Garrisons

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Drakkon
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Garrisons

Post by Drakkon »

Hello all.

I have a question regarding garrisons.

When I begin a new game of FOF Garrison units apear in towns. These units seem to be randomly generated and placed. I would like to make a scenario with no garrison units at all.

So my question is this: can the random garrison units be disabled? and if so, how?

Thanx.
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Drakkon
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RE: Garrisons

Post by Drakkon »

17 views and nobody knows?

Is there any way I can PM the developers?
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2ndACR
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RE: Garrisons

Post by 2ndACR »

Never tried without the garrisons so don't know.

Yes, you can pm Gil R. and ask him. He is around alot on the forum.

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Drakkon
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RE: Garrisons

Post by Drakkon »

ORIGINAL: 2ndACR

Never tried without the garrisons so don't know.

Yes, you can pm Gil R. and ask him. He is around alot on the forum.


Thank you for taking the time to respond. Unfortunatly Gil R. has disabled his PM. So I will email him.

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Gil R.
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RE: Garrisons

Post by Gil R. »

Odd that my PM mailbox seemed disabled to you -- it isn't, and I don't think I was at 100% capacity. I just deleted a few messages, so maybe that was it.

As for your question, I just checked the ACWStart.txt file, which dictates where forces go, and garrison units are not individually assigned, which confirms my recollection that this is in the code. I'm not sure you're right about their being random, though -- I believe the code would be set to assign a certain number to each city and fort, with larger forts getting more units, so it should be the same each time. Are you seeing otherwise?
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
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Drakkon
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RE: Garrisons

Post by Drakkon »

Taking a secoNd look, it seems the same number of garrison units apear at the same place each time I start a game, so they are NOT placed randomly. My mistake.

So, if garrison placement is controlled by the code, does that mean they cannot be disabled? I am looking at making a scenario that begins circa April 1861, with the Confederate attack on Ft. Ft. Sumter, before Lincoln's call for volunteers and before either side had mobilized large numbers of troops. The easiest way to acomplish this is to eliminate the garrisons.
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2ndACR
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RE: Garrisons

Post by 2ndACR »

Neg. They are random to a point. Most of the big cities get 1 or more regiments.........but say Little Rock or Lynchburg may get none. But definatly not the same every game. I have had games where I have 6 extra garrison reg and others where I have 13 extra regiments, Extra being IMO units that I can pull and use for my main armies. A little combat training and these become nice units. Just protect them or they will rout very easy.
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Drakkon
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RE: Garrisons

Post by Drakkon »

Gentlemen I apologize if I am being obtuse but am I to understand then that if garrison placement is controlled by the code, that means they cannot be disabled?
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Gil R.
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RE: Garrisons

Post by Gil R. »

That would be the case. Feel free to add this as a change to the "Wish List" thread.

I don't think anyone has previously made this request. The way the code works, though, you really don't want all the cities and forts to be without garrisons -- the game wasn't designed for that, and there could be all sorts of negative consequences.
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
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Drakkon
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Joined: Tue Dec 29, 2009 7:32 pm

RE: Garrisons

Post by Drakkon »

ORIGINAL: Gil R.

That would be the case. Feel free to add this as a change to the "Wish List" thread.

Thanks, I will add it.

ORIGINAL: Gil R.
I don't think anyone has previously made this request. The way the code works, though, you really don't want all the cities and forts to be without garrisons -- the game wasn't designed for that, and there could be all sorts of negative consequences.

I would still like to try, or add them manually in the ACWStart.txt file.

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