the info into? Where can I find it, and is it in the SS folder?

    Thanks!!!

  19. #19

    Default Re: Garrison Script v2.0

    Nothing yet, it isn't done and will be a while.

  20. #20

    Default Re: Garrison Script v2.0

    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

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