Mercenaries Mod *UPDATED*

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Mercenaries Mod - BTS 3.19 Python Only
By: TheLopez
BTS By : Korelios
updated to 3.19 - strategyonly

Patch Compatibility: BTS v3.19
MP Compatible: ?

Description:

This mod allows players to hire and fire mercenaries as auxillaries to their
regular military forces.

Please note that I have tried to maintain the flow of the regular game
interface as best as I could. Please read the known issues section for the
current release of this mod before contacting me about some type of issue or
inconsistency that you may be seeing. Most of these are lack of hooks into the
game relating to the display of some of the in-game graphics.


Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Mercenaries Mod
4) Load the game.
5) Then play as normal.


-----Configuration-----

Spoiler :
- Mod configuration through the "Mercenaries Mod Config.ini" file, no more
going through python files to tweak the mod.

- 25 non-dynamic mod configurable options, fully documented in the
"Mercenaries Mod Config.ini" file. Some of these are:
- When mercenaries should be available in the game
- When mercenaries should be added: beginning of each game turn or beginning
or beginning of each player's turn
- Minimum and maximum number of mercenaries game should create
- Maximum number of mercenaries that should be available in the game
- Where mercenaries should be placed when hired
- If certain buildings should be required to hire and place mercenaries
- Tweaking the mercenaries hiring and maintenance costs

- Dynamic unit exclusion through INI file, don't want to allow civilization
unique units as mercenaries? Well you can update the INI to exclude them
as game generated mercenaries.



-----Game Play-----

Spoiler :
- UI (user interface) updates created to flow with the existing game interfaces

- Randomly generated mercenaries (types dependent on mod configuration) with
random experience and promotions.

- All mercenaries or units contracted out as mercenaries get unique name. Over
16,000,000 names possible through random name generator.

- Hire and fire mercenaries at will

- Contract out units as mercenaries

- Mercenary per turn maintenance costs and income accurately represented in
screen.

- AI players can hire, fire and use mercenaries, you have been warned.

- Keyboard shortcut 'ALT-M' brings up the "Mercenary Manager" screen

- Messages announce the arrival of hired mercenaries to a players civilization,
return of contracted out units to a players civilization, hiring and firing
of units contracted out as mercenaries and deaths of units contracted out as
mercenaries when hired by other players.

- Financial advisor reports all mercenary costs and income

- 2 new action buttons allow quick contracting out of units and firing of
mercenaries.


-----Promotions/Traits-----

Spoiler :
- Self Preservation I:
- +25% Withdrawal chance
- +10% Strength
- Requires Mercenary promotion
- Only available for mercenaries

- Self Preservation II:
- +20% Withdrawal chance
- +10% Strength
- Requires Self Preservation I
- Immune to first strikes
- Only available for mercenaries

- Self Preservation III:
- +15% Withdrawal chance
- +15% Strength
- Requires Self Preservation II
- Can use enemy roads
- Only available for mercenaries

- Mercenary:
- Used to identify mercenaries from regular units



-----Notes to Modmakers-----

Spoiler :
I have used Dr. Elmer Jiggles event manager code to make integrating this
code as easy as possible with other mods that use his event manager code.

If your mod does not use his event manager code I highly recommend it,
especially if you are planning to use multiple mods that need to act on
the various events in the game.

I have tried to make this mod component as configurable as possible to
achieve this I have used Dr. Elmer Jiggles INI parsing code. In order for
this functionality to work correctly you need to change the name of the
mod in the CvModName.py file to your own mods name, otherwise the INI
file will not be read in and the default values will be used.



If you want to use the Mercenaries Mod in your mod I have tried to make
things as easy as possible for you. In the XML files modified sections are
enclosed by:
<!-- -->
<!-- Mercenaries Start -->
<!-- -->
and
<!-- -->
<!-- Mercenaries End -->
<!-- -->

In the Python files I have added # < Mercenaries Start > and
# < Mercenaries End > in all of the places that I have made changes to
the original files.


All I ask is that you give me credit.

Original mod by The Lopez (2006) - http://forums.civfanatics.com/showthread.php?t=162016

Also helping with python was - EmperorFool

Download: http://forums.civfanatics.com/downloads.php?do=file&id=12932
 
Now that this is out, can somebody PLEASE help me MERGE this with my mod, my files are completely different and need somebody that is good with merging some python from one file to a different one?? Its not as simple as WinMerge, sorry.
 
My only question, is if the AI knows how to use this system

From TheLopez: That is correct. Also, they will tend to hire more mercenaries when they need them, for instance when at war. I had the unfortunate experience of meeting up with about 5-7 level 8+ mercenaries from one AI player, that I was at war with, during my testing.
 
I guess I saw this thread too late - so I'll let you try it first ;)

No, by all means go ahead. I'm on vacation, posting from a cell phone. Plus, if its in RoM's core, I wouldn't have to update the python for evert new version.
 
I hope here is somebody who wants to merge this with BUG mod.

I guess there are several people who are waiting for it. :D (me too ;))
 
I hope here is somebody who wants to merge this with BUG mod.

I guess there are several people who are waiting for it. :D (me too ;))
Do you mean you think I am going to merge this with the BUG mod or did you forget the T?
 
Does anyone know if there are python files available of AI AutoPlay and Mercenaries merged together? I really want to play with this...
 
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