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Thread: Seperating garrison from 4tpy scripts

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  1. #1
    Paladin247's Avatar Biarchus
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    Default Seperating garrison from 4tpy scripts

    I love this mod, but would prefer to play with only 4tpy and not garrison scripts activated.

    Somewhere around pg 60, there's a thread on this which states that in a previous thread there are detailed instructions on how to do this. However, I've looked at every page going back to the beginning and can't find it.

    If anyone knows how, would appreciate the help.
    "With a population of around a million, Rome (in Claudius' time) was a vast city even by modern standards. It is worth pointing out that during the early Renaissance the population of Rome was no more than fifteen thousand-- living amid the ruins of a civilization that dwarfed their own. It was not until the nineteenth century that the population of Rome returned to the levels it had enjoyed under the Caesars. That is eloquent proof of the fact that human history is not a tale of steady progress towards greater knowledge and achievement." Simon Scarrow

  2. #2
    czePowerslave's Avatar Primicerius
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    Default Re: Seperating garrison from 4tpy scripts

    Ill sound harsh id never help on anything like that. Garrison script is pwnsome addition that prevents easy playing and makes the game challenging.

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  3. #3
    Raglan's Avatar ~~~
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    Default Re: Seperating garrison from 4tpy scripts

    personnally i agree with cze, but all that said, i couldn't help even if i wanted since i have no idea how.

    The only ones here who probably do know how are sulla and Lt1956, one of whom is the designer of the mod, and the other is responcible for the unit add on. I would suggest that you either pm one of them (no idea what the result would be, however Lt has expressed in the past that he dislikes people making changes) or you open a thread in the modding workshop where your more likely to see people who know how

  4. #4
    Paladin247's Avatar Biarchus
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    Default Re: Seperating garrison from 4tpy scripts

    Raglan, thanks for the come back. I posted on the modding scripts thread, but got nothing.

    Figured it out tho; it's not that hard, takes about five minutes and seems to be working fine.
    "With a population of around a million, Rome (in Claudius' time) was a vast city even by modern standards. It is worth pointing out that during the early Renaissance the population of Rome was no more than fifteen thousand-- living amid the ruins of a civilization that dwarfed their own. It was not until the nineteenth century that the population of Rome returned to the levels it had enjoyed under the Caesars. That is eloquent proof of the fact that human history is not a tale of steady progress towards greater knowledge and achievement." Simon Scarrow

  5. #5

    Default Re: Seperating garrison from 4tpy scripts

    How did you do it might I ask?

  6. #6
    Paladin247's Avatar Biarchus
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    Default Re: Seperating garrison from 4tpy scripts

    Shadet,

    Go into RTW/Data/Scripts/Show me/SPQR scripts. Make a copy of this scripts file and stick it in a spares folder somewhere so if all goes kerplunk, you still have the original.

    I'm running Vista and then had to change the security under properties to allow me to change the file, otherwise it won't let you save it when done.

    Open the SPQR scripts file with notepad. Go about a third of the way down and you'll see the garrison orders; can't miss them; they take up half the folder. After some if statements, they all read "console_command create_unit" and then a unit description and a number.

    One of the justifications you read in this forum for having this script is that it represents the town's folk coming out to defend their city. You'll see pretty quickly that these aren't peasant and town watch kinds of people; they're combat units, archers, slingers, and in some cases elite infantry and cav companies. The kinds of troops that take substantial and lengthy training.

    The other reason given is that the AI is too stupid to adequately garrison its territories. I don't know about you, but I almost never waste combat troops on garrison duty anywhere.

    In any case, I tried to stay within the spirit of calling out the guard and started to individually delete the spawning of any unit that wasn't a militia or levy company. I worked on this for several hours before looking down page to see how much longer this would take and it was going to consume all waking hours for the rest of the weekend. At which point, I called my wife who is a varsity geekette and asked if there was any way to save me from this tedium.

    Go to the top of the page and click on Edit then Replace. In the Find What window type "console_command create_unit" without the quotes. In the Replace With window type ";console_command create_unit" without the quotes. The semi-colon in front edits out all the garrison scripts, but leaves everything else including 4tpy alone. Then hit the Replace All button and save the file.

    The good thing about doing it this way is if you don't like the result, just reverse the edit/replace process and you're back where you were.

    Enjoy.
    Last edited by Paladin247; January 28, 2010 at 11:56 AM.
    "With a population of around a million, Rome (in Claudius' time) was a vast city even by modern standards. It is worth pointing out that during the early Renaissance the population of Rome was no more than fifteen thousand-- living amid the ruins of a civilization that dwarfed their own. It was not until the nineteenth century that the population of Rome returned to the levels it had enjoyed under the Caesars. That is eloquent proof of the fact that human history is not a tale of steady progress towards greater knowledge and achievement." Simon Scarrow

  7. #7
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    Default Re: Seperating garrison from 4tpy scripts

    I think, do not just activate garrison script and you have your 4 turn per-year or not, or they work together?

  8. #8
    czePowerslave's Avatar Primicerius
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    Default Re: Seperating garrison from 4tpy scripts

    They work together as of now. Without activation you have 2 turns per year.

    Roman Rebel
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  9. #9
    Paladin247's Avatar Biarchus
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    Default Re: Seperating garrison from 4tpy scripts

    My previous estimate that this takes five minutes needs revision. It took five minutes on my machine in Virginia. This week we went west to our other home in San Diego and I did the same thing installing SPQR there and this little fix took ten hours.

    In VA, as soon as I hit the Replace All button, the screen flashed so fast you couldn't read it and was done in less than a minute. In San Diego, for some reason, it clicked thru each line, one per second. I had to let it run overnight.

    Don't know the cause. The machine in VA is newer and faster, but not that much. I'm running XP in San Diego and Vista in VA.
    "With a population of around a million, Rome (in Claudius' time) was a vast city even by modern standards. It is worth pointing out that during the early Renaissance the population of Rome was no more than fifteen thousand-- living amid the ruins of a civilization that dwarfed their own. It was not until the nineteenth century that the population of Rome returned to the levels it had enjoyed under the Caesars. That is eloquent proof of the fact that human history is not a tale of steady progress towards greater knowledge and achievement." Simon Scarrow

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