Note I find that garrison script too complicated and hard to maintain, since it needs all the settlement names and coordinates. If I would have to create a garrison script now, from scratch, I would use one based on this simpler method:
Code:
monitor_event CharacterTurnEndInSettlement FactionType [faction name]
and IsUnderSiege
and SettlementName [settlement MAP name]
console_command create_unit [settlement INTERNAL name] "[unit name]" 1
end_monitor
The limitation is it only works if there is a named character inside the city, but you only need to write one monitor per city.
It would be easy to add one named charater at each city, and to give them a trait with penalty to movement points to avoid AI move them.
I already used this method for siege of Helm's Deep in our mod and it works. I would just need to add a counter to avoid the script being triggered every turn.
I tried to place other useful info about scripts here:
http://www.twcenter.net/forums/showthread.php?t=300345
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