please tell me.
you have no idea how helpful this was. IHATED that damned AI Garrison as words cannot explain.
Last edited by ElvenKind; March 13, 2016 at 10:52 AM. Reason: censor bypassing.. first warning.
Large fortresses/key places automatically spawn a garrison script even with siege engines. But small cities allow you to attack the city without a garrison script with a siege engine.
...with Balrogs
But thanks for the clarity...the script is much more detailed than I originally thought. I do think it needs a slight redo, so that defeating a full enemy stack or two actually makes a difference in the campaign...but I do enjoy the memorable sieges
Here u can find all regions has garrison script
Belfalas/ Gondor
Anorien /Gondor
Bree /Eriador
Harondor/ Harad
Umbar /Harad
Mithlond /High Elevs
Rhun /Rhun
Shire/ Eriador
High-Pass /Orcs of the Misty Mountains
Mt-Gundabad /Gundabad
Near-Rhun /Rhun
Gorgoroth /Mordor
Morgul-Vale /Mordor
Dunland /Isengard
Imladris /High Elevs
Elven-Mirkwood /?
West-Mirkwood /Rebels
Erebor /Dwarves
Dale /Dale
Deep-Mirkwood /Mordor
Helms-Deep /Rohan
Gap-of-Rohan /Rohan
West-Emnet/ Rohan
Kings-Land /Rohan
Nan-Curunir /Isengard
Westfold/ Rohan
Misty-Mountains /Ors of the Misty Mountains
Carn-Dum /Gundabad
Lothlorien /Silvan Elves
Celebrant /Silvan Elves
Esgaroth/ Dale
Celduin-East /Dale
Udun /Mordor
Cair-Andros /Gondor
Nan-i-Naugrim /Dwarves
Mistrand /Rhun
Lebenni/ Gondor
West_Lebennin /Gondor
Osgiliath-West /Rebels
Lossarnach /Gondor
Westfold /Rohan
Most Chivalrous commander 2020-2021
If I take the settlement and then lose it to the original faction will the magic garrison spawn again?
You do know all it take is to read FAQ tread (Takin for the FAQ tread Open the file,
M2TW/mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt
Find the line that saysSave the file and you're done! ) and it anwsers most questions
;#################### Garrison Script Version 1.3 #####################
Remove everything below it until you find the line that says
;########################### MONEY SCRIPT ##############################![]()
I KNOW MY NAME IS supposed TO BE MISPELLED
Please leave your name if you give me rep, so I can rep you back thanks
I'm on my first playthrough, and thought this was a bug.
Can someone explain to me exactly how this works?
I'd like to know if the spawned units remain in the game, can leave the settlement, and be used as a regular army? If yes, does that mean every time Rohan half-as-sedly attacks Nan Curunir and gets beaten back, Isengard gets a free army to use against my Dunland settlement?
Also, does the computer pay upkeep for the spawned units? (Can't really tell if it does at all... endless armies!)
Lastly, does the size of the attacking force determine the size of the spawned units in the defending settlement? If not, what determines the garrison size?
I can learn as I play, but my first campaign has been going surprisingly well, and after 50 turns finally managed to get my economy going, so...Would appreciate answers!
Wow you really necroed a thread here buddy but anyways yes the units remain in game and can leave the settlement
and yes isengard does and yes the computer pays for upkeep (Which usually bankrupts them but sadly they still get extra help so it has no real effect) To your last question no all the garrisons are premade and always spawn with those same units. Oh I should also add once the garrison script enables that settlement can't produce another garrison for let's say 20 turns (I don't really know how many turns it you'll have to ask someone else for that)
Last edited by The Mouth; August 12, 2011 at 05:20 PM.