
Originally Posted by
Dvarnrock
Hmm... And what if we combine the scripts? Leave the Vanilla GS as it is, but reducing the number of spawn units to 1 (set to spawn just one most weak unit of the faction - as it won't be destroyed after the siege). Theoretically then this unit will be spawned at any attempt to take a scripted settlement, and then, if the player or AI attempt to assault the settlement, new GS will spawn additional "Assembled" units that will be destroyed after the battle...
This way we can greatly reduce the number of spawn units left after sieges, and fix the exploit with waiting for the settlement to be left unguarded. What do you think?