View Poll Results: scripted garrisons: should they be toned down?

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  • Yes please!

    17 58.62%
  • No, thanks.

    12 41.38%
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Thread: Scripted garrisons

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  1. #1
    Zarax's Avatar Triple Chaosmaster
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    Default Scripted garrisons

    Ok, since there have been a few complaints about how the garrison script is overpowered I decided to make a quick poll to see what the community thinks.

    Please post if you think a particular city deserves a different treatment .
    The Best Is Yet To Come:

  2. #2
    TM Is Back's Avatar Campidoctor
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    Default Re: Scripted garrisons

    Alexandria is not too strong.
    Bactra is not too strong.
    Camulodum is not too strong.
    Carthage sure is not too strong.
    Nisa is not too strong.
    Numantia is not too strong.
    Rhodes is not too strong.
    Rome is not too strong.
    Sarmizegetusa is not too strong.
    Seleucia sure is not too strong.
    Syracuse is not too strong.
    Taxila is not too strong.
    Teutoburgum might just be a bit too strong.


    So I vote no.

  3. #3

    Default Re: Scripted garrisons

    (Edit) Yes, please. The generated armies makes me think of the army of the dead in LOTR (lol). Although defeating those garissons could be fun, their composition should be taken under control (mainly militia units, some elite infantry, and missiles, with some experience and/or armor would do). Good multi-starred general would not be an overkill though

    At the same time, garrison script does not really make that much difference when AI bonuses are on : AI seems to be smart enough to invest all those bonuses into new units and counter an invader. With AI bonuses off garisson script gain in importance.

    Perhaps, a garrison script could trigger a small (5-7 units) garrison in every large settlement instead (for example, from large town up), for AI is known by its inability to protect settlements effectively.
    Last edited by Stilgar CG; May 14, 2010 at 05:38 AM.

  4. #4
    TM Is Back's Avatar Campidoctor
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    Default Re: Scripted garrisons

    Quote Originally Posted by Magister Equitum View Post
    (Edit) Yes, please. The generated armies makes me think of the army of the dead in LOTR (lol). Although defeating those garissons could be fun, their composition should be taken under control (mainly militia units, some elite infantry, and missiles, with some experience and/or armor would do). Good multi-starred general would not be an overkill though

    At the same time, garrison script does not really make that much difference when AI bonuses are on : AI seems to be smart enough to invest all those bonuses into new units and counter an invader. With AI bonuses off garisson script gain in importance.

    Perhaps, a garrison script could trigger a small (5-7 units) garrison in every large settlement instead (for example, from large town up), for AI is known by its inability to protect settlements effectively.
    Well, I can agree with the first solution. Just tune it down a bit, should it be to much for most of the XC players as how it is now. But only a bit. Either less elite units, or some exp less on all of the units would be the solution then I say.

    About the last point. A garrison script in every town/city. I strongly disagree. Only the major important city's, should be considered for appointing garrison scripts.

  5. #5

    Default Re: Scripted garrisons

    @ Zarax. Sounds good. Btw, is it possible to trigger appearance of experienced generals to command the defense?

    Quote Originally Posted by TM Is Back View Post
    Well, I can agree with the first solution. Just tune it down a bit, should it be to much for most of the XC players as how it is now. But only a bit. Either less elite units, or some exp less on all of the units would be the solution then I say.

    About the last point. A garrison script in every town/city. I strongly disagree. Only the major important city's, should be considered for appointing garrison scripts.
    TM, my point is indeed to keep the garrison script and just tune the generated stacks a bit.

    As for triggering garrisons on a larger scale, where exactly do you see the problem?
    Last edited by Stilgar CG; May 14, 2010 at 10:51 AM.

  6. #6
    TM Is Back's Avatar Campidoctor
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    Default Re: Scripted garrisons

    Quote Originally Posted by Magister Equitum View Post
    @ Zarax. Sounds good. Btw, is it possible to trigger appearance of experienced generals to command the defense?



    TM, my point is indeed to keep the garrison script and just tune the generated stacks a bit.

    As for triggering garrisons on a larger scale, where exactly do you see the problem?
    Well the problem is this: The AI can field way more armies then you can. So you're already facing more soldiers then you have. But when we then also give the AI a free garrison of 7-8 units, that means that you:
    1 Have to fight even more enemy soliders before you can conquer a city.
    2 Give the AI another great advantage over the player. For I myself do not keep garrisons, so if I'm stabbed in the back my empire will crumble quickly.

  7. #7
    DarthLazy's Avatar Protector Domesticus
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    Default Re: Scripted garrisons

    They can be dealt with a decent invasion force so i say no

  8. #8
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Scripted garrisons

    So far looks like the majority of the tiny group that voted wants some form of toning down.

    I will try to find units that can be painful to face in city assault but not too dangerous in the field.

    My idea for main garrison troops (which will be the bulk plus a few other units):

    Iberia: Scutarii
    Rome: Hastati/Urban Cohorts (which is now a militia unit)
    Greek: Heavy Peltasts
    Ptolemies: Machimoi Thureophoroi
    Eastern: Axemen
    Germans: Axemen
    Gauls: Swordsmen
    Thrace: Falxmen
    Carthies: mix of civic infantry
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  9. #9
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Scripted garrisons

    Problem is that it should be expanded in extremely moderate ways as the script is not the most flexible.
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  10. #10

    Default Re: Scripted garrisons

    I had tried to tie the garrison script army to the level of the garrison building before, it hadn't worked, but now I know why (bad condition syntax).

    So that might be an option as well. That may help to ensure that early garrisons are weaker, but later ones may be stronger.

    Expand your borders, a mod based on XGM 5.

  11. #11
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Scripted garrisons

    Ideally barracks and walls should be a bigger influence than the garrison as they are the core of a city's military potential.
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  12. #12

    Default Re: Scripted garrisons

    Quote Originally Posted by Zarax View Post
    Ideally barracks and walls should be a bigger influence than the garrison as they are the core of a city's military potential.
    Given enough testing, we could probably make all three a factor.

    Expand your borders, a mod based on XGM 5.

  13. #13

    Default Re: Scripted garrisons

    I voted no, but if they do get toned down I'd love to see additional garrisons.

  14. #14
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Scripted garrisons

    Interesting, looks like we've got a tie...
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  15. #15

    Default Re: Scripted garrisons

    I love the idea. But I hate the quality and unit selection that spawns. Now if there are any armies left around the city I'm sieging they simply joint attack and when my cav won't take silver and gold chevron/armor LI. It's just brutal. But I do love the idea.

  16. #16

    Default Re: Scripted garrisons

    lol, yeah they can get pretty brutal if you're not fully prepared.
    Having Cenabum spawn a full stack of druids defending their conclave would be pretty cool though...

  17. #17

    Default Re: Scripted garrisons

    I'd say just knowing that there will be a garrison and preparing for it,
    instead of just rushing(unless you've got a good spy, cuz siege weapons have
    been nerfed) is half or more of the entire battle before you fight it.


    Also, garrison scripts tied to barracks level? Sounds legit.
    That would be pretty cool to watch.

  18. #18

    Default Re: Scripted garrisons

    plz reduce amount of garrison troop,they are often outnumbered than my soldiers and too harsh

  19. #19
    smoesville's Avatar Vicarius
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    Default Re: Scripted garrisons

    I would actually like it if the garrison was toned down, militia units with little or no experience and bronze sword and shield(?) maybe big cities would get better unit types but they wouldn't be battle hardened vets, but at the same time make a script for practically every city, maybe not anything smaller then a minor city. Although i havn't seen the full extent of the scripting and i know you would have to write code for every city.
    Were there but a tree in this godforsaken place i would have hanged myself.

  20. #20
    Darth_Revan's Avatar Primicerius
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    Default Re: Scripted garrisons

    no thank ya sir

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