[MODCOM] Mercenaries Mod - Teaser Pic

TheLopez

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Updated the first three teaser images and added two more.
 

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Can you describe a little what this mod will do? The name interests me greatly and if it does what I think it does, then I could use it for my scenario (instead of creating a simplified version of the system myself).
 
Shqype said:
Can you describe a little what this mod will do? The name interests me greatly and if it does what I think it does, then I could use it for my scenario (instead of creating a simplified version of the system myself).

Would you rather see another teaser pic instead of a description?
 
If that teaser picture effectively describes what this mod does ;)

If you want to keep it a secret as of now, I understand that... I have some ideas I've implemented / am implementing into a scenario that I don't want to share until it's done.

I believe this mod will allow a civ to purchase mercenaries.
 
Shqype said:
If that teaser picture effectively describes what this mod does ;)

If you want to keep it a secret as of now, I understand that... I have some ideas I've implemented / am implementing into a scenario that I don't want to share until it's done.

I believe this mod will allow a civ to purchase mercenaries.

I've added a second teaser pic.
 
WOW!!!!!!!

This is truly impressive! Whatever I would have done in my mod would have been a small python based script to deduct money each turn for the mercenary .... this is far more complex and it looks absolutely wonderful!

I hope it gets released soon, I can't wait to try it out! :goodjob:
 
Looks very promising, and professionally done. Is it mostly controlled in python, or have you had to do nasty things to the .xml files (I can't see off the top of my head why you would have to)? I can't wait to poke through the code :mischief:
 
The Great Apple said:
Looks very promising, and professionally done. Is it mostly controlled in python, or have you had to do nasty things to the .xml files (I can't see off the top of my head why you would have to)? I can't wait to poke through the code :mischief:

It is mostly done in the Python code except for a couple of bits like the new promotion definitions. I tried to make sure that all main interface changes and all new interfaces graphically worked seamlessly with the regular game where possible. There are a few spots that I could not keep seamless but that was due to the lack of a SDK for the game. Oh well, no one is perfect I guess.
 
Very interesting idea. I am curious as to whether or not they will have a high chance of switching sides. That unit allegance mod was great to have the game (I played Exavior's mod). Im just thinking about what happened to the carthaginians when they fought the romans and thir front line of mercinaries turned on them. It was pretty cool when a city of mine was attacked and one of the attackers switched to my side during battle and saved my city from destruction.
 
Half Fast said:
Very interesting idea. I am curious as to whether or not they will have a high chance of switching sides. That unit allegance mod was great to have the game (I played Exavior's mod). Im just thinking about what happened to the carthaginians when they fought the romans and thir front line of mercinaries turned on them. It was pretty cool when a city of mine was attacked and one of the attackers switched to my side during battle and saved my city from destruction.

Well, I guess you will have to wait and see when the mod comp comes out huh?
 
Aranor said:
OMG!!!! this looks so awesome!!!!!:D How long till you release it???

Mostlikely it will take me another week to finish the v0.3 version plus a week of ALPHA testing to shake out as many bugs as I can. So I estimate about two weeks.
 
You know, here at Civfanatics we have a veritable PANTHEON of Modding GODS ;)-The Great Apple, Kael, Snaitf, Shqype and TheLopez-you guys are contributing such awesome stuff that Firaxis would be out of their MINDS not to pick them up as part of an official expansion (assuming you WANT them too of course). Seriously you guys, keep up the fabulous work-I feel in absolute awe of ALL of you :worship: :dance:.

Yours,
Aussie_Lurker.
 
Woah woah woah! Thanks for the compliment but it is a HUGE exaggeration and I am NOT a python god! I am simply an entry-level python programmer trying to learn the language so I can implement my ideas for scenarios. It is these skilled users such as The Great Apple, Belizan, theLopez, Snarko, Kael, and the rest that are the "gods." I am simply trying to learn from them!
 
Wow, really sweet. I'm supporting you completely on this one. Can the AI use it too?
 
spincrus said:
Wow, really sweet. I'm supporting you completely on this one. Can the AI use it too?
It will once I am done Coding it up.
 
This is a great mod idea. We need more uses for money in this game. I was thinking of doing something like this myself but your version will be much nicer than mine was going to be.

Will you have any way of contributing mercanaries to the pool as well as hiring them from the pool? It would be nice if you could put some of your units op for rent and then get the money when another player or AI hired them.

Roger Bacon
 
RogerBacon said:
Will you have any way of contributing mercanaries to the pool as well as hiring them from the pool? It would be nice if you could put some of your units op for rent and then get the money when another player or AI hired them.

Roger, yes there will be the option to add your units into the mercenaries pool but that option will have to wait until release after the first release. I want to release the first version and have people play around with it and let me know what they think of it and what they would like to see in the next release.

Please note that in the readme file of the mercenaries file there will be a list of features that I will try to fit into the next release of the mod comp.
 
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