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  1. #1

    Icon1 garrisons

    Is there a way to make the AI learn the benefits a garrizon in its major towns, for example 'Chartage', they need a full stack army in their capital otherwise they get raped time after time by any human player...

  2. #2
    The Black Reaper's Avatar Hell's Gate
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    Default Re: garrisons

    nope impossible.. but theres a way so you can script an immovable army in the city but i doubt the RS team will add a script where you have to manually start it to make it work

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  3. #3

    Default Re: garrisons

    RS may include a garisson script which will automatically generate units in an AI settlement under siege.
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  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: garrisons

    We have contemplated it, but the problem is that such a script can only work with a 'static campaign'. As we intend to have many and varied campaigns in this mod, as well as batch file added factions, etc.....I doubt a garrison script would be practical. At any rate, it would only be written for the new 'Mundus Gigantis'.

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  5. #5

    Default Re: garrisons

    How can you have meny camapaigns ?
    Please explain.

  6. #6

    Default Re: garrisons

    Imperial Campaign, and then several Provincial Campaigns....
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  7. #7
    Taelok's Avatar Senator
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    Default Re: garrisons

    How about a script which generates immovable garrisons (with fairly powerful units) in the major cities (Carthage, Rome, Alexandria etc)? Would that be possible?

    To get around the problem of a player controling an immovable army in their own city, you could make it a bat file that you have to run before you play the faction, right? A lot of work, but just a thought.

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