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  1. #1

    Default Garrsion Script

    I've been trying out this mod and it's really good so far, except I don't like how the ai dpawn a whole new army whenever you besiege their towns. How can I turn this effect off?

  2. #2

    Default Re: Garrsion Script

    This is what a portion of the garrison script looks like...Should be at the top of your campaign script just below some Lithuania conversion stuff...

    Code:
    monitor_conditions I_SettlementUnderSiege London
    and I_CompareCounter London_siege < 1
    if I_SettlementOwner London = england
    and I_IsFactionAIControlled england
    and I_CompareCounter england_start 0
        create_unit London, Armored Swordsmen, num 3, exp 1, arm 1, wep 0    
        create_unit London, Spear Militia, num 5, exp 1, arm 1, wep 0
        create_unit London, Feudal Knights, num 1, exp 0, arm 1, wep 0
        create_unit London, Longbowmen, num 3, exp 0, arm 1, wep 0
            create_unit London, Town Militia, num 2, exp 0, arm 1, wep 0
    end_if
    set_counter London_siege 10
    end_monitor
    If you delete all relevant entries than you won't have the units appear when you siege a settlement...

  3. #3
    Stylix's Avatar MOS Team Member
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    Default Re: Garrsion Script

    Quote Originally Posted by PotentSchraphlon View Post
    I've been trying out this mod and it's really good so far, except I don't like how the ai dpawn a whole new army whenever you besiege their towns. How can I turn this effect off?
    The 'no garrison script' can be found at the bottom of this post:
    KGCM Patch 4.2 + KGCM Patch 4.3 Download Thread

    Download the campaign_script.txt file found at the bottom of the post and overwrite your existing file with the same name (after backing up the file first).
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  4. #4

    Default Re: Garrsion Script

    Thanks for the tips, I've reduced the garrison script to just a militia unit in each city.

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