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  1. #1
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: A potentially controversial suggestion

    ETW has the same system, pretty good actually. but as jirisys said, work on EBI is done.
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  2. #2
    Member Member anubis88's Avatar
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    Default Re: A potentially controversial suggestion

    Quote Originally Posted by zcb888 View Post
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  3. #3
    They call me Flavius Member Belisarius II's Avatar
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    Default Re: A potentially controversial suggestion

    M2TW can be modded to do what you're suggesting. There are varies garrison script floating about that some mods have used, so it's not impossible for EBII, and may very well be a feature in the mod.
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  4. #4
    Member Member paleologos's Avatar
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    Default Re: A potentially controversial suggestion

    Quote Originally Posted by Belisarius II View Post
    M2TW can be modded to do what you're suggesting. There are varies garrison script floating about that some mods have used, so it's not impossible for EBII, and may very well be a feature in the mod.
    Which part do you reffer to?

  5. #5
    Member Member WinsingtonIII's Avatar
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    Default Re: A potentially controversial suggestion

    The problem with garrison scripts is that then the units are there to stay until they die. You cannot delete specific units by script, so the issue is the possibility of the AI bankrupting itself when it gets all of these units and never disbands them. However, other mods with garrison scripts seem to do fine, so it's not that big of a deal. If a garrison script is to be implemented, it should definitely have some variety. Mostly levy type troops but with a few well-equipped units to represent the local nobility/warrior class.
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  6. #6
    Member Member stratigos vasilios's Avatar
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    Default Re: A potentially controversial suggestion

    Quote Originally Posted by Belisarius II View Post
    M2TW can be modded to do what you're suggesting. There are varies garrison script floating about that some mods have used, so it's not impossible for EBII, and may very well be a feature in the mod.
    I think DLV implimented this in their mod with some relative success? But as WinsingtonIII mentioned there problems after the siege (to reiterate: they dont disband, AI can go bankrupt, no diversity in the garrison).

    Sorry to slightly move away from the OP, as the "People in Flight" event can be modded (or maybe it's there to begin with?) in MTW2, will that be a likely function with factions in EB2?
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    Klibanophoros Ton Rhomaioktono Member Duguntz's Avatar
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    Default Re: A potentially controversial suggestion

    Can't anybody with modding ability make a mini-mod for garrison script?
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    Member Member Noble Wrath's Avatar
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    Default Re: A potentially controversial suggestion

    It would be a good thing if such a script could be implemented. But until the problem is solved you can just restrict yourself.
    For example, in my Romani campaigns when I want to recreate the first punic war, I invade the Karthadastim heartlands only with decent armies and after the landing I wait for 4 turns before making any move, thus giving the stupid AI time to bring back their forces which are taking a stroll in Mauretania or Phasania. I combine this with teleporting enemy fullstacks in Italy and avoiding capturing Lilibeo until the end of the war. You will be amazed at the number and the intensity of battles you will have to go through if you follow such simple house rules.
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  9. #9

    Default Re: A potentially controversial suggestion

    Don't take this as an official endorsement but you may want to take a look at the garrison scripts in XGM.
    I'm pretty sure DimeBagHo can give you a hand if you ask him nicely.
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  10. #10

    Default Re: A potentially controversial suggestion

    Quote Originally Posted by Noble Wrath View Post
    It would be a good thing if such a script could be implemented. But until the problem is solved you can just restrict yourself.
    For example, in my Romani campaigns when I want to recreate the first punic war, I invade the Karthadastim heartlands only with decent armies and after the landing I wait for 4 turns before making any move, thus giving the stupid AI time to bring back their forces which are taking a stroll in Mauretania or Phasania. I combine this with teleporting enemy fullstacks in Italy and avoiding capturing Lilibeo until the end of the war. You will be amazed at the number and the intensity of battles you will have to go through if you follow such simple house rules.
    Good ideas.

    Another way to make things realistically tough for yourself is to make yourself take a very weakly-defended city TWICE. Assault it the first time, using just rams on the gates and ladders on the walls. Do not damage the walls. Once you've won the battle, occupy the city, don't enslave or exterminate, and don't destroy any buildings. Don't build Military Occupation either. Then IMMEDIATELY move your army OUT of the city. Put taxes up to Very High. With no garrison and Public Order probably at 0%, the city will revolt very quickly indeed, getting a new, larger garrison as it does so! This new garrison is the mobilised citizen's militia! Now you have a real fight on your hands to take the city the second time round.

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