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Thread: Magical Garrison AI reinforcements?!?!?

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  1. #1

    Default Magical Garrison AI reinforcements?!?!?

    This has happened to me several times throughout my campaigns. I'll be attacking a city that has a garrison of 3-4 units, and I'll build my siege equipment and then click end turn. Well next turn I end up facing a full stack of proffesional troops(not militia, we're talking DFK's, archers, heavy cav, the works) which I can't beat because I sent an army capable of taking a garrison of 3-4 units, not a full stack.

    These aren't reinforcements that the AI has brought in from the outside, it's added directly to the garrison.

    Whats going on?
    Apachean Tribes Guide
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    Mayans Guide

    If you have a request for a guide on any of the civs in Medieval Total War 2 or it's expansion Kingdoms, send me a mail on this.

  2. #2

    Default Re: Magical Garrison AI reinforcements?!?!?

    This is a garrison script that is a feature of this mod. It eliminates the silly AI practice of not defending key cities and is meant to create a better challenge. Dave Scarface, the creator of this mod, has provided a no garrison script option.

  3. #3

    Default Re: Magical Garrison AI reinforcements?!?!?

    Yeah, I don't normally like garrison scripts but this one works well. Stops you taking out a factions capital or major centre with a general and a few spear militia.

  4. #4

    Default Re: Magical Garrison AI reinforcements?!?!?

    Really screwed up my beginning as the English, went to rush the welsh and found that they had full garrisons of good troops. They then used these troops to kick my ass. Took me years to get it back under control...

    There a link to the non scripted version?
    Apachean Tribes Guide
    Tarascans Guide
    Mayans Guide

    If you have a request for a guide on any of the civs in Medieval Total War 2 or it's expansion Kingdoms, send me a mail on this.

  5. #5

    Default Re: Magical Garrison AI reinforcements?!?!?

    It is at the bottom of one of the download posts.

  6. #6

    Default Re: Magical Garrison AI reinforcements?!?!?

    Really screwed up my beginning as the English, went to rush the welsh and found that they had full garrisons of good troops. They then used these troops to kick my ass. Took me years to get it back under control...
    LOL, I love the garrison script

    @Gris,

    What are you doing posting here mate? how come your not in the ETW forums? have you come back? =)
    Last edited by Dave Scarface; October 09, 2009 at 11:51 AM.

  7. #7
    Bitlaslt's Avatar Laetus
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    Default Re: Magical Garrison AI reinforcements?!?!?

    Is it possible to play with this script , but instead superb army peasants would appear?

  8. #8

    Default Re: Magical Garrison AI reinforcements?!?!?

    `yes it is go to your campaign script and you will find a large pile of entries starting with settlement besieged etcetc this is the garrison script it has in create unit and a listing of what how many units will spawn change this to what ever type unit you desire(that are units for that faction or you will get silver surfer men

    Personally when i played i always liked the harder garrison it makes it a challenge remember it is on major cities castles only not every city these are important and epic battles so i would leave as is IMHO

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

  9. #9

    Default Re: Magical Garrison AI reinforcements?!?!?

    Quote Originally Posted by Dave Scarface View Post
    LOL, I love the garrison script

    @Gris,

    What are you doing posting here mate? how come your not in the ETW forums? have you come back? =)

    Now that I understand whats going on, it's not too bad. Offers some challenge as opposed to having only 1-2 decent battles when I finally got around to attacking the city where they were hoarding their armies.
    Apachean Tribes Guide
    Tarascans Guide
    Mayans Guide

    If you have a request for a guide on any of the civs in Medieval Total War 2 or it's expansion Kingdoms, send me a mail on this.

  10. #10
    Bitlaslt's Avatar Laetus
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    Default Re: Magical Garrison AI reinforcements?!?!?

    Thank you.

    quick question :
    Is it possible to make some cities not convertible(religion).?
    (I am from Lithuania and all those priests converting my population is nonsense(History wise) .)I am trying to recreate Lithuanian history in my campaigning

  11. #11

    Default Re: Magical Garrison AI reinforcements?!?!?

    Well, this is a religious war as well as a military war for the pagan Lithuanians. You are surrounded by Catholics and Orthodox Christians on all sides. And they should be able to eradicate your pagan religion. Lets look at it another way and suppose the AI was Lithuania and they got defeated. What happens then to those former pagan lands? can they not be converted at all? That would be even more absurd.

    Also don't forget you can convert to Christianity later on. So Catholic priests could be doing you a favour if in the long term you plan to convert to the true faith. And its good that you love your country so much, because you will have a lot to look forward to in KGCM Age of Discovery. In my new mod you will get the chance to play as the Grand Duchy of Lithuania.

    Dave

  12. #12
    Bitlaslt's Avatar Laetus
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    Default Re: Magical Garrison AI reinforcements?!?!?

    Yep that wouldn't be so cool
    My point is :
    1.Mindaugas converted just to get king title in 1251(it was fake).He died ,we become pagan again
    2.Samogitia was taken by TO so many time ,but still was pagan all the time.
    3.Lithuania's name was mentioned first time when we killed a priest who tried to convert us (1009)

    Are any chance to fix Lithuania's units?(at least rename it for people to understand Lithuanian history better).
    like:
    Dieva's guard.
    Dievas it's Lithuanian translation for GOD.
    So Lithuania's religion is paganism ,but we are building temple for god and our best soldier is god's guard (that's way TO offered peace for me in third turn)

    We were pagans but not emo .
    Giltine = Grim reaper,Death in our language .We respected that ,but never build temple for it.......
    We didint have any special religion soldier.
    Vaidila is correct name for our priest.

    Sry for so much questions ,but yours mod is just like FFH2 for civ4 and i know i am going to play it for along time
    and my English isn't good when i am talking about past time.

  13. #13

    Default Re: Magical Garrison AI reinforcements?!?!?

    ------Yo Dave . been playin and loving the mod for months now. I'm someone who needs to learn to read the fine print, such as threads and the list of changes with each mod, and I'm not necessarily versed in the mechanics of the game. I just love playing it, I don't look at files and posts enough I suppose.
    I think a warning, an obvious or repeated notice, that there's a full army hidden in an important city or castle should exist. For folks like me who missed the normally placed notice. It could even be worked in to game play. When a player first sights a new city, or spies on it for the first time, a scroll pops up, warning them that this is a special location to that nation, or that it's citizens are especially nuts and will pick up axes and shoot you. There could be hit-and-miss spying missions, that help a player discover such places. The point is, running blindly into the garrison script can eradicate a player's morale (such as mine) and negate the efforts of dozens and dozens of intense and vicious turns... not a fun gaming experience.

    I've not yet experienced any changes in your mod that I didn't like, but this change seems unfair to me.
    EDIT: I've learned how to turn it off so it's not a big deal really... but still...
    2ndEDIT: It's not a save compatible fix. unhappiness ensues. I don't like the garrison script or what it's done to my campaign all of a sudden, but I don't want to start over (which for various reasons would be my fourth restart on this faction). I'm TO on vh/vh, ironman rules. I wouldn't even have the opportunity to play this way without your work Dave, but damn. I'm really frustrated I overlooked the garrison script changes for this long. mother effing DOH!
    -I remember reading in the "iron man rules" thread that you wished you could disable all the cheats in the game. I understand your choice to compensate for a lack of a.i. regarding defense of cities and castles; this feels like an a.i. cheat though.
    -One of the key mechanics that makes your mod fun, in my opinion, is the increased cost or length of time involved in building one's cities and armies up from the scratch and in to the powerful. This script slaps that mechanic in the face and laughs and says "oh, did you think I was playing by the same rules as you?". Or something like that. There's a tear in the time/space/money continuum of KGCM, and it is the garrison script... and someone's using it to change the future!
    -It's definitely cool to make the game harder, but not by taking away or adding pieces to the board at crucial times and with little to no warning to the player. Imagine a game of chess where you call checkmate, and then your opponent summons any piece they'd like to either block the mate or counter it with capturing your piece.

    I'm stoked to realize you're gearing up for another project, and I look forward to seeing it!
    thanks for your mod and your hard work, it's taught me how to play even better and i'm addicted all over again!
    Last edited by hubbahowz; October 15, 2009 at 10:05 AM. Reason: learned more

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