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  1. #1
    czePowerslave's Avatar Primicerius
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    Default Garrison script and savegames

    Hello people,
    I noticed recently some questions again about the 4TPY Garrison script, save games and related troubles to it. While lot has been answered, ill merge what I know into this post to share my experience with RTW:SPQR I gained over the time I am playing this excellent mod.

    The script. Scourge. Bane.
    Really, it has two major features. First it doubles the turn per year which is excellent as there is not much of deadline hunting you down while playing. Second, the garrison effect slows down the expansion to prevent the blitzkrieg style with Roman turtle panzers. However...

    Once you activate the script, you absolutely MUST activate it everytime you load a save game. Note one thing. Script matters ONCE you press the end turn button (I think). So, you can do whatever you want during your turn and activate at the very end of it. Tho, I urge everybody to activate it straight away on loading a game. Saves trouble. The interupted use of it can lead to bad effects, most notable the one that jumps you about 400 years ahead in time and effectively ends you. You can tell by changed date and all the inventions as once pouring at you to tell you - HA HA HA ye done!

    Related to this is the savegame problem. People love saving game. It is not a real field with legion, bad move? Load game! But as LT said, you should NEVER reload the game in case something goes terribly wrong. It is part of the game and should be taken as such. Life does not give second chances on button clicking, keep it in mind. I personally have about 6 or 7 savegames for single campaign, and I rotate them as I play in case my script decides to go fuuu on me. Best use is the quicksave during your turn, once you build buildings, train troops, move legions, SAVE LIKE MAD if you got script on. It will kick in after you press the button. However, never ever ever ever and so forth save during the turn. Saving during with script on is fine, but if you reload such game, there is no option to activate the script and WHOOZ - you are in trouble.
    Several easy hints to prevent :
    - put a big paper note on your monitor with - ACTIVATE THE SCRIPT!
    - use multiple save games. Name them weirdly and rotate them frequently
    - do as much as you can during your turn. Battles, buildings, moves, anything. But heck, if you play fair, you do not need this.
    - remember to have fun!

    if there is something that needs clarification, feel free to ask and post. I will reply to each and everyone

    Oh, and thank LT for the mod

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

  2. #2

    Default Re: Garrison script and savegames

    Just another note on how the garrison script works.
    It takes a turn for the garrison script to actually kick in (4tpy though is immediate). So if you load your game, and send a legion the same turn towards an enemy city, it won't spawn a garrison when you press end turn now. You have to press end turn again for it to spawn. A bit further into the game, this can be a problem, since each turn you might have 10 battles or more every time you press end turn, and if you don't have much time to play and save and quit after each turn, this means the garrison script NEVER gets a chance to kick in.
    I wish there was a way to make it work immediately on the first turn...

  3. #3
    czePowerslave's Avatar Primicerius
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    Default Re: Garrison script and savegames

    Quote Originally Posted by Ejergard View Post
    Just another note on how the garrison script works.
    It takes a turn for the garrison script to actually kick in (4tpy though is immediate). So if you load your game, and send a legion the same turn towards an enemy city, it won't spawn a garrison when you press end turn now. You have to press end turn again for it to spawn. A bit further into the game, this can be a problem, since each turn you might have 10 battles or more every time you press end turn, and if you don't have much time to play and save and quit after each turn, this means the garrison script NEVER gets a chance to kick in.
    I wish there was a way to make it work immediately on the first turn...
    Thats right. And related to crashes in my case. But what he said and what LT poitned is true

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

  4. #4

    Default Re: Garrison script and savegames

    Just wondering do you absolutely have to activate the script button or can you play without scripts? Is the Garisson script the only script?
    Last edited by Reaper200; August 23, 2010 at 06:25 PM.

  5. #5
    Ordinarius
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    Default Re: Garrison script and savegames

    Quote Originally Posted by Ejergard View Post
    Just another note on how the garrison script works.
    It takes a turn for the garrison script to actually kick in (4tpy though is immediate). So if you load your game, and send a legion the same turn towards an enemy city, it won't spawn a garrison when you press end turn now. You have to press end turn again for it to spawn. A bit further into the game, this can be a problem, since each turn you might have 10 battles or more every time you press end turn, and if you don't have much time to play and save and quit after each turn, this means the garrison script NEVER gets a chance to kick in.
    I wish there was a way to make it work immediately on the first turn...
    That's a bit annoying though, seeing as I really don't have hours to play and I constantly have to go out do work for my family or friends... That leaves me with not thaaat much of time and a lot of saved games as a consequence. But if you load your saved game and start the script (activating the 4p/year one directly) will it cause problems if you attack a settlement? I mean, will it start bugging because it can't directly spawn a legion?

  6. #6
    Umbro's Avatar Laetus
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    Default Re: Garrison script and savegames

    thank you guys good thread

  7. #7

    Default Re: Garrison script and savegames

    Well it allows the cheaters to still cheat. lol There isnt a way, the only way to monitor is start or end of turn. I too wish there was, but then I wished CA left food in the game, they could have just not gave the units the ability and still not disable it in the hardcode. Also ALWAYS activate the script TWICE, sometimes the adviser quits right away and you think you activated the script and didnt. I have seen this happen once in a while so I always click it twice to be sure. You cant turn off the script so if your NOT sure Activate it again, nothing will happen if its already activated.
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  8. #8
    czePowerslave's Avatar Primicerius
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    Default Re: Garrison script and savegames

    You can play without it yes. Then you get far easier game. And it is only script in SPQR:

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

  9. #9
    czePowerslave's Avatar Primicerius
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    Default Re: Garrison script and savegames

    It can cause havoc eventually.

    Roman Rebel
    Installation FAQ + troubleshooting
    We shall stand side by side even unto death. SPQR for life.
    Mgr. Šohaj Pavel

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