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  1. #1

    Default Garrison Script Reworked v1.31

    Garrison Script
    Reworked
    v1.31

    The current script in use...
    Currently the garrison script spawns a number of units based on a particular counter. The PT counter. The script sets it randomly to 0, -1 or -2 then increments it by 1 until it equals +1 (each increment spawns 3-5 units). This in turn determines the quantity of units spawned. 4-15 units in most settlement cases. Ontop of this the script also sets 2 other counters which determines the level of defense a settlement will have. Either 11, 12, 21 or 22. Currently there is no difference between any of these levels. These levels represent quality and quantity.

    My changes will do the following...
    I have changed the chances at which PT will be set and added the chance that no units will spawn (you will not see 12+ units spawning ALL the time now, but can expect better experienced units to spawn). There is now a real difference between a settlements defense counters of 11, 12, 21 and 22. large_city_barracks and huge_city_barracks EVENTS will now aid in determining a settlements defense level (what type and quality of units should spawn).

    - What this results to in-game is;
    Early on in the campaign you can expect less units spawning, where as later on in the campaign you can expect more units of higher quality to spawn. In effect, the script now simulates a settlements upgrade level when spawning units. (eg. Trolls will not spawn early on in the campaign).

    INSTALLATION
    If using the latest RC (MAY 12th)
    Download the attached campaign_script_RC.zip and simply paste it in your ...\Medieval II\mods\Third_Age\data\world\maps\campaign\imperial_campaign folder. Backup your existing campaign_script.

    If NOT using RC
    Follow the directions for installing manually below.

    The information in this spoiler is if you would like to do it Manually. Whether you have RC or not.
    Spoiler Alert, click show to read: 

    To use this, you will need to remove the current garrison script. Delete from this line
    Code:
    ;Garrison Script Version 1.3
    down to, but NOT including this line
    Code:
    ;########################### MONEY SCRIPT ##############################
    Then copy the code on the attached dwonload and paste in the same spot. If there is enough interest i will simply upload the campaign_script for the various other mods that use the same file.


    If you are using the latest RC you will need to add this at the beginning of the script...
    Spoiler Alert, click show to read: 

    Code:
     
    ;********************PB AI bonus code************************************
    monitor_event FactionTurnStart FactionIsLocal
     and I_TurnNumber = 0
     and CampaignDifficulty = hard
      set_event_counter difficulty_hard 1
    terminate_monitor
    end_monitor
    monitor_event FactionTurnStart FactionIsLocal
     and I_TurnNumber = 0
     and CampaignDifficulty = very_hard
      set_event_counter difficulty_very_hard 1 
    terminate_monitor
    end_monitor
    set_event_counter is_the_ai 0 
    monitor_event PreFactionTurnStart FactionIsLocal
     set_event_counter is_the_ai 0 
    end_monitor
    monitor_event PreFactionTurnStart not FactionIsLocal
     set_event_counter is_the_ai 1 
    end_monitor   
    ;*************************************************************************

    Last edited by Tsarsies; May 11, 2009 at 03:05 PM. Reason: Easier installation option
    ...longbows, in skilled hands, could reach further than trebuchets...

  2. #2

    Default Re: Garrison Script Reworked v1.31

    Cool + rep when I can.


  3. #3
    Mithrandir's Avatar Flame of Anor
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    Default Re: Garrison Script Reworked v1.31

    Awesome, +rep!


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  4. #4

    Default Re: Garrison Script Reworked v1.31

    Is this compatible with RC? I mean, the uploaded garrison script.txt. I want to know if i´d need to change things manually or just download the file.

    Excellent work! +rep

  5. #5

    Default Re: Garrison Script Reworked v1.31

    Imma bump this because it's so awesome.


  6. #6

    Default Re: Garrison Script Reworked v1.31

    could it possible that then there are too many troll units spawn?

  7. #7

    Default Re: Garrison Script Reworked v1.31

    It is compatible with the latest RC and you would need to change things manually (for now). You just have to add the seperate RC code which is in the first post. The attached download in the first post is a text file of just the garrison script. That entire script needs to be copied into the campaign script after removing the current garrison script. I will upload the various campaign_script versions later today for different sub mods, which will make installation of this script alot easier.

    You will not get too many Trolls spawning now, you can still get the same number to spawn, but there is less chance and can only happen after turn 104 or so (when the event for huge city barracks has happened)
    ...longbows, in skilled hands, could reach further than trebuchets...

  8. #8

    Default Re: Garrison Script Reworked v1.31

    Hey tsarsies you updating this for 1.1? Also any chance you could make any other scripts to improve upon gameplay? Elves leaving for the havens every so often? Supply system of some sort? I would love more scripts to be implemented... just not so many that we have a ss 6.1 with rr/byg slowdown level... god I hate 4 minute turns.


  9. #9

    Default Re: Garrison Script Reworked v1.31

    A 1.1 update would be fantastic.
    Is minic a gheibhean beal oscailt diog dunta!
    An open mouth often catches a closed fist!

  10. #10

    Default Re: Garrison Script Reworked v1.31

    this doesnt work for 1.4 does it?
    When you're pushed, killing is as easy as breathing.

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