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  1. #1

    Default Garrison Script

    Yeah, so like, I downloaded this mod a while ago. It works pretty good except that I noticed that alot of cities that I attack have the Garrison mod where as it says in the discription that its only for the capitals. I think it might be like, a mod that I downloaded before messing with it, maybe. Anyone know how I can fix this?

  2. #2

    Default Re: Garrison Script

    ah ok not sure what you want fixed what are you actually looking for ?? you want to remove the garrison script ?? you want to change what cities it works on ?? not totally sure what your looking for here more info please

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  3. #3

    Default Re: Garrison Script

    it's not only for capitals. It's also for certain large cities.


    I speak Spanish to God, Italian to women, French to men, and German to my horse.--King Charles V of France

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  4. #4

    Default Re: Garrison Script

    All capitals will have garrison scripts (well, all original capitals will. If the capital is changed the old city still has the script. The new capitals will not have a script, unless that city already does). Also, like Stoicblitzer said above, certain strategically important cities have smaller garrison scripts as well. Places like Bologna for instance have a garrison script. This helps the AI keep their important cities longer because 9 times out of 10 they wont properly garrison their cities at all. Without the g-script it would make it even easier for the human to steamroll the AI, or for the AI to walk all over each other where IRL there would have been armies guarding these cities. There is a no garrison script file attached to the main download thread if you want to remove it. If you want to mod it yourself, you can look through the scripts file and delete the entries for cities you do not want to have the script. Make sure you backup your originals incase you make a mistake or decide to go back.

  5. #5

    Default Re: Garrison Script

    Quote Originally Posted by pwf224 View Post
    All capitals will have garrison scripts (well, all original capitals will. If the capital is changed the old city still has the script. The new capitals will not have a script, unless that city already does). Also, like Stoicblitzer said above, certain strategically important cities have smaller garrison scripts as well. Places like Bologna for instance have a garrison script. This helps the AI keep their important cities longer because 9 times out of 10 they wont properly garrison their cities at all. Without the g-script it would make it even easier for the human to steamroll the AI, or for the AI to walk all over each other where IRL there would have been armies guarding these cities. There is a no garrison script file attached to the main download thread if you want to remove it. If you want to mod it yourself, you can look through the scripts file and delete the entries for cities you do not want to have the script. Make sure you backup your originals incase you make a mistake or decide to go back.
    Aight, thanks.

  6. #6
    [Celtíbero]Mencey's Avatar Campidoctor
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    Default Re: Garrison Script

    I understood the script only worked in cities under AI dominion, but I have started a hotseat campaign and it also works in other human's cities. Am I right?

  7. #7

    Default Re: Garrison Script

    nope it only works for Ai factions in 4.1

    As an example i have used before( i not sure why you dredged up this thread instead of the garrison script thread 3 lines down

    monitor_conditions I_SettlementUnderSiege London
    and I_CompareCounter London_siege < 1
    if I_SettlementOwner London = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
    create_unit London, Armored Swordsmen, num 3, exp 1, arm 1, wep 0
    create_unit London, Spear Militia, num 5, exp 1, arm 1, wep 0
    create_unit London, Feudal Knights, num 1, exp 0, arm 1, wep 0
    create_unit London, Longbowmen, num 3, exp 0, arm 1, wep 0
    create_unit London, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter London_siege 10
    end_monitor

    as you see one of the conditions for the script is the faction is Ai controlled as dentoted by this part
    and I_IsFactionAIControlled england
    no human faction will get a garrison script in 4.1( earlier versions did have both players and AI get a garrison script)
    case closed i think we only need one garrison question thread

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  8. #8

    Default Re: Garrison Script

    There used to be a garrison script for all in KGCM 3.0. So I am guessing you do not have patch 4.1 installed yet.

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