JFD
Kathigitarkh
Mercenaries updated to v3:
100/238/150 turns between three auto-run games. No crashes. No errors. So the mod seems pretty stable (Aztecs took out some Hwacha, Huns took out 7 contracts
)
- Added the option to turn off the changes to the Mercenary Army policy (good for mods that completely remove it), as well as to disable Jiayuguan Fort.
- Fixed an issue with EUI and tech tree support. On that note, added a 'Technologies_JFD_MiscEffects' table in order to better support adding those 'star' icons to the tech tree (they were otherwise hardcoded).
- Added the following new contracts: Janissaries, Outlaws, Wild Geese, Fortit Industries (thanks Kesler!), and Outer Heaven.
- Added the following new contracts which may be disabled in the user settings (as they offer uniquely Mercenary units outside the standard line, which I don't like): Black Riders and Varangian Guard. (I'll possibly add the Doppelsoldner and Swiss Guard in the future, once HRE and Papal States have been updated) (thanks to Zwei883 for doing all the work for the Black Riders, which I just incorporated, and, of course, thanks to Jan for the artwork).
- With CBP, Mercenary Contracts is no longer deleted (reduces CTDs).
- Fixed an issue where the White Company, unlocked at the Renaissance, was obsoleting at the Medieval Era... Also fixed an issue where they were 2 stars instead of 5.
- Significantly reduced the gold and faith costs of taking out Merc. Contracts. Thanks to Jan for the feedback! Let me know if it's too much/still not enough.
- Reduced the rating of the Hetairea from 4 to 3, in order to differentiate more from the Varangian (both share the near Capital bonus - though Varangian's is stronger).
- Fixed an issue where Mercenary Contracts were not being created if you began the game with Merc. Contracts already unlocked.
- Fixed an error where the 'Extended Contract' notification would display how many turns the extension was for (10 on standard), instead of how many turns total was left for the Contract.
- Fixed an issue where with E&D the Persian Cataphract would show up as 'Create the Savaran Cavalry' - dunno why this unit needed to be a unique unitclass, but whatevs.
- Because the AI doesn't pay maintenance (user setting) on their contracts, I've upped the cost of their Contracts a bit. Huns were getting a bit out of hand... But please let me know how things go (you won't, but whatever).
- Sons of Mars contract now costs Gold, as I don't think there's anyway I can make it cheap enough Faith-wise that early.
100/238/150 turns between three auto-run games. No crashes. No errors. So the mod seems pretty stable (Aztecs took out some Hwacha, Huns took out 7 contracts
