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Thread: Last Stand Script Bug

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  1. #1

    Default Last Stand Script Bug

    During my recent campaign I have experienced this twice and it is real no-brainer. It also makes AI NOT USING the new army. When the last stand script fires it spawns the army at the one predefined spot. Problem is that this spot is usually in the middle of enemy (=my) territory* and AI then tries to reach its own territory (the front line) instead of attacking/capturing nearby settlements (because one region inside enemy territory and completely surrounded is worthless) which it cannot do for instance from Mordor or it takes many turns to cross Harad desert (especially with no mainland settlements left...).

    So this have two levels:

    1) How did full stack of orcs entered Mordor which has been Gondorian (including all entrances, well guarded) for 20 turns? Or from where did come Harad full stack inside Gondor with first enemy province being 5 regions away? This should not happen. Period.

    2) When 1st happen, AI do not attack but tries to reach its territory (where it should spawn to begin with). This makes the Last stand completely broken as before this army reaches the actual battlezone its faction is long gone. It also cannot manage this from inside Mordor due to settlement layout...

    Fix is easy. Make it conditional to each of the starting regions or those able to gather troops or the last captured.

    *And no I have no problems dealing with it especially with the AI' 'usage' of that army.
    Last edited by Resurrection; January 20, 2012 at 04:36 PM.

    Mod Leader, Mapper & Bohemian Researcher

  2. #2

    Default Re: Last Stand Script Bug

    Quote Originally Posted by Resurrection View Post
    Fix is easy. Make it conditional to each of the starting regions or those able to gather troops or the last captured.
    Are you saying that you have to make "if" statement for every possible settlement AI may have left and if "true" then spawn AI army at that settlement?
    Because, losing starting city is usually the reason for AI spam script to kick in, so it is very likely the AI will not have control of its former capital.

    This topic you started is very interesting for me personally and I'll love to hear some fine suggestions to solve this problem (and some other).

  3. #3
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Last Stand Script Bug

    No problem, I'll correct the script (I'm not the author btw).

    Regards
    I have no memory of this place.

  4. #4

    Default Re: Last Stand Script Bug

    Quote Originally Posted by Germanicu5 View Post
    No problem, I'll correct the script (I'm not the author btw).

    Regards
    Thx. Much appreciated!

    Mod Leader, Mapper & Bohemian Researcher

  5. #5

    Default Re: Last Stand Script Bug

    Quote Originally Posted by Germanicu5 View Post
    No problem, I'll correct the script (I'm not the author btw).

    Regards
    Would you be kind enough to upload the corrected script file?
    Thank you in advance!

  6. #6
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Last Stand Script Bug

    I'll upload is as soon as I have some time to do it right - I need to collect available map coords from all regions, which is a lot of work.

    Regards
    I have no memory of this place.

  7. #7

  8. #8
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Last Stand Script Bug

    I just knew my phrasing was ambiguous... I need to find ~one tile (maybe 2) per region and make sure it's not frequently occupied, not too close to any settlement etc.

    Regards
    I have no memory of this place.

  9. #9
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Last Stand Script Bug

    Oh, OK, otherwise I would have known a good tool for that

  10. #10

    Default Re: Last Stand Script Bug

    Just one more question, please.

    After changes, will it be save game compatible?

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