who wants to help with a mercenary mod?

keldath

LivE LonG AnD PrOsPeR
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i need help from any sdk coder who can asist,

what i ask for my overlordmod, and everyone who wnats it is this:

additional tag - <goldcost>

which adds money/gold cost for unit, so if you want to build a merc unit in addition to hammers you have to pay x amount of god.

i have a system that i thoughtof how to implemet this nto a game so you can enjoy hiring mercs.

i really hope someone cn help me with this.

if its possible id ove to have this tag in the buildings file also.

thank you

keldath.
 
Basicly you can build/hire extra units (probably at increased maintenance cost) which can only be build if you can meet the initial hire gold cost. Once you order the mercanary unit to be build, the gold hire cost is subtracted from you gold reserve, and the unit is build as normal in one or more turns. If you cancel training, you get your gold back and can build/hire something else.
 
hey guys,

draque, im not familiar with the r.a.f merc system....

fanatic demon, your my hero.
ill build a merc mod for my mod+ vanilla civ for everyones use,
this will take some time, cuase i need to find units for all eras, + adding a
an alternate tech tree for the mercs..

thanks alot!!!
 
Great to hear you will include an mercenary units for every civilisation

For the Dutch, I would like to see the Swiss pikemen as a mercenary unit since they realy were swiss mercenaries.

For finding mercenary units, I suggest you take a look at http://forums.civfanatics.com/showthread.php?t=244511

I got another idea. Beside the training units with fixed gold cost, we could also pay units with a fixed food cost, similary done as gold cost, except it will be paid from the city food reseves. This would make sence for training large basic infantry armies, which require a lot of food.
 
That food cost is a good idea Fanatic Demon. Lots of potential when you can choose food/production/gold cost for each unit. :goodjob:
 
good idea guys,

i can make the same type of unit for an instane, and the difference between the two,
is there cost, one will cost food support, the other cost more maintennce per turn,

i also have to raise the amount of money in game, so it will be "easier" to buy mercs, perhaps a merc building tht raises the income for the city?
 
i also have to raise the amount of money in game, so it will be "easier" to buy mercs, perhaps a merc building tht raises the income for the city?

A mercenary building that increases overal gold production? that sounds kinda unrealistic. It think it would make much more realistic if a mercenary building would decrease the gold cost by a certain percentage.

we could introduce 3 new XML elements in buildings.xml called iTrainingHammerCostDiscount, iTrainingGoldCostDiscount and iTrainingFoodCostDiscount. The iTrainingGoldCostDiscount would be used by the mercenary building to lower gold cost, while the iTrainingFoodCostDiscount could be used by training camp building to lower food cost, and iTrainingHammerCostDiscount would be used by a Weapon Blacksmith/Weapons Manufaturing Plant to reduce hammer training cost
 
ahhh wonderfull idea for the buildings!!!

humm....dont you think that i need to make the say curent cash levels, values, a bit bit more higher? cause if you have the mercs..so its proper to have abit more money to play with? no?

oh and see the pm i send you bout the sdk files.
 
Great news! I managed to implement Iron as a Quantitative Resource like gold!

Every Iron Bonus resource will add 1 Iron to the Quantitative Iron stockpile. Units can now optionaly have a <iIronBonusCost> which specifies the Quantitative Iron cost requirement to build that unit. You can see your current Quantitative Iron reserve at all time next to your current gold reserve in the top left of the interface.

I plan to build similar tags for other Strategic resources like, Horses, Stones, Sulfur, Oil, Gas, Aluminium, etc
 
Well, over time I plan to merge it together with my Ultimate Ranged Combat SDK, into some Advanced Modding SDK Mod Component, which should allow any mod maker to create more sophisticated mods for BTS with XML. However, for the time being I will probably keep it separate and release it as Improved Construction SDK mod component
 
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