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Thread: What's wrong with the garrison script?

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  1. #1

    Default What's wrong with the garrison script?

    The FAQ states:

    Only the more important/famous cities and capitals have this script.
    What is the definition of "important/famous" here? In my campaign, it seems like every settlement that is owned by a faction at the beginning of the game is protected by the garrison script.

    Playing Mordor, when I lay siege to Arnach, Pelargir, Linhir, they are all protected by the garrison script. Is this normal?
    Last edited by yupper; January 04, 2011 at 07:36 PM.

  2. #2

    Default Re: What's wrong with the garrison script?

    If it's there, it's intended. The script didn't write/insert itself.

  3. #3

    Default Re: What's wrong with the garrison script?

    Quote Originally Posted by Jean=A=Luc View Post
    If it's there, it's intended. The script didn't write/insert itself.
    Well that's the thing. I am looking through campaign_script.txt and there is no reference to Linhir or Pelargir in the garrison script section.

    [edit]
    Nevermind, I found the 'settlement names' for these cities/towns and they are indeed covered by the garrison script. So much for "important/famous"....
    Last edited by yupper; January 04, 2011 at 07:46 PM.

  4. #4

    Default Re: What's wrong with the garrison script?

    The c_s.txt lists regions not cities.

  5. #5

    Default Re: What's wrong with the garrison script?

    Is the garrision script really that important? Like does anyone actually like it? because I sure as hell dont. In fact if I can find some instructions on how I might just delete it. But Id really hate to up my third age

  6. #6

    Default Re: What's wrong with the garrison script?

    Quote Originally Posted by Lemoniser View Post
    Is the garrision script really that important? Like does anyone actually like it? because I sure as hell dont. In fact if I can find some instructions on how I might just delete it. But Id really hate to up my third age
    I love the garrison script personally. It'd just feel wrong to be able to take Minas Tirith by killing the single Militia unit the AI usually has stationed there. Same for a lot of the cities, the AI just doesn't protect them adequately most of the time.

  7. #7

    Default Re: What's wrong with the garrison script?

    Quote Originally Posted by Enkidu88 View Post
    I love the garrison script personally. It'd just feel wrong to be able to take Minas Tirith by killing the single Militia unit the AI usually has stationed there. Same for a lot of the cities, the AI just doesn't protect them adequately most of the time.
    Thats fair I suppose. I recently came off having to pullback an attack because of it so I'm not very happy with it at the moment.

  8. #8

    Default Re: What's wrong with the garrison script?

    I wonder is it possible/realistic to have multiple garrison scripts? Like a small script for towns of medium importance and then a huge garrison script for the really major fortresses? Or does it already work this way, I've never paid enough attention.

  9. #9

    Default Re: What's wrong with the garrison script?

    Quote Originally Posted by brasswire View Post
    I wonder is it possible/realistic to have multiple garrison scripts? Like a small script for towns of medium importance and then a huge garrison script for the really major fortresses? Or does it already work this way, I've never paid enough attention.
    I haven't either and I haven't really played it that much because I've always been waiting for 2.2 but if it sint like that, it should be. If thats even possible.

  10. #10

    Default Re: What's wrong with the garrison script?

    Quote Originally Posted by brasswire View Post
    I wonder is it possible/realistic to have multiple garrison scripts? Like a small script for towns of medium importance and then a huge garrison script for the really major fortresses? Or does it already work this way, I've never paid enough attention.
    No, but you can disable or edit the garrison script for individual cities. This makes the garrison script highly moddable but an a pain in the arse to edit if you want to remove or keep a certain 'category' of cities because you'd have to do it individually. The easier thing is to just remove the entire garrison script altogether.

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