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Thread: Besieged re-inforcements

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  1. #1

    Default Besieged re-inforcements

    Not sure if this is a bug or an accepted script?

    I'm new to this mod and have just instaled the RC/RR 1.4 (18/01) update.

    Playing Mordor I recently fought a field battle against the Gondorians outside of West Osgilliath, the remnant of the gondorians fled into that city ( 1 general without remaining bodyguard plus two damaged archer militia and one 25 strength spear militia unit). I immediately laid seige to the city trapping the forces inside. The pre-battle garrison of West Osgil had been a general who reinforced the field combat and died during that battle.
    I then finished the remainder of my turn and 'ended turn'.
    The garrison inside west Osgiliath immediately grew sustantially to 6 full units of gondor spearmen, 6 full units of spear militia and the two archer units were full strength. General received 1 bodyguard as a reinforcement.
    This force then sortied during the Gondorian turn, they were defeated completely and the city fell.
    On occupying the city, the total population was 941 with no troop building capability buildings at all (I 'occupied' the city).

    I then had repeat events when laying seige to both Minas Tirith and Anarch (spelling?) where the besieged city filled up with quality troops.

    I understand that there is a besieged city 'call up militia on being seiged' mod, which I assume is in with this mod? If so, then can I suggest that that sub-mod is modified so that the number and quality of the reinforcements is referenced to the actual place where the seige is taking place, in numbers of citizens available and also the troop types available within that city?

    For major populations I have no issue with large numbers of reinforcements of militia quality units as that makes total sense. But the West Osgilliath scenario above placed close to 50% of the entire population into both militia and professional units.

  2. #2

    Default Re: Besieged re-inforcements

    Have you tried the FAQ?

    Q. Sometimes when I siege an enemy AI controlled settlement massive amounts of troops are spawned out of nowhere the next turn, what gives?

    A. You have fallen victim to the Garrison Script. It is designed to help the AI protect its cities and make the game more challenging. Only the more important/famous cities and capitals have this script.


    Closed.

    Oh, I see you're aware of it. It's not supposed to "make sense", just help the AI.
    Last edited by Jean=A=Luc; January 23, 2010 at 04:45 AM.

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