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Thread: Remaking a new Garrison for Factions?

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  1. #1

    Default Remaking a new Garrison for Factions?

    How do you edit and make new Garrison units for buildings? Where do I begin for this?
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  2. #2

    Default Re: Remaking a new Garrison for Factions?

    Anyone?
    Pray for Pastor Saeed, and here is a link to sign a petition for his release: http://beheardproject.com/saeed#sign

    I believe in Jesus Christ our Savior. If you do too, and aren't scared to admit it, then copy and paste this in your signature.

    "I am the Way, the Truth, and The Life..." (John 14:6) Yeshua HaMashiach
    http://khouse.org/




  3. #3
    Magnar's Avatar Artifex
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    Default Re: Remaking a new Garrison for Factions?

    It will be the next tutorial I record (episode 22 in my tutorial series). See signature for link.
    Last edited by Magnar; April 11, 2014 at 03:01 AM.

  4. #4

    Default Re: Remaking a new Garrison for Factions?

    Quote Originally Posted by Magnar View Post
    It will be the next tutorial I record (episode 22 in my tutorial series). See signature for link.
    Please cover the part where we can replace Vigiles/mobs/roariis with some other units. Can't wait to watch it. The garrison mod that I was using for almost 3 months from steam workshop is no longer working post patch12beta. I have asked for an update from the author, but then I thought why not make your own mod instead?

  5. #5
    crzyrndm's Avatar Artifex
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    Default Re: Remaking a new Garrison for Factions?

    While Magnar is making his video...

    Garrisons are controlled by the armed_citizenry_unit_groups, armed_citizenry_units_to_unit_groups_junctions, and building_level_armed_citizenry_junctions

    Garrisons are assigned to buildings as groups of units. You declare the group in the groups table, and assign the group in the buildings table. You then add units to your group using the other armed_citizenry table
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  6. #6

    Default Re: Remaking a new Garrison for Factions?

    Quote Originally Posted by crzyrndm View Post
    While Magnar is making his video...

    Garrisons are controlled by the armed_citizenry_unit_groups, armed_citizenry_units_to_unit_groups_junctions, and building_level_armed_citizenry_junctions

    Garrisons are assigned to buildings as groups of units. You declare the group in the groups table, and assign the group in the buildings table. You then add units to your group using the other armed_citizenry table
    Yes I know but when I opened up https://www.dropbox.com/s/9fsb4ts0xwnl7vh/garrison.pack It showed me 3 tables

    armed_citizenry_units_to_unit_groups_junctions_tables
    building_level_armed_citizenry_junctions_tables
    units_to_groupings_military_permissions_tables

    It is not so difficult to change the garrison of a particular culture say Roman for example, but looking at so many entries in the table with Hellenic, barbarian etc is a bit overwhelming.

  7. #7
    crzyrndm's Avatar Artifex
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    Default Re: Remaking a new Garrison for Factions?

    Armed_Citizenry_to_unit_juntions -> Make a filter for the unit column that matches just the unit you want to change -> Mass edit to change, or just delete everything
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

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