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Mercenaries

Discussion in 'Civ5 - Mod Components' started by JFD, Sep 8, 2015.

  1. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,107
    Location:
    The Kingdom of New Zealand

    *titlecard by Sukritact

    Overview
    Mercenaries is a mod that introduces a system of recruitment for high-leveled and sometimes unique Mercenary units. Mercenaries are recruited by spending Gold (or Faith) on 'Contracts,' time-sensitive periods during which you gain control of a particular unit, for a particular maintenance cost. Mercenaries do not gain levels nor can they upgrade, but they are often more powerful than standard units (though expensive), and sometimes come en masse. Please see the wikia for full details, including on modding and customization support.

    This mod does not require any other mod to function, however, it is greatly enhanced when using Cultural Diversity.
    • Cultural Diversity allows Mercenary Contracts to choose unique units only befitting the culture of their originating civilization. It also enables Mercenary Units to use a distinct dialect instead of that of your civilization.

    Installation

    1. Download the .civ5mod mod.
    2. Copy to Documents\My Games\Sid Meier's Civilization 5\MODS
    3. Run the game to the Mods Menu and it should automatically install.

    Troubleshooting

    If you are experiencing problems, please follow the instructions below.

    1. Re-download the mod and test to see if the issue persists.
    2. Disable any mods which might conflict - Social Policy overhauls, mods which overwrite core files, severely outdated mods, etc.
    3. Report the issue to this thread with your Database.log and Lua.log files. How to enable logging. If you can, provide a screenshot of the issue.
    4. Declare whether or not you are using one of the following mods: Community Balance Patch, Health & Plague, Enhanced User Interface.
    5. Declare what version of the mod you are using, and whether or not previous versions worked for you.
    6. Declare if you have changed any user settings.
    7. If you can, provide a copy of your Mod List.

    Credits
    • JFD: Primary Author
    • Pouakai: Author
    • Janboruta: Artwork (Various Icons, Hessian re-texture)
    • Sukritact: Artwork (Gaesatae re-texture, Titlecard)
    • Zwei833: Graphics
    • Sub6: Translation (Japanese)
    • bernie14: Graphics
    • JTitan: Graphics
     
  2. ldvhl

    ldvhl ніщо

    Joined:
    May 15, 2013
    Messages:
    2,203
    Yay! Thanks for this release JFD!
     
  3. TranquilSilence

    TranquilSilence Grumpy Snufkin

    Joined:
    Nov 30, 2014
    Messages:
    1,471
    Location:
    Bright Side of the Road
    Thanks for another fantastic release, JFD. Looking forward to trying this out, should be another mainstay in my civ games.
     
  4. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    Hurray!

    Sei, Kaiser JFD, hier
    Lang’ deines Volkes Zier,
    Der Menschheit Stolz!
    Fühl’ in des Thrones Glanz,
    Die hohe Wonne ganz,
    Liebling des Volkes zu sein!
    Heil, Kaiser, dir!
     
  5. OrderofOlav

    OrderofOlav King of Procrastination

    Joined:
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    388
    Location:
    The Netherlands
  6. mr.mare

    mr.mare Chieftain

    Joined:
    Dec 5, 2012
    Messages:
    73
    Does this mod work immediately with custom civilizations or do they need editing?
    Anyway, thanks for another great contribution to civ5
     
  7. Pouakai

    Pouakai It belongs in a museum. Moderator

    Joined:
    Jun 16, 2010
    Messages:
    7,151
    Location:
    Aotearoa
    It will work immediately, but custom civs should have a flavour added to them that determines how likely they are to use the Mercenary system
     
  8. Belzhorash

    Belzhorash Warlord

    Joined:
    Oct 24, 2008
    Messages:
    222
    Location:
    Germany
    This... this... it... it is full of stars!

    Wow, awesome work!
     
  9. Senteliks

    Senteliks Warlord

    Joined:
    Mar 24, 2013
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    287
    Location:
    Serbia
    Ok you guys are blowing my mind with this projects which combine together raise Civ V to whole new level ( I am still waiting patiently for Enlightenment era comp with CPB ), this is very interesting idea and adds new layer of strategy and tacticts to consider, although since it will be awhile before I finish session I currently play (with 22 civs, YnAEMP v23 - huge earth, marathon pacing ) and therefor I can't see it myself, how is AI using them ? Is it aware and does it make rational decisions ?
     
  10. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
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    1,184
    Location:
    Guangzhou
  11. mr.mare

    mr.mare Chieftain

    Joined:
    Dec 5, 2012
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    By this, do you mean that when custom civs are AI that they should have a flavor added, or this appeals also when I am using custom civ?
     
  12. janboruta

    janboruta Artistriarch

    Joined:
    Feb 23, 2011
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    2,140
    Location:
    Tarnów, Poland
  13. Belzhorash

    Belzhorash Warlord

    Joined:
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    Messages:
    222
    Location:
    Germany
    For a slight more bit of immersion, one could take the German name and call the guys "Lange Kerls" (transl. "tall guys").
     
  14. Natan35

    Natan35 Mayor of St. Natansburg

    Joined:
    Jul 2, 2014
    Messages:
    5,116
    Location:
    Ashdod,israel
    Great release JFD! Can't wait to play it...

    @Jan: isn't that the local Basketball team? :lol:
     
  15. Kesler

    Kesler Master Kekkler

    Joined:
    Apr 5, 2015
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    917
    Location:
    The Imperial Puppet of Canada
    Fantastic! The perfect distraction I needed the day before school started :D
     
  16. TLhikan

    TLhikan Chieftain

    Joined:
    May 6, 2013
    Messages:
    78
    Looks awesome, can't wait to try it out. Do you know how this would interact with mods like Reform and Rule that switch up the normal requirements to purchase Landsknechts?
     
  17. bane_

    bane_ Howardianism High-Priest

    Joined:
    Nov 27, 2013
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    1,559
  18. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    @JFD @Pouakai, could you please see that what's wrong with the code below? The contract I added just dosen't appear int the game.

    Code:
    
    <?xml version="1.0" encoding="utf-8"?>
    <!-- Created by ModBuddy on 11/23/2013 1:27:25 PM -->
    
    
    <GameData>
    <JFD_Contracts>
       <Type>CONTRACT_ZWEI_DOPPELSOLDNER</Type>
       <Category>CONTRACT_JFD_MERCENARY</Category>
       <Description>TXT_KEY_CONTRACT_ST_MARK_DESC</Description>
       <Adjective>TXT_KEY_CONTRACT_ST_MARK_ADJ</Adjective>
       <Civilopedia>TXT_KEY_CONTRACT_ST_MARK_TEXT</Civilopedia>
       <ObsoleteEra>ERA_INDUSTRIAL</ObsoleteEra>
       <PrereqEra>ERA_MEDIEVAL</PrereqEra>
       <PromotionType>PROMOTION_ZWEI_DOPPELSOLDNER</PromotionType>
       <Rating>4</Rating>
       <Turns>25</Turns>
       <YieldCost>[ICON_GOLD]</YieldCost>
    </JFD_Contracts>
    
    <JFD_Contract_Units>
       <ContractType>CONTRACT_ZWEI_DOPPELSOLDNER</ContractType>
       <UnitType>UNIT_JFD_DOPPELSOLDNER</UnitType>
       <UseUniqueIfAvailable>true</UseUniqueIfAvailable>
    </JFD_Contract_Units>
    
    
    	<UnitPromotions>
    			<Type>PROMOTION_ZWEI_DOPPELSOLDNER</Type>
    			<Description>TXT_KEY_CONTRACT_ST_MARK_DESC</Description>
    			<Help>TXT_KEY_PROMOTION_ST_MARK_HELP</Help>
    			<CannotBeChosen>true</CannotBeChosen>
    			<IgnoreGreatGeneralBenefit>true</IgnoreGreatGeneralBenefit>
    			<ExperiencePercent>-100</ExperiencePercent>
    			<JFD_Mercenary>true</JFD_Mercenary>
    			<PortraitIndex>58</PortraitIndex>
    			<IconAtlas>ABILITY_ATLAS</IconAtlas>
    			<PediaType>PEDIA_ATTRIBUTES</PediaType>
    			<PediaEntry>TXT_KEY_CONTRACT_ST_MARK_DESC</PediaEntry>
    	</UnitPromotions>
    
    <UnitPromotions_JFD_UnitDialogues>
       <PromotionType>PROMOTION_ZWEI_DOPPELSOLDNER</PromotionType>
       <UnitDialogue>AS2D_SOUND_JFD_GERMAN</UnitDialogue>
    </UnitPromotions_JFD_UnitDialogues>
    
    	<Language_en_US>
    		<!--Brotherhood of St. Mark-->
    		<Row Tag="TXT_KEY_CONTRACT_ST_MARK_DESC">
    			<Text>Brotherhood of St. Mark</Text>
    		</Row>
    		<Row Tag="TXT_KEY_CONTRACT_ST_MARK_ADJ">
    			<Text>Brotherhood of St. Mark</Text>
    		</Row>
    		<Row Tag="TXT_KEY_CONTRACT_ST_MARK_TEXT">
    			<Text>A group of German fencers wielding massive zweihander, entitled by the Holy Roman Emperor.</Text>
    		</Row>
    		<Row Tag="TXT_KEY_PROMOTION_ST_MARK_HELP">
    			<Text>+100% [ICON_WAR] Attack vs Spearmen, Pikemen, and Lancers. +20% [ICON_STRENGTH] Combat Strength to adjacent Landsneckht.</Text>
    		</Row>
    	</Language_en_US>
    </GameData>
    
    

    Edit: Problem Solved.
     
  19. Ixor_Drakar

    Ixor_Drakar Warlord

    Joined:
    Aug 7, 2013
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    161
    Not sure if its Mercenaries but this has never happened before. I'm around civil service and I just noticed all decisions have disappeared. Running with Cultural Diversity, E&D, CP, EUI, EEC, More luxuries and pantheons if that helps.
     

    Attached Files:

    • Logs.7z
      File size:
      27.3 KB
      Views:
      54
  20. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    I need a template of creating a new contract in xml format, as the Mercenaries mod is made in sql format. The codes in the wikia is not complete, at least I can't find the template of <UnitPromotions> there.
     

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