westamastaflash
Lord Commander
- Joined
- Nov 1, 2007
- Messages
- 933
This idea for a modmod comes out of my main forum thread about Mercenaries.
Last Updated 8/31/08
View attachment ExpandedMercenaries_v3a.zip
.33 Patch E version
- Standard Mercenary Max Level 7 (Random Promotion Limit 6)
- Increased requirements for additional mercenary promotions
- Promotions with tech prereqs don't appear unless player has tech, or two other civs have the tech
- Doubled Mercenary Upkeep Costs (removed added costs for Arcane Units)
- Mercenaries can no longer be added to a flesh golems
- Mercenaries can not be sacrificed at the Demon's Altar
- Mercenaries start with the correct amount of experience
- When you discover currency, you receive a swordsman mercenary to found / spread the guild of the nine
Attached is my current working copy, "alpha" release version 3.
There are still a few python bugs that I need to find and squash (something to do with promotions, every once in awhile it causes problems).
I haven't added Disciples yet. Adepts and Mages are available.
You will be charged upkeep / turn for units with the "Mercenary" promotion.
I hate doing it the way I did (a python loop in onPlayerEndTurn). There's got to be a better way, I did that because I didn't want 10 messages from the PyPerTurn call in the promotion xml.
To recruit a mercenary, a city has to have the guild of the nine in it. Units with the "mercenary" promotion can cast a spell "spread the guild of the nine".
Currently the way it works is that the recruit mercenary spell for a human player now costs 0 gold, but you then pay once you click the "hire" button.
The mercenaries that populate the box are based on your current tech level., as well as your opponents tech level (if 2 civs have a tech for a unit, it may appear in the list). Their tier and promotions are based on certain buildings you have in the city, your civics (guilds / consumption), if you are the Hippus, and if the techs for the promotions have been discovered.
To Do List:
Last Updated 8/31/08
View attachment ExpandedMercenaries_v3a.zip
.33 Patch E version
- Standard Mercenary Max Level 7 (Random Promotion Limit 6)
- Increased requirements for additional mercenary promotions
- Promotions with tech prereqs don't appear unless player has tech, or two other civs have the tech
- Doubled Mercenary Upkeep Costs (removed added costs for Arcane Units)
- Mercenaries can no longer be added to a flesh golems
- Mercenaries can not be sacrificed at the Demon's Altar
- Mercenaries start with the correct amount of experience
- When you discover currency, you receive a swordsman mercenary to found / spread the guild of the nine
Attached is my current working copy, "alpha" release version 3.
There are still a few python bugs that I need to find and squash (something to do with promotions, every once in awhile it causes problems).
I haven't added Disciples yet. Adepts and Mages are available.
You will be charged upkeep / turn for units with the "Mercenary" promotion.
I hate doing it the way I did (a python loop in onPlayerEndTurn). There's got to be a better way, I did that because I didn't want 10 messages from the PyPerTurn call in the promotion xml.
To recruit a mercenary, a city has to have the guild of the nine in it. Units with the "mercenary" promotion can cast a spell "spread the guild of the nine".
Currently the way it works is that the recruit mercenary spell for a human player now costs 0 gold, but you then pay once you click the "hire" button.
The mercenaries that populate the box are based on your current tech level., as well as your opponents tech level (if 2 civs have a tech for a unit, it may appear in the list). Their tier and promotions are based on certain buildings you have in the city, your civics (guilds / consumption), if you are the Hippus, and if the techs for the promotions have been discovered.
To Do List:
- Get Disciples in
- Create an ini file instead of the giant ugly python dictionary with the units, tiers, and weights
- Fix Python bugs with promotions
- Find a better way to manage unit upkeep / turn
- Set up a "unique" mercenary mechanic.
- AI Logic