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  1. #1
    Black_Nebula's Avatar Tiro
    Join Date
    Feb 2006
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    Iowa City, USA
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    Default Garrison Script

    I'm not a huge fan of Garrison Scripts, but I can deal with it. One thing I'm seeing though, is when an Invasion is called, unit attacks and script kicks in and defeats the army. Then in the same turn,garrison leaves the city, another unit attacks, repeat step one...
    Perhaps there may be a way to have a cool down on it, have no idea.
    "I find your lack of faith...disturbing" -DV

  2. #2

    Default Re: Garrison Script

    What KGCM does is to have a 7 turn cool down period in between garrison script firings. It works really well and should work here too. Is that what you are thinking about?

  3. #3
    Manoflooks's Avatar Senator
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    Default Re: Garrison Script

    Just checking, garrison scripts only kick for invasion targets and capitals when beseiged, right?

    Doesnt the new garrison dissapear after it fought the battle(I have only fought two spawned garrisons, and destroyed both of them right away in the city when they sallied).

    I like the Empire garrison script, but better units than those in ETW would be nice.
    Men plan.

    Fatelaughs.


    See my AAR, From Kingdom to Empire-An Ottoman AAR

  4. #4
    Black_Nebula's Avatar Tiro
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    Default Re: Garrison Script

    No, the army immediately left the city right after defending siege, then another army attacks and process is repeated right away, spawning huge armies for the defender, turn after turn. And yes pfw224, that is what I was suggesting.
    "I find your lack of faith...disturbing" -DV

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