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  1. #1

    Default Indicating which cities have garrison script

    Reading through the old installation files, it seems that there used to be a feature where an asterik was next to the city name of cities with garrison scripts.

    Is there anyway to edit it to bring this feature back? Or is there some new way to figure out whether a city has a garrison script or not.

    I hate having to constantly check back to campaign_script.txt to double check if I should be invading with a small or big stack.

  2. #2

    Default Re: Indicating which cities have garrison script

    well thanks for um telling me how to tell or not, as previously I would just either A. Save in a different save file or B. Guess.

  3. #3
    Magefsx's Avatar Campidoctor
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    Default Re: Indicating which cities have garrison script

    Well, I did a combination of A and B- however, there is a way, although it will take you some time...
    Find yourself the file entitled "imperial_campaign_regions_and_settlement_names" which can be found in the file:
    Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\text
    From that point onwards, all you have to do is add a * to the words outside of the {} which have the garrison script.
    Hope this helps- In fact, I'm sure it will - and you can always upload the end result for those who want it

  4. #4

    Default Re: Indicating which cities have garrison script

    By the way, I didn't like having so many cities being garrisoned, so I edited it so that only capital cities have the garrison script.

    I've only just started playing the campaign, but in your opinion, how do you think this would affect campaign AI balance?

  5. #5
    Magefsx's Avatar Campidoctor
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    Default Re: Indicating which cities have garrison script

    To be honest, I find the game more fun with all the garrison scripts working as this ultimately results in epic seige battles, rather than the usual vanilla 3-ringed castle with one unit of fuedal knights inside. I will mean that cities that usually have the script (usually weaker nations, in order to give them a chance) will merely be steamrollered. In my opinion, I would advise you strongly against doing so, but ultimately, this is a mod so play it how you enjoy it the most.
    Games will still be as unpredictable as before I reckon, except big nations will stay big and the rushing tactic will work when it didn't beforhand

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