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Thread: Creating Garrison Script.

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  1. #3

    Default Re: Creating Garrison Script.

    I made some mistakes in the script posted, here is the updated one, but, unfortunately still ain't working :(.
    Code:
    script
    declare_counter one
    set_counter one 0
    declare_counter Citybesieged
    
    if I_CompareCounter Citybesieged = 0
    and I_SettlementOwner Rome = [faction1]
    if I_CharacterTypeNearTile [faction2] general,  2 x,y
    set_counter Citybesieged 1
    end_if
    if I_CharacterTypeNearTile [faction2] family,  2 x,y
    set_counter Citybesieged 1
    end_if
    
    if I_CompareCounter Citybesieged = 0
    and I_SettlementOwner Rome = [faction2]
    if I_CharacterTypeNearTile [faction1] general,  2 x,y
    set_counter Citybesieged 1
    end_if
    if I_CharacterTypeNearTile [faction1] family,  2 x,y
    set_counter Citybesieged 1
    end_if
    
    monitor_event FactionTurnStart FactionType faction1
    end_monitor
    
    if I_CompareCounter Citybesieged = 1
    if  I_SettlementOwner City =  faction1
    if SettlementBuildingExists = governors_villa  
    if GarrisonSettlementRatio < 0.1
    console_command create_unit  City "peasants" 4
    console_command add_money -2000       
    console_command add_population City -1500
    end_if
    
    monitor_event FactionTurnStart FactionType faction2
    end_monitor
    
    if I_CompareCounter Citybesieged = 1
    if  I_SettlementOwner City =  faction2
    if SettlementBuildingExists = governors_villa  
    if GarrisonSettlementRatio < 0.1
    console_command create_unit  City "peasants" 5
    console_command add_money -2000       
    console_command add_population City -1500
    end_if
    
    set_counter one 0
    set_counter Citybesieged 0
    
    terminate_script
    Last edited by Myrddraal; 11-05-2006 at 18:52.

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