Cloud Breaker
Master Knight

Currently, the inner sieges (the ones that take place inside the town after the initial siege) spawn a very few number of soldiers. I want to change this to increase the scale of a siege.
I've taken a look at this code at game_menus, and I believe its the bold ones that need taking care of, or the mission templates linked to it. But one thing that nagged me is that that particular entry does not summon up any mission templates that I can edit.
Did I miss anything?
(
"castle_besiege_inner_battle",mnf_scale_picture,
"{s1}",
"none",
[
(troop_get_type, ":is_female", "trp_player"),
(try_begin),
(eq, ":is_female", 1),
(set_background_mesh, "mesh_pic_siege_sighted_fem"),
(else_try),
(set_background_mesh, "mesh_pic_siege_sighted"),
(try_end),
(assign, ":result", "$g_battle_result"),#will be reset at script_encounter_calculate_fit
(call_script, "script_encounter_calculate_fit"),
# TODO: To use for the future:
(str_store_string, s1, "@As a last defensive effort, you retreat to the main hall of the keep.\
You and your remaining soldiers will put up a desperate fight here. If you are defeated, there's no other place to fall back to."),
(str_store_string, s1, "@You've been driven away from the walls.\
Now the attackers are pouring into the streets. IF you can defeat them, you can perhaps turn the tide and save the day."),
(try_begin),
(this_or_next|neq, ":result", 1),
(this_or_next|le, "$g_friend_fit_for_battle", 0),
(le, "$g_enemy_fit_for_battle", 0),
(jump_to_menu, "$g_siege_final_menu"),
(else_try),
(call_script, "script_encounter_calculate_fit"),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_town),
(try_begin),
(eq, "$g_siege_battle_state", 0),
(eq, ":result", 1),
(assign, "$g_battle_result", 0),
(jump_to_menu, "$g_siege_final_menu"),
(else_try),
(eq, "$g_siege_battle_state", 1),
(eq, ":result", 1),
(str_store_string, s1, "@You've breached the town walls,\
but the stubborn defenders continue to resist you in the streets!\
You'll have to deal with them before you can attack the keep at the heart of the town."),
(else_try),
(eq, "$g_siege_battle_state", 2),
(eq, ":result", 1),
(str_store_string, s1, "@The town centre is yours,\
but the remaining defenders have retreated to the castle.\
It must fall before you can complete your victory."),
(else_try),
(jump_to_menu, "$g_siege_final_menu"),
(try_end),
(else_try),
(try_begin),
(eq, "$g_siege_battle_state", 0),
(eq, ":result", 1),
(assign, "$g_battle_result", 0),
(jump_to_menu, "$g_siege_final_menu"),
(else_try),
(eq, "$g_siege_battle_state", 1),
(eq, ":result", 1),
(str_store_string, s1, "@The remaining defenders have retreated to the castle as a last defense. You must go in and crush any remaining resistance."),
(else_try),
(jump_to_menu, "$g_siege_final_menu"),
(try_end),
(try_end),
],
"castle_besiege_inner_battle",mnf_scale_picture,
"{s1}",
"none",
[
(troop_get_type, ":is_female", "trp_player"),
(try_begin),
(eq, ":is_female", 1),
(set_background_mesh, "mesh_pic_siege_sighted_fem"),
(else_try),
(set_background_mesh, "mesh_pic_siege_sighted"),
(try_end),
(assign, ":result", "$g_battle_result"),#will be reset at script_encounter_calculate_fit
(call_script, "script_encounter_calculate_fit"),
# TODO: To use for the future:
(str_store_string, s1, "@As a last defensive effort, you retreat to the main hall of the keep.\
You and your remaining soldiers will put up a desperate fight here. If you are defeated, there's no other place to fall back to."),
(str_store_string, s1, "@You've been driven away from the walls.\
Now the attackers are pouring into the streets. IF you can defeat them, you can perhaps turn the tide and save the day."),
(try_begin),
(this_or_next|neq, ":result", 1),
(this_or_next|le, "$g_friend_fit_for_battle", 0),
(le, "$g_enemy_fit_for_battle", 0),
(jump_to_menu, "$g_siege_final_menu"),
(else_try),
(call_script, "script_encounter_calculate_fit"),
(party_slot_eq, "$g_encountered_party", slot_party_type, spt_town),
(try_begin),
(eq, "$g_siege_battle_state", 0),
(eq, ":result", 1),
(assign, "$g_battle_result", 0),
(jump_to_menu, "$g_siege_final_menu"),
(else_try),
(eq, "$g_siege_battle_state", 1),
(eq, ":result", 1),
(str_store_string, s1, "@You've breached the town walls,\
but the stubborn defenders continue to resist you in the streets!\
You'll have to deal with them before you can attack the keep at the heart of the town."),
(else_try),
(eq, "$g_siege_battle_state", 2),
(eq, ":result", 1),
(str_store_string, s1, "@The town centre is yours,\
but the remaining defenders have retreated to the castle.\
It must fall before you can complete your victory."),
(else_try),
(jump_to_menu, "$g_siege_final_menu"),
(try_end),
(else_try),
(try_begin),
(eq, "$g_siege_battle_state", 0),
(eq, ":result", 1),
(assign, "$g_battle_result", 0),
(jump_to_menu, "$g_siege_final_menu"),
(else_try),
(eq, "$g_siege_battle_state", 1),
(eq, ":result", 1),
(str_store_string, s1, "@The remaining defenders have retreated to the castle as a last defense. You must go in and crush any remaining resistance."),
(else_try),
(jump_to_menu, "$g_siege_final_menu"),
(try_end),
(try_end),
],
I've taken a look at this code at game_menus, and I believe its the bold ones that need taking care of, or the mission templates linked to it. But one thing that nagged me is that that particular entry does not summon up any mission templates that I can edit.
Did I miss anything?
