Garrisons not reinforcing?

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cascinova

Sergeant
I've noticed in my 1.93 game that town and castle garrisons don't seem to be reinforcing much after being conquered. I have seen several towns with a little over just 100 men and they never seem to get any bigger. Considering many of them start the game with 3 or 400 men it seems like it might be a bug, anyone else noticed this? And even my own lords don't seem to reinforce their garrisons past what they start with, for example one had 55 men only in his castle garrison.  When I ask him what is he doing, he says he is reinforcing the garrison, but even though his army grows his garrison never gets any bigger even after weeks in game time.
 
Well this bug has been in my games in many earlier versions too, so i wonder why it is not fixed. It makes the game bit too easy when some towns has only 50-100 men in garrisons, very easy to conguer.
 
Its easily fixed if you know how, ill attempt to make it simple.

Make a backup of your simple triggers txt file in the mod folder in case you make a mistake since thats where the change is needed, use the find option and search for this in the wall of numbers "15 2105 2 1224979098644774917 700".

This is the little section you need to change to increase how garrisons recruit and pay there wages, the 15 is the calculation used to affect how much center prosperity effects how large a garrison can get aka a 50 prosperity castle will get 15*50 which makes 750.

The next number which is 700 is a bonus applied to the previous number which never changes so 750+700=1450.

That is the wealth which is used to reinforce garrisons, how it works is that each week (payday) the center pays the troops wages and if there is enough wealth left the castle/town gains more soldiers (which also removes some wealth 400 I believe but unsure on exact number), the problem is because troops wages are much higher then native module centers rarely recruit more soldiers to fill the garrisons therefore the lords hang around them all day attempting to reinforce it (Any wealth left over is carried over to next week).

To fix it all you need to do is increase the wealth centers get, in my game i changed the 15 to a 20 and the 700 to 2000, this makes newly captured castles gain at least 100-150 soldiers depending on prosperity and towns about 150-300 depending on prosperity.
The reasons towns get more is that there is a 50% bonus added to there total wealth gained at the end of each week(payday).

This change generally effects only newly captured fiefs since 400 man towns wages always reduce the wealth it has by more then it gains (centers never go under 0 wealth)
 
@Theo H

Useful tip i want to use too,
Thank you but i cant find it in the 1.393 patch triggers.txt file :\
 
AkBino 说:
@Theo H

Useful tip i want to use too,
Thank you but i cant find it in the 1.393 patch triggers.txt file :\

The file is called simple_triggers its in the brytenwalda mod file, its in txt format just make sure to save a backup incase you edit the wrong section which is unlikely if you use the ctr f command.
You may have looked in just the "triggers.txt" file by mistake.
 
AkBino 说:
@Theo H

Ok i found it, my bad.
Again, thanks a lot for this tip (:

Just remember it will take a few ingame weeks to see an effect since you need to reach a payday for all towns and castles to get the new wealth increase, then you will see weaker fortresses getting reinforced a bit more.
 
Theo H 说:
Its easily fixed if you know how, ill attempt to make it simple.

Make a backup of your simple triggers txt file in the mod folder in case you make a mistake since thats where the change is needed, use the find option and search for this in the wall of numbers "15 2105 2 1224979098644774917 700".

This is the little section you need to change to increase how garrisons recruit and pay there wages, the 15 is the calculation used to affect how much center prosperity effects how large a garrison can get aka a 50 prosperity castle will get 15*50 which makes 750.

The next number which is 700 is a bonus applied to the previous number which never changes so 750+700=1450.

That is the wealth which is used to reinforce garrisons, how it works is that each week (payday) the center pays the troops wages and if there is enough wealth left the castle/town gains more soldiers (which also removes some wealth 400 I believe but unsure on exact number), the problem is because troops wages are much higher then native module centers rarely recruit more soldiers to fill the garrisons therefore the lords hang around them all day attempting to reinforce it (Any wealth left over is carried over to next week).

To fix it all you need to do is increase the wealth centers get, in my game i changed the 15 to a 20 and the 700 to 2000, this makes newly captured castles gain at least 100-150 soldiers depending on prosperity and towns about 150-300 depending on prosperity.
The reasons towns get more is that there is a 50% bonus added to there total wealth gained at the end of each week(payday).

This change generally effects only newly captured fiefs since 400 man towns wages always reduce the wealth it has by more then it gains (centers never go under 0 wealth)

Wow thanks, so glad I don't need to wait for a patch.  I will try it when I get home.
 
Theo H's tip works perfect.
At least i see garrisons grow a little, and a castle of one of my lords got +30-40 men,
the result is he doesnt sit in his castle to reinforce garrison anymore and follow military campaigns (:

Thanks again!
 
Theo H 说:
AkBino 说:
@Theo H

Useful tip i want to use too,
Thank you but i cant find it in the 1.393 patch triggers.txt file :\

The file is called simple_triggers its in the brytenwalda mod file, its in txt format just make sure to save a backup incase you edit the wrong section which is unlikely if you use the ctr f command.
You may have looked in just the "triggers.txt" file by mistake.

Hmm it doesnt appear to be working for me. However my 2nd number was already 2000, not 700, but my first number was 15, I don't know if that makes a difference. I can definitely see the lords have more money, and their armies are getting bigger but not their garrisons, even after a month.  But as you said it might only work on newly conquored towns, Im afraid i have to restart, which sucks because I was playing on no quit without saving. 

Edit: I am an idiot, i changed the wrong 2nd number, I didnt realize 700 was at the end of the string.  Wait I will try it again.

Ok now it works quickly, changed the 2nd number to 2200 and works like a charm.
 
Well happy its helping some people, perhaps the mod designers will implement a similar fix in the next patch that deals with the garrison issue.
 
Cascinova always wanted to know the name of the actress in this picture. Wha'ts her name?  :twisted: :twisted: :twisted: :twisted:
 
Fable 说:
Cascinova always wanted to know the name of the actress in this picture. Wha'ts her name?  :twisted: :twisted: :twisted: :twisted:

Sorry I don't actually know, just found it one time when i was looking through weird pics  :lol:
 
Can this also be used to make garrison sizes much much smaller? If so, how would I change the size of all garrisons when I start the game?

I'm aiming for a game where castles have between 50 and 70 soldiers, towns around 150. I've already made all party sizes a fifth of what they were, with TweakMB.
 
Howitzer 说:
Can this also be used to make garrison sizes much much smaller? If so, how would I change the size of all garrisons when I start the game?

I'm aiming for a game where castles have between 50 and 70 soldiers, towns around 150. I've already made all party sizes a fifth of what they were, with TweakMB.

Well you probably already know this, but just try making the 2 numbers smaller?
However, I wonder if that will cause the problem again of the lords not leaving their castles.
 
Made the two numbers smaller and the garrisons don't reinforce that much, but they still start off pretty big. Where and how does Diplomacy/Brytenwalda/Native set the starting garrison?

Thanks
 
Howitzer 说:
Made the two numbers smaller and the garrisons don't reinforce that much, but they still start off pretty big. Where and how does Diplomacy/Brytenwalda/Native set the starting garrison?

Thanks

The tweak dosent affect starting garrisons, in fact lowering it from the default number is an very bad idea, as newly captured fortresses may not recruit at all.
The amount of soldiers starting garrisions is influenced by the party templates txt file and whatever script/trigger that "gives" the soldiers when a new game is launched (which i do not know).
Modifing the party templates file is also a bad idea since that will also affect lord partys as they will recruit there armys much slower if you attempt to lower the troop amounts in the party templates file.

A way that this "can" be done is to lower the amount of troops in the party templates file, start a new game then save/exit and reset the party templates file to the original so that lord partys and new garrisons recruit properly, but this may also affect the initial size of lord partys as well.

So this..
pt_kingdom_1_reinforcements_a {!}kingdom_1_reinforcements_a 0 0 1 0 41 2 4 0 42 2 5 0 43 1 3 0 -1 -1 -1
pt_kingdom_1_reinforcements_b {!}kingdom_1_reinforcements_b 0 0 1 0 44 6 12 0 47 6 12 0 48 3 6 0 -1 -1 -1

Change to this..
pt_kingdom_1_reinforcements_a {!}kingdom_1_reinforcements_a 0 0 1 0 41 2 4 0 42 2 5 0 43 1 3 0 -1 -1 -1
pt_kingdom_1_reinforcements_b {!}kingdom_1_reinforcements_b 0 0 1 0 44 3 6 0 47 3 6 0 48 1 3 0 -1 -1 -1

(This is only for the cantware faction btw this is just an example)

This will cut maybe half the number of starting troops in garrisons (and most likely lords to) but unless you revert it back to the original after you start a new game your lords will recruit there armys very slowly.
But I highly recommend to avoid trying to effect the starting garrisions since this will drastically alter how the gameplay would run.

Always save backups before doing anything.
 
Thanks for the patch!  It makes a dramatic difference in Lords' activity on the map once they do not get stuck trying to garrison.
 
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