Hey guys,
I've written an alternative version of the siege script for the Conquestus Britanniae campaign- mostly for the purpose of my own campaign, though if you want to use it I would be happy to share it with you.
Download link:
https://mega.nz/#!k1Zj3CAB!a4JXDOow1...uwD1XhqhvjEB1M
Installation Instructions:
1. Download the .rar file
2. Unpack with WinRAR or whatever you have installed on your pc.
3. Place the campaign.script.txt in the following directory;
.../Medieval 2 Total War/mods/IB2_Britanniae/data/world/maps/campaign/imperial_campaign
4. Once prompted copy and replace the file (just in case you may first want to make the back-up copy of your original campaign script)
5. Done!
Main features of this version of the siege script:
* Greater scope of the script encompassing 40+ new settlements and four factions that were not included in the original script, i.e. all the three Irish factions plus the Kingdom of Guened
* Lesser number of units spawned - for me the armies spawned by the original script were simply too large
* Two-way scenario - there are basically two different scenarios for the garrison to be spawned in the settlement. One is that you lay siege to a settlement and maintain it for at least one more turn what gives you the time to build the siege equipment. In that instance the settlement in question is enforced with the full-strength garrison. The other scenario is that you lay siege to a settlement and attack in the same turn, using the artillery, having your spy opening the gates, etc. In that case the strength of the garrison is reduced to reflect the element of surprise and the limited time that your enemy has to prepare his defences.
Questions and Answers:
* Is this siege script save-game compatible? Now, it isn't. You must start your campaign anew for the changes to take place.
* Is this going to make my campaign easier or more difficult? That's relative. The conquest of a certain settlement, namely one of those that was included in the original script, is surely going to be easier as there will be a smaller army defending it, though on the other hand as now there are more settlements that are capable of spawning the garrison, the conquest of a faction as a whole may prove more challenging.
* As the scope of the script is now wider, is this going to slow down my campaign speed? Actually not. I tidied up in that script a bit, some things removing, some things combining together, etc. Overall there are fewer monitors in it than there used to be, and thus you may even notice some improved performance in your campaign.
* Is the Holy Men Script included? No, it isn't. If you want to play this version of the siege script together with the holy men script you need to let me know about it
Additional info:
Please, note that even though this version of the siege script is much altered compared to the original one, its core is essentially the same. That means that it is first and foremost the work of the creators of this mod and it's them who should take credit for it, not me.