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Thread: Mobilisation of the population during siege

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  1. #1

    Icon3 Mobilisation of the population during siege

    Hi All,

    I think that when a city/town (not a castle) is besieged, and not immediately stormed, i.e. when the attacker has to make a siege to built his engines, etc., the city could, either automatically or not - possibly only at the first turn of the siege -, recruit a certain number of units, depending on his population or trainning slots, amongst the most basic units therein available, without the armour&sword extra advantage provided by a blacksmith, representing the mobilisation of the population for defending the city/town.

    Example:
    a city of 10 000 inh., has a garison made of a general unit, a swortmen unit, a elite archers' unit. It is besieged at t=0. At t=1, although besieged, it has recruit three levy/militia spear and 2 basic bowmen/arbalesters.

    Those draft units should be automatically dismantled when the siege is lifted (i.e. they should be flagged for).

    Is there someone who has an idea on how to implement this?

    Thx. K.

  2. #2
    SoulBlade's Avatar Vicarius
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    Default Re: Mobilisation of the population during siege

    Erm... Garrison script?

  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Mobilisation of the population during siege

    What you are describing is called a garrison script. Several already exist. However there is no way to disband individual units after the siege is finished.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  4. #4

    Icon4 Re: Mobilisation of the population during siege

    Where do you find the "garrison script/s" ?

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Mobilisation of the population during siege

    Quote Originally Posted by Kasimire View Post
    Where do you find the "garrison script/s" ?
    Look in the submods forum. Tsarsies garrison script is the one that comes to mind first.

    Making the garrison script work for player as well totally defeats the purpose of it. Garrison scripts are written because the AI cannot defend it's settlements properly. It will often leave only 1 or 2 units in even it's most important cities. The player, however, has a brain and knows how to defend properly. Making the script fire for the player will make the game way too easy.
    Last edited by Caesar Clivus; December 17, 2009 at 03:27 PM.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  6. #6

    Default Re: Mobilisation of the population during siege

    Btw, I completely agree about it defeating its purpose by allowing it to the player, but if someone really wants to, they should at least know how to do it.

  7. #7
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Mobilisation of the population during siege

    Quote Originally Posted by asn View Post
    Btw, I completely agree about it defeating its purpose by allowing it to the player, but if someone really wants to, they should at least know how to do it.
    Oh I totally agree. The whole point in being able to mod the game is being able to change it to your own personal tastes. But it's always good to be forewarned against possible consequences of what you're changing

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  8. #8
    Libertus
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    Default Re: Mobilisation of the population during siege

    Quote Originally Posted by asn View Post
    Btw, I completely agree about it defeating its purpose by allowing it to the player, but if someone really wants to, they should at least know how to do it.
    yeah i agree to, even though i don't like the garrison script in general..just had too find out if it was possible

  9. #9

    Default Re: Mobilisation of the population during siege

    Quote Originally Posted by Caesar Clivus View Post
    Look in the submods forum. Tsarsies garrison script is the one that comes to mind first.

    Making the garrison script work for player as well totally defeats the purpose of it. Garrison scripts are written because the AI cannot defend it's settlements properly. It will often leave only 1 or 2 units in even it's most important cities. The player, however, has a brain and knows how to defend properly. Making the script fire for the player will make the game way too easy.
    Depend on your purpose i suppose, if you just want to make a really tough game you could make the AI get a full stack of elites in every city. But if what you are looking for is realism then i say 7-8 units of low to medium militias for AI, and 3-4 for the player is perfect. Because lets say i siege a large town of the enemy and they get a large garrison of militias, well ok i can see that the city is rallying to defend. but the next turn they siege my huge city lets say Constantinople and no one comes to the walls, i think this way it seems like a very transparent game mechanic. But with a mild version for the player its really realistic.

    Plus i don't know about you guys but in my campaigns i am the one sieging most of the time, and when i get sieges i usually relive the city with an outside army so to be honest the garisson script for player would not help me out all that much at all, but it would help the AI because it would make blitzing factions tougher.

  10. #10
    HarneY's Avatar Semisalis
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    Default Re: Mobilisation of the population during siege

    theres a garrison script on TATW

  11. #11

    Default Re: Mobilisation of the population during siege

    I hate garrison scripts. You siege a city, and all of a sudden they have a full stack inside...
    Optio, Legio I Latina

  12. #12

    Default Re: Mobilisation of the population during siege

    Garrison script makes ambushing cities useless

  13. #13

    Icon2 Re: Mobilisation of the population during siege

    Quote Originally Posted by Anaatti View Post
    Garrison script makes ambushing cities useless
    not at all: when attacking immediately a city (ambushing) when catapultes, mangonel, etc., the city has no time to rise militia;

  14. #14
    Libertus
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    Default Re: Mobilisation of the population during siege

    is it possible to make the garrison script work for the player to? and not just the ai..

  15. #15

    Default Re: Mobilisation of the population during siege

    Yup, if you look in the campaign script (mod/Data/world/campaign/whichever campaign you want to edit) and find the garrison script section, just delete the "and counter "is the ai"" after the sections where it specifies the reinforcements that you want to get.

  16. #16
    JorisofHolland's Avatar Primicerius
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    Default Re: Mobilisation of the population during siege

    When I still blitzed factions (long, long ago) I always used trebuchets (or catapults, if it was early game) or some decent gunpowder units. And a garrison script only works after the first turn... Unless you modify it, of course.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

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