(try_begin),
(eq, ":party_type", spt_forager),
(party_add_template, ":result", ":reinforcements_a"),
(call_script, "script_select_party_leader", ":result"),#add a behavoir, GNK
(party_set_ai_behavior, ":result", ai_bhvr_patrol_location),
(party_set_ai_patrol_radius,":result",1),
(party_set_ai_object, ":result",":spawn_center"),
(party_set_bandit_attraction, ":result",50),
###далее иконки для каждой фракции прописываются
(else_try),
(eq, ":party_type", spt_scout),
(faction_get_slot, ":messenger_troop", ":faction_no", slot_faction_messenger_troop),
(store_random_in_range, ":num", 3, 6),
(party_add_members, ":result", ":messenger_troop", ":num"),
(party_set_ai_behavior, ":result", ai_bhvr_patrol_location),#add a behavoir, GNK
(party_set_ai_patrol_radius,":result",3),
(party_set_ai_object, ":result",":spawn_center"),
###опять иконки
(else_try),
(eq, ":party_type", spt_patrol),
# GNK town prosperity addition
###привязка к процветанию
(party_get_slot, ":prosperity", ":spawn_center", slot_town_prosperity),
(val_div, ":prosperity", 20),
(try_begin),
(eq, ":prosperity", 0),
(party_add_template, ":result", ":reinforcements_a"),
(party_add_template, ":result", ":reinforcements_a"),
(else_try),
(eq, ":prosperity", 1),
(party_add_template, ":result", ":reinforcements_a"),
(party_add_template, ":result", ":reinforcements_b"),
(else_try),
(eq, ":prosperity", 2),
(party_add_template, ":result", ":reinforcements_a"),
(party_add_template, ":result", ":reinforcements_a"),
(party_add_template, ":result", ":reinforcements_b"),
(else_try),
(eq, ":prosperity", 3),
(party_add_template, ":result", ":reinforcements_a"),
(party_add_template, ":result", ":reinforcements_b"),
(party_add_template, ":result", ":reinforcements_b"),
(else_try),
(party_add_template, ":result", ":reinforcements_b"),
(party_add_template, ":result", ":reinforcements_b"),
(party_add_template, ":result", ":reinforcements_b"),
(try_end),
(call_script, "script_select_party_leader", ":result"),
(party_set_ai_behavior, ":result", ai_bhvr_patrol_location),#add a behavoir, GNK
(party_set_ai_patrol_radius,":result",2),
(party_set_ai_object, ":result",":spawn_center"),
(party_set_helpfulness, ":result",300),
###снова иконки
# end GNK town prosperity addition
(else_try),
###далее караваны
(else_try),
(eq, ":party_type", spt_messenger),
(faction_get_slot, ":messenger_troop", ":faction_no", slot_faction_messenger_troop),
(party_add_leader, ":result", ":messenger_troop"),
(assign, ":i", 1),
(try_for_range, ":unused", 0, ":i"),
(call_script,"script_cf_select_random_walled_center_with_faction", ":faction_no", -1),
(val_add, ":i", 1),
(neg|party_slot_eq,reg0,slot_town_lord,"trp_player"),
(neg|party_slot_ge,reg0,slot_center_is_besieged_by,0),
(neq,reg0,":spawn_center"),
(assign, ":target_center", reg0),
(assign, ":i", 0),
(try_end),
(party_set_ai_behavior,":result",ai_bhvr_travel_to_party),
(party_set_ai_object, ":result", ":target_center"),
(party_set_flags, ":result", pf_default_behavior, 0),
###иконки
(try_end),
из чего следует, что никакого особого поведения у них нет, либо я чего-то не понял
только если поставить фуражирам ai_bhvr_attack_party, если это действует на деревни
, а далее командой (party_set_ai_object, <party_id>, <object_party_id>), направить к деревне, а потом запрограмировать, как они ее сжигают