Mercenaries Mod *UPDATED*

Do Mercenary units hang around once dismissed? Which is to say, if I fire a Merc, am I going to see him later in the service of my enemies? I think this potentially should be considered even in the case of 'destroyed' units (See Black Company, The), but I assume more experienced mercs cost more.

Do they price gouge if bought during wartime that's going badly (influenced by your war weariness)?

Do mercenaries auto-promote? It seems like this is a bit of control an employer shouldn't have over them.

And to be really evil, can they be double agents? That is to say, can I hire a merc, 'fire' him to put into the hypothetical pool of units, but keep him on my payroll, then use him to backstab his next 'employer?' Easiest implementation would be to let me activate a double agent in a city to cause a turn of unrest (with a high probability if not 1) while 'retreating' to my attacking stack. Anyway, just brainstorming here.
 
Hate to bump this thread, but....

How do you enable certain units to be mercenaries? There is a nice block on the INI where you can forbid it, but on the mercenaries screen, it does not allow for any of them to be hired.
 
@strategyonly - Thanks for keeping this alive :)
 
TheLopez! You're not dead! Wow.

Did everyone think I died??? :lol::lol::lol::lol: I know I disappeared kinda suddenly but there were some people who knew where I was.
 
Did everyone think I died??? :lol::lol::lol::lol: I know I disappeared kinda suddenly but there were some people who knew where I was.

The mods crack down pretty hard against discussing specific users (It's against the rules, IIRC), so the info did not spread well. I was joking, but I know many were not.
 
Hello, I have a problem after merging this mod into the one im working on. It seems everything works fine the mercs appear but i cant customize the ini file to add the banned units as mercs nor any other feature works. I did as it said in the 1st post and changed the name in CvModName but still my settings in the ini arent loaded. Also the mercs start with so many promotions its just way too many, I`d wish to reduce them to almost no promotions but again the INI wont load my changes. I even tried to do the changes in MercenaryUtils but still no effect.
I would apreciate any quind of help. Thank you!
 
I hear everyone with the python version, it doesn't work great, but maybe TheLopez can get a NEW version for Civ5 (or 4 :please: )working the way it should, SDK is bettter anyways. Afforess said it had alot of problem even the SDK one.
 
Yeah - the merc mod was one of my first mods. The idea was great but the execution was poor. I don't know if I'll revive development on any of my Civ4 mods... its all a question of how much time I have. I know I have all of the source for it. If I were to revive the merc mod it would have to be completely redone from the ground up.
 
Yeah - the merc mod was one of my first mods. The idea was great but the execution was poor. I don't know if I'll revive development on any of my Civ4 mods... its all a question of how much time I have. I know I have all of the source for it. If I were to revive the merc mod it would have to be completely redone from the ground up.

I completely agree thee, but it was 'ONE" of the best ones and people STILL would like a "taste" of it in their Civ4 modding experience, I know some of the best modders here would definitely like it in there mod, infact MOST definitely. But again it's like you say, time.

That why i like the NEW SDK/python section ThunderFalls has now, cause those guys are the best at what they do and they "even" help out and answer question(s), which is a tremendous help. And as far as everything else goes, nowadays Afforess (plus he really cares for the RoM Community) is a great SDK person, but again time.

Buts it your choice, as i always say "Just Have Fun.";)
 
I completely agree thee, but it was 'ONE" of the best ones and people STILL would like a "taste" of it in their Civ4 modding experience, I know some of the best modders here would definitely like it in there mod, infact MOST definitely. But again it's like you say, time.

That why i like the NEW SDK/python section ThunderFalls has now, cause those guys are the best at what they do and they "even" help out and answer question(s), which is a tremendous help. And as far as everything else goes, nowadays Afforess (plus he really cares for the RoM Community) is a great SDK person, but again time.

Buts it your choice, as i always say "Just Have Fun.";)

Well first things first. I need to get all of my files back on my computer from my external. I just need to get the cord for my harddrive. Then I'll see how much I remember :)
 
Oh I also need a copy of BtS.
 
Oh I also need a copy of BtS.

It's cheap these days.

Yeah - the merc mod was one of my first mods. The idea was great but the execution was poor.

Yeah... I noticed when I tried to fix it up a bit. I rewrote the AI for it; so the AI could hire and put units up as mercenaries; which seemed to work; but I eventually gave up because if you named a unit with certain characters, like "-", "(", ")" in the name your mod breaks. That may not seem to be an issue, except when you consider the BUG mod has a unit naming feature that often uses those characters, because when you build a new warrior it names it "Warrior 1 (Washington)", so you know how many you have, and where it came from. And virtually every mod uses BUG, so virtually every mod is incompatible with the Mercenaries Mod...

I liked a lot of your ideas, but it simply became more work to update them then to rewrite the code in a new implementation.
 
It's cheap these days.



Yeah... I noticed when I tried to fix it up a bit. I rewrote the AI for it; so the AI could hire and put units up as mercenaries; which seemed to work; but I eventually gave up because if you named a unit with certain characters, like "-", "(", ")" in the name your mod breaks. That may not seem to be an issue, except when you consider the BUG mod has a unit naming feature that often uses those characters, because when you build a new warrior it names it "Warrior 1 (Washington)", so you know how many you have, and where it came from. And virtually every mod uses BUG, so virtually every mod is incompatible with the Mercenaries Mod...

I liked a lot of your ideas, but it simply became more work to update them then to rewrite the code in a new implementation.


@Afforess - What a lot of people don't remember or don't know is that when I developed the merc mod it was when Civ4 was relatively new, there was no SDK so I had no access to the C++ code (things would have been a lot easier if I would have had the SDK) and it was one of my first major mod comps... We didn't really know how to modify major parts of the UI so coming up with brand new screens was a challenge.
 
This really is one of the best modcomps around, I love usings mercs and added some regional merc-only units as well as some functions to allow proper hiring of naval vessels, among other things. I'm not sure what the exact issues are with this version, but the one in RFC works fine - I only had to fix some minor problems with unit naming and XP levels.

CastorTroy, one quick solution to problems with INI etc. is to scrap the whole thing and put all settings, including banned unit lists in Python - apart from the normal settings, the RFC version handles banned units though lForbiddenUnits list in MercenaryUtils.py.
 
Heck i'd buy it for ya, NO PROBLEM, i do that for some good people here on CFC already (that help out).;)
Thanks man, money isn't the problem. Time is the problem...

Great... now that I am on here again I am starting to feel the urge to answer questions, fix mod comps, etc. LOL I even found a cord that fits my external drive
 
Thanks man, money isn't the problem. Time is the problem...

Great... now that I am on here again I am starting to feel the urge to answer questions, fix mod comps, etc. LOL I even found a cord that fits my external drive

Ha welcome back. I even took about a year off and ended up back here.
 
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