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  1. #1

    Default garrison script

    I previously got rid of the garrison script, and stupidly forgot to back it up. Now, I want to play with it again. I would really appreciate it if someone would upload a copy of it in this thread or point me to where I can find another copy of it for download.

  2. #2
    Stylix's Avatar MOS Team Member
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    Default Re: garrison script

    Quote Originally Posted by Lanier View Post
    I previously got rid of the garrison script, and stupidly forgot to back it up. Now, I want to play with it again. I would really appreciate it if someone would upload a copy of it in this thread or point me to where I can find another copy of it for download.
    That is an interesting and not too uncommon occurance. If you saved your original download files, you could install v4.2 to your desktop or another folder and then extract it from there.

    Edit: I installed v4.2 to my desktop and then inserted the campaign_script.txt file to this post. I also added it to the FAQ thread (first post).
    Last edited by Stylix; February 16, 2011 at 08:48 AM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  3. #3

    Default Re: garrison script

    I typically delete the downloaded file after installation to free up space on my computer.

    Thanks for the upload.

  4. #4

    Default Re: Questions:Privy Seal...

    about the garrison script, I was playing as Antioch and had Antioch spawn a garrison when it was sieged by the turks.

    Please rep me for my posts, not for the fact that i have a Pony as an Avatar.


  5. #5
    Stylix's Avatar MOS Team Member
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    Default Re: Questions:Privy Seal...

    Quote Originally Posted by TWWolfe View Post
    about the garrison script, I was playing as Antioch and had Antioch spawn a garrison when it was sieged by the turks.
    This should not be happening. The garrison script only applies to AI controlled settlements. Check your C:\Program Files (x86)\SEGA\Medieval II Total War\mods\HHB\data\world\maps\campaign\imperial_campaign\campaign_script.txt file for this code:
    Code for Antioch garrison script

    Code:
    if I_SettlementOwner Adana = antioch
    and I_IsFactionAIControlled antioch
    and I_CompareCounter antioch_start 0
     create_unit Adana, Dismounted Knights of Antioch, num 2, exp 1, arm 1, wep 0
     create_unit Adana, Hospitaller Sergeant, num 5, exp 0, arm 1, wep 0 
     create_unit Adana, Knights Hospitaller, num 2, exp 1, arm 1, wep 0
     create_unit Adana, Armenians of Celicia, num 3, exp 0, arm 1, wep 0
    end_if
    set_counter Adana_siege 10
    end_monitor
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  6. #6
    magraev's Avatar Biarchus
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    Default Re: garrison script

    Sorry, but that script refers to Adana and not Antioch. It's probably the same though.

  7. #7
    Stylix's Avatar MOS Team Member
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    Default Re: garrison script

    Hold on, I may have discovered an error, but I do not have the time at this moment to verify it. I will look into this in the morning.

    Edit: I do not have time to look at this today, will look into it ASAP.
    Last edited by Stylix; May 06, 2011 at 05:45 PM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

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