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-----
-----Game Play-----
-----Promotions/Traits-----
-----Screen Shots-----
-----Notes to Modmakers-----
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 start and end tags.
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
-----Version Information-----
-----v0.6------
- Updated all python code and XML to be compatible with the v1.61 patch.
-----Known Issues-----
- "Mercenary Manager" button next to the "Event Log" button does not
"light-up". Basically I cannot create a new style that will highlight the
"Mercenary Manager" button. Unfortunately the graphics are hardcoded into
the styles instead of being like an overlay style that changes the gamma of
the image.
- Rolling over the "Mercenary Manager" does not show the same type of
information as rolling over the "Event Log" button. The game does not read-in
any new ControlInfo data I have left the CONTROL_MERCENARIES_MANAGER XML data
in case this changes in a future release.
- "Mercenary Manager" takes longer than the other screens to load when there
too many mercenaries in the global mercenary pool. To counter-act this several
configurable options have been added to the mod: "Wanderlust Mercenaries
Maximum", "Wanderlust Mercenaries" and "Max Global Mercenary Pool".
- "Hire" and "Fire" buttons do not have a tool tip displayed when the mouse
is hovered above them due to core game engine limitations.
- Hovering the mouse cursor over the "Mercenary Maintenance Costs" and "Mercenary
Income" strings in the "Financial Advisor" screen do not display any information
since the widget information is hardcoded into the game and currently new
widgets cannot be added into the game.
-----Future Features-----
- See readme.txt file
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- The Great Apple
[TAB]Going through the code, suggesting ideas for optimizing the code to make
[TAB]it run faster and for the code to bring the AI IQ from 42 to 84 .
- Belizan
[TAB]For testing the mod throughout its evolution and sending me easily over
[TAB]50 PMs with bug reports, feedback and enhancement ideas.
[TAB][TAB]
- Dr. Elmer Jiggles
[TAB]INI and event manager code.
[TAB]
- SupremeOverlord
[TAB]Provided a very good starting point from his Enhanced military advisor
- [to_xp]Gekko
[TAB]Provided feedback on the initial screens
- Shqype, Aussie_Lurker, and seZereth
[TAB]Testing and providing great feedback, bug reports and enhancement ideas.
- 12monkeys
[TAB]Proving the correct method of getting the distance between two plots.
- DanoDavid
[TAB]Testing and providing several critical bug reports!
[TAB][TAB]
- Last, my wife
[TAB]Provided her tech. writer services during the development of the new
[TAB]screens and helped out with their layout... even though shes pregnant and
[TAB]can't stop eating
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 :
-----Game Play-----
Spoiler :
-----Promotions/Traits-----
Spoiler :
-----Screen Shots-----
Spoiler Screen Shots :
-----Notes to Modmakers-----
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 start and end tags.
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
-----Version Information-----
-----v0.6------
- Updated all python code and XML to be compatible with the v1.61 patch.
Spoiler :
-----Known Issues-----
- "Mercenary Manager" button next to the "Event Log" button does not
"light-up". Basically I cannot create a new style that will highlight the
"Mercenary Manager" button. Unfortunately the graphics are hardcoded into
the styles instead of being like an overlay style that changes the gamma of
the image.
- Rolling over the "Mercenary Manager" does not show the same type of
information as rolling over the "Event Log" button. The game does not read-in
any new ControlInfo data I have left the CONTROL_MERCENARIES_MANAGER XML data
in case this changes in a future release.
- "Mercenary Manager" takes longer than the other screens to load when there
too many mercenaries in the global mercenary pool. To counter-act this several
configurable options have been added to the mod: "Wanderlust Mercenaries
Maximum", "Wanderlust Mercenaries" and "Max Global Mercenary Pool".
- "Hire" and "Fire" buttons do not have a tool tip displayed when the mouse
is hovered above them due to core game engine limitations.
- Hovering the mouse cursor over the "Mercenary Maintenance Costs" and "Mercenary
Income" strings in the "Financial Advisor" screen do not display any information
since the widget information is hardcoded into the game and currently new
widgets cannot be added into the game.
-----Future Features-----
- See readme.txt file
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- The Great Apple
[TAB]Going through the code, suggesting ideas for optimizing the code to make
[TAB]it run faster and for the code to bring the AI IQ from 42 to 84 .
- Belizan
[TAB]For testing the mod throughout its evolution and sending me easily over
[TAB]50 PMs with bug reports, feedback and enhancement ideas.
[TAB][TAB]
- Dr. Elmer Jiggles
[TAB]INI and event manager code.
[TAB]
- SupremeOverlord
[TAB]Provided a very good starting point from his Enhanced military advisor
- [to_xp]Gekko
[TAB]Provided feedback on the initial screens
- Shqype, Aussie_Lurker, and seZereth
[TAB]Testing and providing great feedback, bug reports and enhancement ideas.
- 12monkeys
[TAB]Proving the correct method of getting the distance between two plots.
- DanoDavid
[TAB]Testing and providing several critical bug reports!
[TAB][TAB]
- Last, my wife
[TAB]Provided her tech. writer services during the development of the new
[TAB]screens and helped out with their layout... even though shes pregnant and
[TAB]can't stop eating