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  1. #1

    Default KGCM Garrisons

    When I first played KGCM I didn't like the garrison script. I was pissed anytime I sent an army with an advantage to take a town forgetting about the script and then my army was in an impossible situation. Then I tried the newest SS.

    I love garrison scripts now. No more stealing a settlement with a few units just to do so. AI doesnt randomly expand and contract without any logical basis. Rebels last longer. Borders are more realistic. In SS I keep having to cheat rebels at Bruges to keep Scotland out. Retarded things like that are less likely. KGCM has a vanilla appeal to it (including vanilla kingdoms factions),but dont think its as easy as vanilla. Any way you know the town has a script, plan for it... I was a naysayer too, but then I learn how to play the game lol. Its really not hard, or unfair. If you want an easy boring game go play vanilla with all its glitches and random AI behavior. KGCM is meant to be a challenge.
    Oh, for Heaven's sake, now you're being deliberately stupid.
    Dr. Sheldon Cooper
    Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?

  2. #2
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    I can see adding a unit to a settlement that has no one in it because the general died due to assassination, but adding 10 very strong units to a garrison that already has 10 very strong units in it when attacked by a force of 12 mediocre units is not "challenging" to me.

  3. #3

    Default Re: KGCM Garrisons

    Most of the units Dave added were militias. I believe only three units in each garrison would be considered very strong. Go into the campaign script and you can see exactly what gets added. Besides you know they are going to be there, plan ahead.

    Code:
    ;england  / Dublin / Dublin_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Dublin
    and I_CompareCounter Dublin_siege < 1
    if I_SettlementOwner Dublin = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
        create_unit Dublin, Armored Sergeants, num 2, exp 1, arm 1, wep 0
        create_unit Dublin, Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Dublin, Mailed Knights, num 1, exp 0, arm 1, wep 0    
        create_unit Dublin, Archer Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Dublin_siege 10
    end_monitor
    
    ;scotland  / Edinburgh / Edinburgh_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Edinburgh
    and I_CompareCounter Edinburgh_siege < 1
    if I_SettlementOwner Edinburgh = scotland
    and I_IsFactionAIControlled scotland
    and I_CompareCounter scotland_start 0
        create_unit Edinburgh, Dismounted Feudal Knights, num 3, exp 1, arm 1, wep 0
        create_unit Edinburgh, Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Edinburgh, Feudal Knights, num 1, exp 0, arm 1, wep 0    
        create_unit Edinburgh, Highland Archers, num 3, exp 0, arm 1, wep 0
            create_unit Edinburgh, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Edinburgh_siege 10
    end_monitor
    
    ;ireland  / Cork / Cork_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Cork
    and I_CompareCounter Cork_siege < 1
    if I_SettlementOwner Cork = ireland
    and I_IsFactionAIControlled ireland
    and I_CompareCounter ireland_start 0
        create_unit Cork, Galloglaich, num 3, exp 1, arm 1, wep 0
        create_unit Cork, Ostmen, num 5, exp 1, arm 1, wep 0
        create_unit Cork, Ridire, num 1, exp 0, arm 1, wep 0    
        create_unit Cork, Saighdeoir, num 3, exp 1, arm 1, wep 0
            create_unit Cork, Ceitherne, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Cork_siege 10
    end_monitor
    
    ;ireland  / Galway / Galway_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Galway
    and I_CompareCounter Galway_siege < 1
    if I_SettlementOwner Galway = ireland
    and I_IsFactionAIControlled ireland
    and I_CompareCounter ireland_start 0
        create_unit Galway, Galloglaich, num 2, exp 1, arm 1, wep 0
        create_unit Galway, Cliathairi, num 5, exp 1, arm 1, wep 0
        create_unit Galway, Ridire, num 1, exp 0, arm 1, wep 0    
        create_unit Galway, Saighdeoir, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Galway_siege 10
    end_monitor
    
    ;ireland  / Donegal / Donegal_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Donegal
    and I_CompareCounter Donegal_siege < 1
    if I_SettlementOwner Donegal = ireland
    and I_IsFactionAIControlled ireland
    and I_CompareCounter ireland_start 0
        create_unit Donegal, Galloglaich, num 2, exp 1, arm 1, wep 0
        create_unit Donegal, Cliathairi, num 5, exp 1, arm 1, wep 0
        create_unit Donegal, Ridire, num 1, exp 0, arm 1, wep 0    
        create_unit Donegal, Saighdeoir, num 3, exp 1, arm 1, wep 0
    end_if
    set_counter Donegal_siege 10
    end_monitor
    
    ;wales  / Caernarvon / Caernarvon_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Caernarvon
    and I_CompareCounter Caernarvon_siege < 1
    if I_SettlementOwner Caernarvon = wales
    and I_IsFactionAIControlled wales
    and I_CompareCounter wales_start 0
        create_unit Caernarvon, Rhyfelwyr, num 3, exp 1, arm 1, wep 0
        create_unit Caernarvon, Meirionnydd Spearmen, num 5, exp 0, arm 1, wep 0
            create_unit Caernarvon, Welsh Skirmishers, num 2, exp 0, arm 1, wep 0    
        create_unit Caernarvon, Saethwyr, num 3, exp 1, arm 1, wep 0
            create_unit Caernarvon, Welsh Militiamen, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Caernarvon_siege 10
    end_monitor
    
    ;wales  / Cardiff / Cardiff_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Cardiff
    and I_CompareCounter Cardiff_siege < 1
    if I_SettlementOwner Cardiff = wales
    and I_IsFactionAIControlled wales
    and I_CompareCounter wales_start 0
        create_unit Cardiff, Gwent Raiders, num 2, exp 1, arm 1, wep 0
        create_unit Cardiff, Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Cardiff, Welsh Skirmishers, num 2, exp 0, arm 1, wep 0    
        create_unit Cardiff, Saethwyr, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Cardiff_siege 10
    end_monitor
    
    ;france / Paris / Paris_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Paris
    and I_CompareCounter Paris_siege < 1
    if I_SettlementOwner Paris = france
    and I_IsFactionAIControlled france
    and I_CompareCounter france_start 0
        create_unit Paris, Dismounted Feudal Knights, num 3, exp 1, arm 1, wep 0    
        create_unit Paris, Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Paris, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Paris, Scots Guard, num 3, exp 0, arm 1, wep 0
            create_unit Paris, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Paris_siege 10
    end_monitor
    
    ;france / Toulouse / Toulouse_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Toulouse
    and I_CompareCounter Toulouse_siege < 1
    if I_SettlementOwner Toulouse = france
    and I_IsFactionAIControlled france
    and I_CompareCounter france_start 0
        create_unit Toulouse, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0    
        create_unit Toulouse, Armored Sergeants, num 5, exp 0, arm 1, wep 0
            create_unit Toulouse, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Toulouse, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Toulouse_siege 10
    end_monitor
    
    ;france / Angers / Angers_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Angers
    and I_CompareCounter Angers_siege < 1
    if I_SettlementOwner Angers = france
    and I_IsFactionAIControlled france
    and I_CompareCounter france_start 0
        create_unit Angers, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0    
        create_unit Angers, Armored Sergeants, num 5, exp 0, arm 1, wep 0
            create_unit Angers, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Angers, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Angers_siege 10
    end_monitor
    
    ;hre / Frankfurt / Frankfurt_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Frankfurt
    and I_CompareCounter Frankfurt_siege < 1
    if I_SettlementOwner Frankfurt = hre
    and I_IsFactionAIControlled hre
    and I_CompareCounter hre_start 0
        create_unit Frankfurt, Dismounted Feudal Knights, num 3, exp 1, arm 1, wep 0    
        create_unit Frankfurt, Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Frankfurt, Teutonic Knights, num 1, exp 0, arm 1, wep 0
        create_unit Frankfurt, Crossbow Militia, num 3, exp 0, arm 1, wep 0
            create_unit Frankfurt, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Frankfurt_siege 10
    end_monitor
    
    ;hre / Innsbruck / Innsbruck_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Innsbruck
    and I_CompareCounter Innsbruck_siege < 1
    if I_SettlementOwner Innsbruck = hre
    and I_IsFactionAIControlled hre
    and I_CompareCounter hre_start 0
        create_unit Innsbruck, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0    
        create_unit Innsbruck, Armored Sergeants, num 5, exp 0, arm 1, wep 0
            create_unit Innsbruck, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Innsbruck, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Innsbruck_siege 10
    end_monitor
    
    ;hre / Bologna / Bologna_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Bologna
    and I_CompareCounter Bologna_siege < 1
    if I_SettlementOwner Bologna = hre
    and I_IsFactionAIControlled hre
    and I_CompareCounter hre_start 0
        create_unit Bologna, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0    
        create_unit Bologna, Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Bologna, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Bologna, Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    if I_SettlementOwner Bologna = venice
    and I_IsFactionAIControlled venice
    and I_CompareCounter venice_start 0
        create_unit Bologna, Venetian Heavy Infantry, num 2, exp 1, arm 1, wep 0    
        create_unit Bologna, Italian Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Bologna, Feudal Knights, num 1, exp 0, arm 1, wep 0    
        create_unit Bologna, Venetian Archers, num 3, exp 0, arm 1, wep 0
    end_if
    if I_SettlementOwner Bologna = milan
    and I_IsFactionAIControlled milan
    and I_CompareCounter milan_start 0
        create_unit Bologna, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0
        create_unit Bologna, Italian Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Bologna, Feudal Knights, num 1, exp 0, arm 1, wep 0    
        create_unit Bologna, Genoese Crossbow Militia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Bologna_siege 10
    end_monitor
    
    ;denmark / Arhus / Arhus_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Arhus
    and I_CompareCounter Arhus_siege < 1
    if I_SettlementOwner Arhus = denmark
    and I_IsFactionAIControlled denmark
    and I_CompareCounter denmark_start 0
            create_unit Arhus, Sami Axemen, num 3, exp 1, arm 1, wep 0
        create_unit Arhus, Norse Swordsmen, num 5, exp 0, arm 1, wep 0
            create_unit Arhus, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Arhus, Norse Archers, num 3, exp 0, arm 1, wep 0
            create_unit Arhus, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Arhus_siege 10
    end_monitor
    
    ;denmark / Lund / Lund_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Lund
    and I_CompareCounter Lund_siege < 1
    if I_SettlementOwner Lund = denmark
    and I_IsFactionAIControlled denmark
    and I_CompareCounter denmark_start 0
            create_unit Lund, Sami Axemen, num 2, exp 1, arm 1, wep 0
        create_unit Lund, Dismounted Huscarls, num 5, exp 0, arm 1, wep 0
            create_unit Lund, Huscarls, num 1, exp 0, arm 1, wep 0
        create_unit Lund, Norse Archers, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Lund_siege 10
    end_monitor
    
    ;spain / Toledo / Toledo_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Toledo
    and I_CompareCounter Toledo_siege < 1
    if I_SettlementOwner Toledo = spain
    and I_IsFactionAIControlled spain
    and I_CompareCounter spain_start 0
        create_unit Toledo, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0    
        create_unit Toledo, Swordsmen Militia, num 5, exp 0, arm 1, wep 0
            create_unit Toledo, Knights of Santiago, num 1, exp 0, arm 1, wep 0
        create_unit Toledo, Peasant Crossbowmen, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Toledo_siege 10
    end_monitor
    
    ;spain / Leon / Leon_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Leon
    and I_CompareCounter Leon_siege < 1
    if I_SettlementOwner Leon = spain
    and I_IsFactionAIControlled spain
    and I_CompareCounter spain_start 0
        create_unit Leon, Dismounted Feudal Knights, num 3, exp 1, arm 1, wep 0    
        create_unit Leon, Swordsmen Militia, num 5, exp 0, arm 1, wep 0
            create_unit Leon, Knights of Santiago, num 1, exp 0, arm 1, wep 0
        create_unit Leon, Crossbow Militia, num 3, exp 0, arm 1, wep 0
            create_unit Leon, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Leon_siege 10
    end_monitor
    
    ;portugal / Lisbon / Lisbon_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Lisbon
    and I_CompareCounter Lisbon_siege < 1
    if I_SettlementOwner Lisbon = portugal
    and I_IsFactionAIControlled portugal
    and I_CompareCounter portugal_start 0
        create_unit Lisbon, Dismounted Feudal Knights, num 3, exp 1, arm 1, wep 0    
        create_unit Lisbon, Swordsmen Militia, num 5, exp 0, arm 1, wep 0
            create_unit Lisbon, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit Lisbon, Crossbow Militia, num 3, exp 0, arm 1, wep 0
            create_unit Lisbon, Town Militia, num 2, exp 0, arm 1, wep 0    
    end_if
    set_counter Lisbon_siege 10
    end_monitor
    
    ;portugal / Oporto / Oporto_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Oporto
    and I_CompareCounter Oporto_siege < 1
    if I_SettlementOwner Oporto = portugal
    and I_IsFactionAIControlled portugal
    and I_CompareCounter portugal_start 0
        create_unit Oporto, Dismounted Feudal Knights, num 2, exp 1, arm 1, wep 0    
        create_unit Oporto, Swordsmen Militia, num 5, exp 0, arm 1, wep 0
        create_unit Oporto, Crossbow Militia, num 3, exp 0, arm 1, wep 0    
    end_if
    set_counter Oporto_siege 10
    end_monitor
    
    ;italy / Milan / Milan_Province / Power_Centre 
    
    monitor_conditions I_SettlementUnderSiege Milan
    and I_CompareCounter Milan_siege < 1
    if I_SettlementOwner Milan = milan
    and I_IsFactionAIControlled milan
    and I_CompareCounter milan_start 0
        create_unit Milan, Dismounted Feudal Knights, num 3, exp 1, arm 1, wep 0
        create_unit Milan, Italian Spear Militia, num 5, exp 0, arm 1, wep 0
            create_unit Milan, Feudal Knights, num 1, exp 0, arm 1, wep 0    
        create_unit Milan, Genoese Crossbow Militia, num 3, exp 0, arm 1, wep 0
            create_unit Milan, Italian Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter Milan_siege 10
    end_monitor
    Last edited by chris7ian; August 23, 2010 at 07:17 PM.
    Oh, for Heaven's sake, now you're being deliberately stupid.
    Dr. Sheldon Cooper
    Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?

  4. #4
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    Try playing as Scotland and run up to Wick and attack it on the first turn and see if there are any militia in there.

  5. #5

    Default Re: KGCM Garrisons

    Your sad because you cant push Norway off the Isles in one turn?
    Oh, for Heaven's sake, now you're being deliberately stupid.
    Dr. Sheldon Cooper
    Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?

  6. #6
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    Ad hominum attacks are puerile.

  7. #7
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    Ad hominem are puerile. (Sorry for the double post. My spelling sucks.)

    I have modified my game and do not want to waste the time to put the enhanced script back in to test this: If you attack a settlement and a garrison appears and you are defeated, then the next turn, if the AI's garrison moved out and leaves 3 units in the settlement -which is what happened when I attacked Wick- does the AI spawn another full stack in that settlement if you bring another siege against it? Would this go on indefinitely?
    Last edited by Old Geezer; August 27, 2010 at 09:24 AM.

  8. #8

    Default Re: KGCM Garrisons

    Once fired the script will not fire again for 10 turns so in those 10 turns your free to siege again and there will be no extra men

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  9. #9
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    Well, that's a good limitation. I just noted that the garrison created for Cork as shown above includes 5 Ostmen and 3 Galloglaich plus 6 other units for a total of 14 units (with armor and experience upgrades)! Goodness gracious if that is not overpowering what is? That is just as bad as what the Norwegians get at Wick.

  10. #10

    Default Re: KGCM Garrisons

    Quote Originally Posted by Old Geezer View Post
    Well, that's a good limitation. I just noted that the garrison created for Cork as shown above includes 5 Ostmen and 3 Galloglaich plus 6 other units for a total of 14 units (with armor and experience upgrades)! Goodness gracious if that is not overpowering what is? That is just as bad as what the Norwegians get at Wick.
    Thats because Cork is actually Irelands capital I am sorry the garrison script is not to your liking but since you are already aware of the no garrison script.. why are you still here complaining exactly?

  11. #11

    Default Re: KGCM Garrisons

    lol
    Oh, for Heaven's sake, now you're being deliberately stupid.
    Dr. Sheldon Cooper
    Wudang why did you close the thread? Because you can't find a source refuting mine? LoL how's the quest to ban me going?

  12. #12
    MiiKLL's Avatar Semisalis
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    Default Re: KGCM Garrisons

    Hello Old Geezer...


    If I may suggest.... A mod you might find more to your liking is Lusted's "Lands to Conquer". It is a well polished mod that may very well suit your playstyle better.... If you do happen to try "Lands to Conquer", you should avoid Alhoon's submod. The submod ups the difficulty considerably....

    "Nothing is more destructive than the charge of artillery on a crowd."
    Napoleon Bonaparte

  13. #13

    Default Re: KGCM Garrisons

    Quote Originally Posted by MiiKLL View Post
    Hello Old Geezer...


    If I may suggest.... A mod you might find more to your liking is Lusted's "Lands to Conquer". It is a well polished mod that may very well suit your playstyle better.... If you do happen to try "Lands to Conquer", you should avoid Alhoon's submod. The submod ups the difficulty considerably....

    Your like a ghost man,you wander the forums and then sprout out and give useful info!

  14. #14
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    I have been playing LTC since it came out. It really is a good fast paced game. KGCM, however, has a nice huge map and looks very challenging for the Scots. Now I do confess to being a old board gamer rather obsessed with simulation. Played a lot of games like Panzer and Tobruk. Even went to the Library of Congress to try and find info on armor penetration tests on WWII vehicles but the info was still classified and held in Aberdeen, Maryland, USA. BTW, that reminds me of the last scene in Raiders of the Lost Ark, where a guy is wheeling the ark down a long hallway with many side lanes full of government records and stuff. That's so much like where they keep the overflow of the archives in Suitland, Maryland, that it is the best laugh in the movie. The ark is just about as safe there as it would be hidden somewhere under the temple mount.

    I am sorry for complaining about your excellent work Dave. Please forgive me.

  15. #15

    Default Re: KGCM Garrisons

    I might suggest not using my HHB either with KGCM as well it amps difficulty up another notch on daves fine work . The whole hording and re emerging factions thing can be hell for a campaign specially one done on britiania with facttions like wales and ireland form rather nasty hordes once all there regions lost a problem that must be qwelled quickly ( or avoided by killing of all family memebers)

    Although i do think my addition of historical heroes and villians (semi historical some aree more myth and historically exagerated characters such as robin locksley and vlad teppes the extra factions make for an interesting campaign one where not only taking over land is not enough you actually have to contrrol the lands so that the original peoples dont revolt sparking of a return of a faction in form of a horde of angry suckers

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  16. #16

    Default Re: KGCM Garrisons

    Quote Originally Posted by Old Geezer View Post
    I am sorry for complaining about your excellent work Dave. Please forgive me your excellency.
    Very well, I hereby grant you a pardon Although I'm not sure what the Raiders of the Lost Ark has to do with it.

    Dave

  17. #17
    Old Geezer's Avatar Senator
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    Default Re: KGCM Garrisons

    Nothing. Old people ramble.

    I have another question about disappearing saves when modding KGCM (and I presume any other mod) when using Window 7. I increased the movement of characters and had turned off UAC. When I loaded the game my saves were gone except for one that I had done 3 weeks ago when I initially loaded it.
    I found the missing saves in the VirtualStore folder (I am slow but I am becoming familiar enough with Windows 7 to always look there). Do you know why this happens? (Or is this a Bill Gates' secret?)


    PS: I really am enjoying this mod.

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