so the problem can happen even when reloading the same saved game within the same RTW session?
so the problem can happen even when reloading the same saved game within the same RTW session?
I think that problem happens when you starts besieging city and then enemy counterattack you so that you get that city. At start of your turn you get some units. It just happened to me when i started my campaing. I started script at start and besieged syracuse at turn 2, in greek turn they attacked my besieging army with to hoplite units and city garrison as reinforcement. I won and got city, SS is from start of my turn, i got two roman archers.
http://i1.tinypic.com/o94785.jpg
ok, so if i haven't gone near any AI cities yet, i can still start activating the script from now on with less chance of weird stuff? but a problem still arises from frequent reloads, even if you diligently load the script every time as well? (what can i say - not only is this mod difficult, but i always forget to do things before i end my turn.)
wow, I am having enough trubble as it is, the script is for defense only
Question, is there a house rule pertaining to starving out the enemy in a siege, if using the garrison script? So far I've fought every siege, but they do tend to cause pretty large losses for me, so i didn't know if the garrison script was more intended to make it hard to take the city QUICKLY, or just hard to take it at all, because you're expected to assault...
Building is more improtant than saving, and be creful on the exploits we all know diplomats still have flaws, with gifts come responsibilty. ;-) I would never think of asking the AI for money for Peace, only because the AI sucks so bad. But if they gave you 10K they must have ALOT of money to spare. Also beware of Greeks bearing gifts.
Tajl you are right. Your explanation fits perfect. This will for sure happens if AI sailes aut and you capture city on AI turn. Damn i didnt thought of that.
Generaly loading game when scirpt is active is not adviced.
inorder for the script to work do i first have to get close to the city with out sieging it, end turn so script activates then siege it, or can i move my troops from a further distance and siege the city, without waiting close to it for a turn?
Originally Posted by lt1956
I don't save I just spend the money conservatively, I only queue one building at a time and I use campaign strategy to work what buildings get priory in a particle city. For example towns that are at risk of being sieged I build walls and military buildings, interior towns have economy buildings a there priory starting with the ports then the traders then the roads and so on.
And BTW for some reason that extortionate offer I made to the Greeks only seems to work with the Greeks.
If you get rigth next to the city 1 space or siege it the next turn after the rebels it will spawn a garrison the key is if your NOT attacking the city dont get right next or it will spawn the garrison and help the enemy against you. lol
Also you have to activate the script. It isnt acticated aytomatically, how to do it is located in the readme and there is a post in this forum and says how to activate the script. YOu should play with the script as more and more mods I see in the future especially EB will be using something similar and in EB you HAVE to use the script to play the game unlike SPQR.
Lt
Greeks are a weird faction and AI behavior anyway, Macedon is more tough on diplomacy when at war. I should have made Macedon at war and greeks not. lol Cowardly greeks, but they are fickled and tend to break agreements fast and attack. lol
I do the same as you, But in 6.0 money is tighter anyway you look at it, you get alot coming in at first because of the 10 Provinces, but then the attacks eat alot so one of the first things I DO IS ECONOMY, Roads, Trade posts and ports, Also in threatened areas I try new barracks like missile etc, also I focus on FArms for population and income and then Temples for Happiness. 2 things are important in the beginning, Populations and Money, and thats where the focus needs to be because it doesnt take the AI long to look at you as Weak and then constantly hit you. Also I say watch Patavium, Macedon borders it and too many fronts is too much early in the game. Also later Logistics becomes important, Legions unsupported with Auxillaries are cut off and can be destroyed, plus outer Frontier Provinces can get drained and the larger map means longer times to inland reinforcements. Over all SPQR 6.0 is one heck of game and its amazing how hard it gets later on, there is NO steamroller effect with this version of the mod, plus if your using the garrison script its even more. I also use the Killsheet as I like to see losses and kills something I WISH THE GAME CALCULATED automatically, and I bet MTW2 wont have that feature either, I have no idea why but who cares how many battles you won or lost, its how many men you lost and Killed.
I to build one in the queue and I also Micromanage, I dont trust the AI at all. lol Taxes are easy to raise to VH for Italy with governors but the outer provinces forget it, unless the family member is really good with traits revolt would be impossible to stop, and the spawns rebel army is nothing to laugh at, not to mention the problems with Garrsion script as the rebel cities Spawn garrisons also. ;-)
the scripts pretty good its stopped me from womping the gauls, even 2 full legion stacks isnt enough to threaten the gauls its a strange sensation, however its a little bit annoying when you attack it spawns a garrison you get deafeted then that garrison goes and attacks your city, i think itd be cool to have a script that fills your citys up with militia if attacked
I have to say that I hate you LTyou managed to make a game that I can't beat on medium, I can only fight 1 war at a time, gave up sicily for now as I try to secure the gauls in N. Italy, so far that consists of standing at a river crossing and waiting to get some stronger troops... I might have to mod your work to make me have a higher level barracks in one of my cities so I can get some troops...
PS: Script is active, but useless as I can't manage to approach any towns.
"For the humble doily is indeed the gateway to ULTIMATE COSMIC POWER!"
~Sidmen, Member of the House of Wilpuri, Patronized by pannonian
You can do it give it time, you dont need to mod anything it will all balance out soon in your campaign. You have 980 turns to win the game, most of the problems with all the 1.2 mods is the steamroller effect where everyone wants to win the game by 200BC. lol Now you need to conquer the roman Empire by 220AD and this time it will take a while, so dont be in a rush you'll start to move in time, if anything the Mod will teach you real life strategy of Patience. ;-)
Or how to land my troops in inland gaul to draw them away...
"For the humble doily is indeed the gateway to ULTIMATE COSMIC POWER!"
~Sidmen, Member of the House of Wilpuri, Patronized by pannonian
Wish I'd read Lt's post in which he mentions to watch Patavium & macedonia - damned place is a thorn in my side. Took it from the gauls with out too much trouble (monster battle took care of the gauls temporarily - 6k romans vs 9k headbanging gauls - got about 5fps out of the new pc but it was worth it).I've also had my own version of thermopolae (400 romans gets butt saved by 500 macedonian allies vs 2500 plus smelly barbarians in the fort battle from Hades). Macedonia (note they came to me asking for an alliance) then decided it wanted Patavium and attacked - the patavium area then began to represent a meat grinder... If the macedonians want Patavium that bad they can bloody have it and the gauls too! (all they had to do was ask, no need to ruin a beautifull friendship. No matter, their time will come ;-)).
I've since decided to withdraw to the Po thus shortening my supply lines and concentrate on my economy. Biggest shock is how hard 6.0 is with the campaign on easy (battles on medium)! (I chose easy after reading another LT post in which he mentioned he was playing on easy - bet he was fibbing).
With the new map, less frequent but seriously epic battles, improved battle AI, low income (money is tight even on easy), garrison script - LT really has surpassed himself. Well done m8 - this what RTW should have been from the beginning!
Last edited by Tanyrhiew; February 22, 2006 at 01:19 PM.
I want to report a finding of the mod with this garrison script. I installed the mod without problems in RTW 1.5 (I think my computer is good), but before i started i decided to play some battles. I likes a lot the music and videos in the introduction. In these battles I saw the moviments of the units with zoom were very slow (like a lag), but in general vision these moviments were good. I thought this problem was produced by hight RAM needed for the mod. But when i activated the script in my initial campaign the speed in the battles was almost normal (perfect with the gauls, less perfect with romans o carthaginians). Is necessary script activation for the right game in the battlefield?
Other suggestions: There are some geogrhapic mistakes: Alicante only was a modern city and it is in the coast (the actual site in the game is wrong), and Cartago Nova is the coast (more southern), Tolouse didnīt exist in that years, etc...
I like other findings of the mod (night fightings, special fire epic effects in the arquers, special sounds in the onagers, etc) a lot (only one detail more: I think the size of the some units (in the galic army) is very small (only 30 men).
Congratulations for the mod and its good advances.
I play on M/M not EASY. lol I suggest easy for the players not use to SPQR. ;-)
No the script has nothing to do with the battles, it must have been coincidence.
Yes there are some cities not exactly in the right location, the map designer did this for GAMEPLAY reason over realism, as most of the cities at the time were on the coasts, making them cramped. And some cities didnt exist, but then again what difference does it make when the game Spans 500 Years? lol
Your playing on the WRONG settings they size of the gauls should be 240 Men not 30? You need to play this mod on HUGE or at the least Large unit settings. YOU need to READ your RTW manual and KNOW what settings are in the game, plus you NEED to read the README.
Lt
I understand. When i had the initial problems with the battles I changed the size of the units in settings. In your mod people can play with all sizes in units, and it is better in huge for epic battles (more than 180 soldier per unit) (if RAM computer allows, of course,)
Like a gameplay mod i think it is very great mod, specially for roman faction.
No its better for larger numbers as the game is balanced for HUGE settings you can get by with Large by anything lower is Bad for gameplay, units will rout faster, battles will be faster, and Population will be a problem, and there will be too much money, basically as if the player is playing the vanilla version of RTW. thast why I recommend Huge NOT for the epic battles, but because that is what the mod is designed for. There are 2 settings that you can really play SPQR in and that is Large and Huge unit settings.
Lt