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  1. #1

    Default Garnison script?

    Hi,

    I've got a problem with my Roman Campaign. Each time I besieged a city, there is an automatic reinforcement that appears.

    For exemple, I besieged Carthage, Pella, Thessalonic, Syracuse and some other cities. There are 2 or 3 units in garnison and at the next turn there are 18-20 units in garnison.

    Is this a bug? Or am I forced to take the city with spy or siege weapon at the first turn?

    Thanks !

  2. #2

    Default Re: Garnison script?

    This is the garrison script. It isn't a bug at all. Think of it as the city going "Crap crap crap we're besieged! Uh... hey you! Have this equipment and get on the wall!"

  3. #3

    Default Re: Garnison script?

    I like this script which is why I always siege cities with enough siege units so I can attack immediatly before they have time to spawn all those meat bags.

  4. #4

    Default Re: Garnison script?

    It encourages much 'better' behaviour....

    Either:

    Assault immediately at 3:1 odds or better (the old adage about 5:1 for walled cities is a reference) and take losses (think Gergovia); or

    Take a proper army and lay siege, allowing the enemy to try and relieve the place (think Alesia).

  5. #5
    Ferdiad's Avatar Patricius
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    Default Re: Garnison script?

    I don't think I've ever truly layed siege to a city. I always assault within 2 turns.

  6. #6

    Default Re: Garnison script?

    I'm all for it if they're crap last minute militia, but nothing above that should be spawned.
    Optio, Legio I Latina

  7. #7
    Primo's Avatar Protector Domesticus
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    Default Re: Garnison script?

    Quote Originally Posted by Gromovnik View Post
    I'm all for it if they're crap last minute militia, but nothing above that should be spawned.
    Then you will like this:
    Quote Originally Posted by dvk901 View Post
    Regarding the RS2.5 script: After looking at this beast and working on it for two days, what I've come up with is a single 'alternate' script that can be used in all campaigns except the two Roman ones, and an alternate for each of the two Roman ones (0 and 1 turn). This script was really well thought out by Tone, and after seeing how he intended it to work, I'm pretty impressed with it. Still, what I have done for the alternate script is this:

    1. Remove all experience or other bonuses.
    2. Any emergency levy armies beyond the first one were not only cut in half (or more), but elite units were removed.
    3. Garrison armies will be roughly 1/3 the size they were in most regions with some exceptions, which are:

    a. very important cities retained the original garrison
    b. the original faction owner of the city retains its original garrison, but any other faction owning the city will have only a small one.

    So for example, a region in Spain was priginally set up so that if the Gallaeci or Carthage held that settlement, they would both get a large garrison. In the alternate, only the Gallaeci will get the large garrison, and Carthage a very small one. Likewise, in North Africa, Carthage would get the larger garrison, and the Gallaeci a smaller one. Tone had set this up so that various factions in a given area would all get an equal garrison, but my changes mean that only the faction that originally held the faction will get the normal garrison.
    If the Free Barbarians or the Slave faction were the original holders, than all factions getting a garrison at all only get a small one.

    This should have the effect of making the campaign a bit less 'stacked'...while retaining some of the original 'flavor' that Tone intended.
    Oh, and, the alternates will work in either one or zero turn campaigns.

  8. #8
    Ybbon's Avatar The Way of the Buffalo
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    Default Re: Garnison script?

    We've had this discussion. OP, look before you post, there is a lot of information on the emergency garrison script if you'd searched for it.

    Thread closed.

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