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Thread: Garrison script

  1. #1
    Member Member Lapa's Avatar
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    Default Garrison script

    Hi,

    I'm sorry if this has been asked before, but has EB team considered adding a garrison script for the AI, particularly for the most important cities? When player would besiege i.e. Garthage, the city would have a full garrison. This would make playing more challenging and IMO more realistic.

    Opinions?
    Last edited by Lapa; 03-29-2008 at 22:21.

  2. #2

    Default Re: Garrison script

    We thought about it so long ago that it would really surprise you Lapa. I know no one wants to hear it, but the guys we have and have had on the team are really amazing. We called it a homeland defence script or something like that. Lots of tests and such were run along with multiple threads I believe. I forget the reason it was never fully implemented.

  3. #3
    The Rabbit Nibbler Member Korlon's Avatar
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    Default Re: Garrison script

    Probably because it would slow down the campaign map even more. I've played the Deus Lo vult mod for MTW2 and the garrison script for that mod absolutely kills the campaign map just as the EB script does already. Now imagine both combined and you have yourself a deadly monster.
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  4. #4
    Member Member Lapa's Avatar
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    Default Re: Garrison script

    Thanks for the reply.

    It just bugs me when you can just walk into *insert faction's capital* and take it without too much problems.

    Quote Originally Posted by Korlon
    Probably because it would slow down the campaign map even more. I've played the Deus Lo vult mod for MTW2 and the garrison script for that mod absolutely kills the campaign map just as the EB script does already. Now imagine both combined and you have yourself a deadly monster.
    Well, in my DLV campaigns factions are expanding.
    Last edited by Lapa; 03-30-2008 at 00:09.

  5. #5
    EB annoying hornet Member bovi's Avatar
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    Default Re: Garrison script

    He's talking about slowdown in game performance, not AI progression.

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  6. #6
    Member Member Lapa's Avatar
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    Default Re: Garrison script

    Oh, heh

  7. #7

    Default Re: Garrison script

    Oh, and welcome aboard Lapa! Thanks for asking a pretty good question in your first post here too!

  8. #8

    Default Re: Garrison script

    Quote Originally Posted by Lapa
    It just bugs me when you can just walk into *insert faction's capital* and take it without too much problems.
    Agreed! I love the idea of a faction putting on a last stand with all the military might they can muster. It would be a much better finale to, say a twenty or thirty year war with the AS if they went out with a bang.

    But would it be accurate? For example (and forgive my ignorance if this is wrong) Alexandros practically crippled the huge Persian empire with just 2 or 3 massive and decisive battles, after that the campaign was pretty much just mopping up if I remember correctly. Maybe in reality once an empire's military is crippled, it has very little chance of a glorious last stand.
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  9. #9

    Default Re: Garrison script

    You could make it conditional upon the number of settlements owned (thus checking for the might of a faction).

    This could be useful, as Kart-Hadast has a tendency to undergarrison a lot of cities, simply because AI can't cope with naval invasions.

    But I do wonder what would happen once the aggressor is destroyed. I think it is impossible to destroy (by means of scripting) such a last-stand army. And a free army is a bit too much to give away freely. Perhaps it should cost the respective factions an x-amount as well?

  10. #10
    Keeper of the Pax Romanum Member TruePraetorian's Avatar
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    Default Re: Garrison script

    If you think about it, historically when the entire Empire/country/whatnot was at war it usually didn't have the militia to garrison it's cities. I always thought that when the standing army was in the field, the walls were used as a delay for the military to get back and break the siege. After all, Hanibal had to return to Africa because of the Romans.

    But, it would make sense to have a garrison troops. i think it should be by population. In this way, the entire population of a city would form some sort of "levies" or simple militia, such as if a real city went under siege. The men didn't just sit there, waiting for the army to save them...no, they picked up whatever they could (usually family heirlooms im guessing but maybe from the armory as well) and ran to the walls.

    On a different note, as pre "request", if you guys are looking for a "last stand" for all factions..I created a mini-mod for EB with BI.exe that allows all factions to make that "last stand." Essentially, every faction is a horde, so when their last city is taken they flee their provinces with an army of citizen militia. Remember though, that numbers can sometimes mean power, and they deffinatley have the numbers to win a few battles.

    Couple that with Mercs, and the AI could be well on their way to retaking their provinces and "re-emerging".

    Also, when a city civil revolts and the faction is still alive, sometimes it may revolt back to the original faction.

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  11. #11
    Member Member Lapa's Avatar
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    Default Re: Garrison script

    Quote Originally Posted by TruePraetorian
    But, it would make sense to have a garrison troops. i think it should be by population. In this way, the entire population of a city would form some sort of "levies" or simple militia, such as if a real city went under siege. The men didn't just sit there, waiting for the army to save them...no, they picked up whatever they could (usually family heirlooms im guessing but maybe from the armory as well) and ran to the walls.
    I agree. There wouldn't spawn any elite units, but rather regional levy and militia. And I think it's possible to destroy the spawned garrison after the threat is gone.

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