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  1. #1

    Default field-cost script + garrison script

    This probably has been asked already, but anyway... (all questions concerning the SV 3.3 version)

    1.) Does the human player have to pay the 500F/1000F for all character generals outside settlements - the faction leader and heir included?

    2.) Do the AI factions also have to pay the 500F/1000F for their character generals outside settlements?

    3.) Will the human player get spawned troops via the garrison script, if besieged by an AI army?

    4.) Will AI factions get spawned troops via the garrison script, if besieged by an other AI faction?

    THX!

  2. #2
    VINC.XXIII's Avatar Retired
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    Default Re: field-cost script + garrison script

    1.) Does the human player have to pay the 500F/1000F for all character generals outside settlements - the faction leader and heir included?

    2.) Do the AI factions also have to pay the 500F/1000F for their character generals outside settlements?

    Simply for the realism, and to limit the mass of money, I think. Its was a constant and hard problem during the medieval Era to maintain same a small army of knights. In many parts in Europa, the "military service" of the knights and others was limited to one month or a little more, after this period, the knights could simply deserted the ost of their lord.
    Many medieval states was simply indebted cause their wars. Elite warriors was simply extremly expensives-Ghulams, Paladins, Druzhiniks or what you want.

    "3.) Will the human player get spawned troops via the garrison script, if besieged by an AI army?" no


    "Will AI factions get spawned troops via the garrison script, if besieged by an other AI faction?" yes

    I hope to have answer to your questions

  3. #3

    Default Re: field-cost script + garrison script

    Quote Originally Posted by skeuophoros View Post
    1.) Does the human player have to pay the 500F/1000F for all character generals outside settlements - the faction leader and heir included?
    Yes


    Quote Originally Posted by skeuophoros View Post
    2.) Do the AI factions also have to pay the 500F/1000F for their character generals outside settlements?
    No

    Quote Originally Posted by skeuophoros View Post
    3.) Will the human player get spawned troops via the garrison script, if besieged by an AI army?
    No

    Quote Originally Posted by skeuophoros View Post
    4.) Will AI factions get spawned troops via the garrison script, if besieged by an other AI faction?
    Yes

    The garrison script and field costs are an integral part of the campaign balancing. It is one of the means we have to "force" the AI to act somewhat historically. The goal here is to have the AI controlled countries expand historically, and slow down the blitzkrieg by human players.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  4. #4

    Default Re: field-cost script + garrison script

    Very nice! I like the idea of field-cost and garrison script, as I preferre more realistic campaigns with slower expansions.

    Another question tough: Why is it not adviced to play the campaign on very hard, which I normaly always do as I like strong AI adversaries? What are the (unwanted) effects for the allover campaign balance?

  5. #5

    Default Re: field-cost script + garrison script

    Quote Originally Posted by skeuophoros View Post
    Very nice! I like the idea of field-cost and garrison script, as I preferre more realistic campaigns with slower expansions.

    Another question tough: Why is it not adviced to play the campaign on very hard, which I normaly always do as I like strong AI adversaries? What are the (unwanted) effects for the allover campaign balance?
    The mod was basically too hard for many new less complex players. I left it to the players discretion. If you play on VH campaign setting, you may not get the same historical expansion, since the AI has a vendetta on the human player.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  6. #6

    Default Re: field-cost script + garrison script

    Thanks for your prompt answers!

    Great mod by the way, esp. with all those different timeframes to choose from and the Balkans being represented more accurately by bringing in the Serbian and Bulgarian factions. In most other mods the Balkans seem somewhat deserted despite it's quite central position, which is a little drawback when wanting to play for example an interesting and historic Byzantine campaign. THX!

  7. #7

    Default Re: field-cost script + garrison script

    Thanks, this is exactly why I chose Serbia and Bulgaria as the first faction to add to the mod.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

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