Mr_Nygren, when you play with the garrison script, many variants exist. This is one of the versions that I like the most, as it gives randomness.
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monitor_event FactionTurnStart FactionType sicily
and not I_LocalFaction sicily
and I_SettlementOwner RunakFarm = sicily
and I_SettlementUnderSiege RunakFarm
if RandomPercent < 95
create_unit RunakFarm, Waldlaufer Warrior Light, num 1, exp 3, arm 1, wep 1
end_if
if RandomPercent < 95
create_unit RunakFarm, Axe Clansmen, num 1, exp 3, arm 1, wep 1
end_if
if RandomPercent < 95
create_unit RunakFarm, Bow Clansmen, num 1, exp 3, arm 1, wep 1
end_if
if RandomPercent < 80
create_unit RunakFarm, Waldlaeufer Speer, num 2, exp 3, arm 1, wep 1
end_if
if RandomPercent < 80
create_unit RunakFarm, Waldlaufer Marksmen, num 2, exp 3, arm 1, wep 1
end_if
if RandomPercent < 80
create_unit RunakFarm, Waldlaeufer Peacekeepers, num 2, exp 3, arm 1, wep 1
end_if
if RandomPercent < 35
create_unit RunakFarm, Traveler Crossbowmen, num 1, exp 3, arm 1, wep 1
end_if
if RandomPercent < 35
create_unit RunakFarm, Traveler Light Infantry, num 1, exp 3, arm 1, wep 1
end_if
if RandomPercent < 7
create_unit RunakFarm, Waldlaufer Bogen, num 1, exp 3, arm 1, wep 1
end_if
if RandomPercent < 7
create_unit RunakFarm, Druidenbegleiter, num 1, exp 3, arm 1, wep 1
end_if
end_monitor
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But, you can also play with this script by using a "declare_counter" to give specific conditions.. or you can use the "Dinamic Garrison Script" as well, by implementing the trait "garrison_unit" for the ones that you want to spawn during a siege.. And there are as well other models, here the choice is vast..
