[MODCOM] Mercenaries Mod - Teaser Pic

*big thumbs up for the merc interface*
Will definitely play-test once the beta gets released! :)
 
spincrus said:
Wow, really sweet. I'm supporting you completely on this one. Can the AI use it too?
Roetghoer said:
looks great, would AI be able to use it as well?

Yes, but that will require some extra Python coding on my part. :D
 
Darkhour said:
Great stuff Lopez... if you can pull off the AI use then you're on a winner.. i thought of modding mercs but much more simpler :)

That is the next task on my to do list for the Mercenaries Mod. Right now I am optimizing some code in the mod that has been slowing down the game :mad: and nobody likes a slow game.
 
The FfH team have had some interesting ideas about mercs and bounty hunters (see pages 162 and 163 of their thread), like the units turning barbarian if you can't pay up
 
kevjm said:
The FfH team have had some interesting ideas about mercs and bounty hunters (see pages 162 and 163 of their thread), like the units turning barbarian if you can't pay up

I know that this doesn't necessarly address the statement above but it is worth mentioning since he brought up FfH

I have taken mods like FfH into account when designing the Mercenaries Mod. Basically, there is no hardcoding of era and unit information. The mod will basically see the loaded unit and era information and use it. So in a mod like FfH it will see all of the new units introduced by Kael and use them as if they were units from the vanilla game. :D
 
wonderfull. absolutely wonderfull. if u need some reskins for new cool mercs, i am willing to do so, just tell me ;)
 
seZereth said:
wonderfull. absolutely wonderfull. if u need some reskins for new cool mercs, i am willing to do so, just tell me ;)

Thanks for the offer seZereth, but like I mentioned the Mercenaries Mod uses the units loaded in the game. So in the case of FfH, all of the new units introduced there would be used.

But if you are offering to reskin... I do need new skins for the Great Doctor and Great Statesman. Would you be willing to do new skills for those?
 
Thanks for the offer seZereth, but like I mentioned the Mercenaries Mod uses the units loaded in the game. So in the case of FfH, all of the new units introduced there would be used.

Nice, so it is more of a mod component than an actual mod of its own ;) perhaps i can use it for my Warlords Mod, that could be what i was looking for.

But if you are offering to reskin... I do need new skins for the Great Doctor and Great Statesman. Would you be willing to do new skills for those?

will download them and have a look what i can do with them ;)
 
TheLopez said:
I know that this doesn't necessarly address the statement above but it is worth mentioning since he brought up FfH

I have taken mods like FfH into account when designing the Mercenaries Mod. Basically, there is no hardcoding of era and unit information. The mod will basically see the loaded unit and era information and use it. So in a mod like FfH it will see all of the new units introduced by Kael and use them as if they were units from the vanilla game. :D

What about heroes, religious and summoned units?
 
Deathling said:
What about heroes, religious and summoned units?

That question seems a little unfair, seeing as this mod hasn't even been released and isn't designed for any mod in particular (as far as I know)
 
kevjm said:
That question seems a little unfair, seeing as this mod hasn't even been released and isn't designed for any mod in particular (as far as I know)

Only pointing out it might not work with FfH.
 
whats so amazing about ur lil teaser? mostly just renaimed stuff... realy impresive :king:
 
o nm... the second shot looks intresting, get some new units and u got agood deal * i mean real new units, no rip offs from old ones using thear skins*
 
Deathling said:
Only pointing out it might not work with FfH.

Once I get the final features of the Mercenaries Mod implemented and tested for the first release will integrate it into FfH to see the results.

From there I will see if I need to add more flexability to allow the mod makers to specify which individual units should not be added to the game as mercenaries.

Deathling, I am wondering if your concern is due to some of the summoning spells? Or the spells like fireball?
 
TheLopez said:
Once I get the final features of the Mercenaries Mod implemented and tested for the first release will integrate it into FfH to see the results.

From there I will see if I need to add more flexability to allow the mod makers to specify which individual units should not be added to the game as mercenaries.

Deathling, I am wondering if your concern is due to some of the summoning spells? Or the spells like fireball?

Well, both it wouldn't make sense to hire the Mithril Golem or a fireball...
 
Deathling said:
Well, both it wouldn't make sense to higher the Mithril Golem or a fireball...

Ok, that's what I thought, Then I think I will probably add the ability to specify individual units that shouldn't be added as mercenaries.

Thanks for pointing this issue out so clearly :goodjob:.
 
I just noticed on the first screenie that you're losing 225 gold per turn...Are mercenaries really going to be that expensive? (I assume you haven't optimized maintenance prices yet...)
 
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