black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,014
not at the moment for current games, as options are saved inside the save file. i'll try to think about a proper way to do it.
to be clear, the issue is : as a hippus, you don't get the cash for the units you're contracting out, but when getting them back, you get mercenary maintenance ?
not at the moment for current games, as options are saved inside the save file. i'll try to think about a proper way to do it.
th extra maintenance was a glitch which i fixed last night, so it'll be in next revisionYes.
One thing I did find however is, (keep in mind the game we are playing is hotseat) if I contract units out and they are hired by another human player, I get the extra gold. Upon cancelling their contract (receiving units back), I accrue extra maintenance costs to my gold reserves. I also waited a couple turns thinking it would be resolved and still the same amount of maintenance even after deleting the unit.
the racial thing was also a glitch. there's is experience gain normally. as for the civ names, i can't really do much about itFor feedback I think it would be great if the contracted units out retained their prior racial promotions. For instance in our current game, if Orcs hire a Hippus horseman that horseman is a Hippus unit not converted to a Orcish unit. I do understand programming limitations especially with a very small team so obviously I wouldn't be upset if it sat on the backburner. One thing I find very funny though is after I pulled the contract he was an Orcish unit which seemed to be a bit of an exploit, by gaining the Orcish promotion and having the horselord promotion. I was also wondering if there is supposed to be experience gain for those units contracted out? I don't know if even the other civs even used them though and on top of that I could see civilization names for leaders I haven't met yet as well.
There should be both a delete and terminate contract button, both should return the unit to you.I do think on the Mercenary system and "drool" over it. It seems to be a very awesome system and as a mainly Hippus player I get very excited. I was also wondering if for some reason that unit was deleted by another human player, does that unit get returned to me? I think it would be great that if for Mercenary units that are hired that instead of a "Delete" button there was a "Terminate Contract" button instead.
i'm gonna write this when i have a bit of timeLast thing to touch on is, I wish there was a civilopedia entry on the Mercenary System. It is a very new concept to me and I wanted to make sure it was being used correctly. Maybe adding a FFH Concepts entry could help?
If you would like the save game just let me know, I should still have it.
i'll look into itAnother glitch I wanted to point out, unrelated to my previous post is, after my brother, the Orcs, casted a potion of invisibility his Orc unit took on a human appearance.
[74349.984] DBG: CIV Init
[74349.984] VERSION: App: Z:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\beyond the sword\Civ4BeyondSword.exe
[74350.000] VERSION: Build: Thu May 14 10:17:10 2009
[74350.000] VERSION: 3.1.9.0 (128100)
[74352.046] VERSION: Mod Loaded: Mods\Fall from Heaven 2\
[74352.062] DBG: FILE Cat Init
[74353.578] Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml
[74353.609] Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml SUCCEEDED
[74353.609] SetGlobalClassInfo (Civ4PlayerOptionInfos/PlayerOptionInfos/PlayerOptionInfo)
[74353.609] Loading XML file xml\GameInfo/CIV4GraphicOptionInfos.xml
[74353.625] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[74353.625] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)
[65648.265] Entering MLF
[65648.265]
The game will now load the modules into the load vector in the order set by the MLF files:
[65648.265] Load Priority: 0, "modules\LoadOrderVitalModules\FirstLoad"
[65648.265] Load Priority: 1, "modules\LoadOrderVitalModules\SecondLoad"
[65648.265] Load Priority: 2, "modules\LoadOrderVitalModules\ThirdLoad"
[65648.265] Load Priority: 3, "modules\LoadOrderVitalModules\FourthLoad"
[65648.265] Load Priority: 4, "modules\NormalModules"
[65648.265] Finished the MLF, you will now continue loading regular XML files
Couple of issues with events - I got the one about finding a new assassins guild and selected the option to receive an 'order of the night blade' unit, but he never actually spawned. The other one is the poisoned water supply. I had an option to spend gold and clean the water or leave nature to fix it, but both of them listed +3 unhealthy to ALL cities, not just the city the event fired off at.