TheLopez have not touch nothing of pyton because i dont know nothing about it. the only thing that i change was disable MAD in GO CE config and no city flip in Gstatsmen config. In single player goes all well.
ah, i still have mercenaries stand alone mode in the mods folder, shall i delate it
MERC config
[Mercenaries Mod]
; Set Game Turn Mercenary Creation to true if mercenary creation should happen during the
; onBeginGameTurn method, false if it should happen during the onBeginPlayerTurn method
; Default value is true
Game Turn Mercenary Creation = true
; Change this if you want to increase the min number of mercenaries that will be added
; to the global mercenary pool each turn.
; Default value is 1
Min Mercenary Creation Count = 1
; Change this if you want to increase the max number of mercenaries that will be added
; to the global mercenary pool each turn.
; Default value is 5
Max Mercenary Creation Count = 5
; Set this to true if the max player era should be used to create mercenaries, false if
; the player's era should be used to create the mercenaries. The player's era will only
; be used if Game Turn Mercenary Creation is also set to false. This setting will be
; ignored if Era Appropriate Mercenaries is set to false.
; Default value is true
Max Player Game Era = true
; Set this to true if era appropriate mercenaries should be created, false if mercenaries
; from any era should be created. WARNING: If set to false there could be time traveling
; mercenaries from future eras appearing in the Ancient Era.
; Default value is true
Era Appropriate Mercenaries = true
; Change this to the era that mercenaries should be available in the game. The era used
; to determine the starting point depends on the value of Max Player Game Era. If Max
; Player Game Era is set to true then the era used to determine the starting point will
; be the max era from the active players in the game. If Max Player Game Era is set to
; false then the starting point will be the current era of the player during the
; onBeginPlayerTurn method call.
; Default value is ERA_ANCIENT
Starting Era = ERA_ANCIENT
; Set Display Mercenary Manager On Begin Player Turn to true if the "Mercenary Manager"
; screen should be displayed at the beginning of every player turn.
; Default value is false
Display Mercenary Manager On Begin Player Turn = false
; Change this to increase or decrease the chance that a mercenary will get a promotion.
; The default value of 10 means that the mercenary has a 10% chance of getting one of
; their promotions.
; Default value is 10
Mercenary Promotion Chance = 10
; Change this to true to give mercenaries the prereq promotions when it is set to true
; and the mercenary is given a promotion with unmet prereqs. Mercenaries that can have
; combat 1 - 5 and were given combat 5 would automaticallly be given combat 1-4 if the
; value is set to true. WARNING: Setting this value to true will cause hire and
; maintenance costs to go up for mercenaries.
; Default value is true
Backfill Prereq Promotions = true
; Change this to either increase or decrease mercenary hiring costs. For example if
; mercenaries should cost 50% less then the value should be set to 0.5. If mercenaries
; should cost 50% more then the value should be set to 1.5.
; Default value is 0.8
Hire Cost Modifier = 0.8
; Change this to either increase or decrease mercenary maintenace costs. For example if
; mercenary maintenace should cost 50% less then the value should be set to 0.5. If
; mercenary maintenace should cost 50% more then the value should be set to 1.5.
; Default value is 1.0
Maintenance Cost Modifier = 1.0
; Change this to change the location where mercenaries should be placed when hired by
; players. Currently there are 3 static possible options plus one dynamic option. The
; three static options are:
; - Capital City
; - Civilization Edge
; - Random
; The "Civilization Edge" option will place hired mercenaries in the farthest city
; from the players capital city. The last possible value for the mercenary starting
; location is a comma separated list of building types. When set mercenaries will only
; start in a city with one or more of the specified buildings. The more buildings in
; the city, the bigger the chance that the mercenary will be placed there when they
; are hired by the player. An example of such a list is:
; BUILDING_PALACE,BUILDING_CASTLE,BUILDING_BARRACKS. When the mercenary starting
; location is set to this value then the starting location for hired mercenaries will
; be a random city containing one of the buildings specified. If a city cannot is not
; found with any of those buildings then the mercenary will be placed in a random
; city.
; Default value is Civilization Edge
Mercenary Starting Location = Civilization Edge
; Change this to true if hiring mercenaries should only be allowed if one or more of
; a player's civilization contains one or more of the buildings specified in the
; "Mercenary Starting Location" option. Oh did I forget to mention, if the "Mercenary
; Starting Location" option isn't set to a list of buildings players won't be able to
; hire any mercenaries.
; Default value is false
Require Starting Location Contain Buildings = false
; Change this to false to allow contracting out units outside of cities.
; Default value is true
Require City Unit Contract Creation = true
; Change this to increase or decrease the minimum number of promotions each mercenary
; should have when initially added to the global mercenary pool by the game.
; Default value is 1
Minimum Starting Mercenary Promotion Count = 1
; Change this number to increase or decrease the ratio between the number of
; mercenaries and units in the game. For instance setting the value to 10 means that
; there will be 10 mercenaries available in the game for every 100 units (a 1:10
; ratio). Setting the value to 4 means that there will be 4 mercenaries available in
; the game for every 100 units (a 1:25 ratio).
; Default value is 10
Ratio Mercenaries To Regulars = 10
; The max size of the global mercenary pool. No more mercenaries will be added by the
; game to the pool if the max number is reached. This feature does not disable the
; fire mercenary feature. This variable is used to control the load time for the
; "Mercenary Manager" screen.
; Default valus is 100
Max Global Mercenary Pool Size = 100
; Change this to false if mercenaries should be removed from the global mercenary pool
; at the beginning of the game turn. When set to true a number of mercenaries will
; wander away from the global mercenary pool. This is another variable used to control
; the load time for the "Mercenary Manager" screen.
; Default valus is true
Wanderlust Mercenaries = true
; Change this to increase the max number of mercenaries that may wander away from the
; global mercenary pool.
; Default valus is 3
Wanderlust Mercenaries Maximum = 3
; Change this to true if mercenary moves should be consumed when they are hired and
; added to the game.
; Default value is true
Consume Mercenary Moves On Hire = true
; Change this to true to delay the placement of hired mercenaries in player's cities
; by the amount indicated in "Mercenary Placement Delay Amount". The value set to
; "Consume Mercenary Moves On Hire" will be treated as if set to false if "Delay
; Mercenary Placement" is set to true.
; Default value is true
Delay Mercenary Placement = true
; Change this to increase or decrease the time that will be used to delay the placement
; of hired mercenaries.
; Default value is 3
Mercenary Placement Delay Amount = 3
; Change this to true if unit moves should be consumed when they return from being
; contracted out as mercenaries
; Default value is true
Consume Unit Moves On Return = true
; Change this to true to delay the return of contracted out units to player's cities
; by the amount indicated in "Unit Return Delay Amount". The value set to "Consume Unit
; Moves On Return" will be treated as if set to false if "Delay Mercenary Placement" is
; set to true.
; Default value is true
Delay Unit Return = true
; Change this to increase or decrease the time that will be used to delay the return
; of units contracted out as mercenaries.
; Default value is 3
Unit Return Delay Amount = 3
; Change this to false to supress the mercenary messages.
; Default value is true
Display Mercenary Messages = true
; Add any units that you don't want to have generated as a mercenary below. Basically
; use the unit type description. Here are some examples:
;UNIT_WARRIOR = true
;UNIT_GREEK_PHALANX = true
;UNIT_MONGOL_KESHIK = true
;UNIT_CHARIOT = true
;UNIT_HORSE_ARCHER = true
;UNIT_MALI_SKIRMISHER = true
;UNIT_PERSIA_IMMORTAL = true
;UNIT_ARCHER = true
;UNIT_SCOUT = true
UNIT_SNIPER = true
UNIT_MODERN_SNIPER = true
; If the ; was removed for all of the unit type descriptions then those units would
; not be created as mercenaries.
; Add any of the promotions you below that shouldn't be given to mercenaries when
; they are generated. Basically use the promotion type descriptions. Here are some
; examples:
;PROMOTION_COMBAT1 = true
;PROMOTION_COMBAT2 = true
;PROMOTION_COMBAT3 = true
;PROMOTION_COMBAT4 = true
;PROMOTION_COMBAT5 = true
PROMOTION_SNIPER = true
PROMOTION_LINE_OF_SIGHT = true
PROMOTION_MORAL1 = true
PROMOTION_MORAL2 = true
PROMOTION_MORAL3 = true
PROMOTION_AIM1 = true
PROMOTION_AIM2 = true
PROMOTION_AIM3 = true
PROMOTION_AIM4 = true
PROMOTION_AIM5 = true
PROMOTION_FATAL_SHOT1 = true
PROMOTION_FATAL_SHOT2 = true
PROMOTION_FATAL_SHOT3 = true
PROMOTION_OBFUSCATION1 = true
PROMOTION_OBFUSCATION2 = true
PROMOTION_OBFUSCATION3 = true
; If the ; was removed for all of the promotion type descriptions then those
; promotions would not be given to mercenaries at all.
ah, i still have mercenaries stand alone mode in the mods folder, shall i delate it
MERC config
[Mercenaries Mod]
; Set Game Turn Mercenary Creation to true if mercenary creation should happen during the
; onBeginGameTurn method, false if it should happen during the onBeginPlayerTurn method
; Default value is true
Game Turn Mercenary Creation = true
; Change this if you want to increase the min number of mercenaries that will be added
; to the global mercenary pool each turn.
; Default value is 1
Min Mercenary Creation Count = 1
; Change this if you want to increase the max number of mercenaries that will be added
; to the global mercenary pool each turn.
; Default value is 5
Max Mercenary Creation Count = 5
; Set this to true if the max player era should be used to create mercenaries, false if
; the player's era should be used to create the mercenaries. The player's era will only
; be used if Game Turn Mercenary Creation is also set to false. This setting will be
; ignored if Era Appropriate Mercenaries is set to false.
; Default value is true
Max Player Game Era = true
; Set this to true if era appropriate mercenaries should be created, false if mercenaries
; from any era should be created. WARNING: If set to false there could be time traveling
; mercenaries from future eras appearing in the Ancient Era.
; Default value is true
Era Appropriate Mercenaries = true
; Change this to the era that mercenaries should be available in the game. The era used
; to determine the starting point depends on the value of Max Player Game Era. If Max
; Player Game Era is set to true then the era used to determine the starting point will
; be the max era from the active players in the game. If Max Player Game Era is set to
; false then the starting point will be the current era of the player during the
; onBeginPlayerTurn method call.
; Default value is ERA_ANCIENT
Starting Era = ERA_ANCIENT
; Set Display Mercenary Manager On Begin Player Turn to true if the "Mercenary Manager"
; screen should be displayed at the beginning of every player turn.
; Default value is false
Display Mercenary Manager On Begin Player Turn = false
; Change this to increase or decrease the chance that a mercenary will get a promotion.
; The default value of 10 means that the mercenary has a 10% chance of getting one of
; their promotions.
; Default value is 10
Mercenary Promotion Chance = 10
; Change this to true to give mercenaries the prereq promotions when it is set to true
; and the mercenary is given a promotion with unmet prereqs. Mercenaries that can have
; combat 1 - 5 and were given combat 5 would automaticallly be given combat 1-4 if the
; value is set to true. WARNING: Setting this value to true will cause hire and
; maintenance costs to go up for mercenaries.
; Default value is true
Backfill Prereq Promotions = true
; Change this to either increase or decrease mercenary hiring costs. For example if
; mercenaries should cost 50% less then the value should be set to 0.5. If mercenaries
; should cost 50% more then the value should be set to 1.5.
; Default value is 0.8
Hire Cost Modifier = 0.8
; Change this to either increase or decrease mercenary maintenace costs. For example if
; mercenary maintenace should cost 50% less then the value should be set to 0.5. If
; mercenary maintenace should cost 50% more then the value should be set to 1.5.
; Default value is 1.0
Maintenance Cost Modifier = 1.0
; Change this to change the location where mercenaries should be placed when hired by
; players. Currently there are 3 static possible options plus one dynamic option. The
; three static options are:
; - Capital City
; - Civilization Edge
; - Random
; The "Civilization Edge" option will place hired mercenaries in the farthest city
; from the players capital city. The last possible value for the mercenary starting
; location is a comma separated list of building types. When set mercenaries will only
; start in a city with one or more of the specified buildings. The more buildings in
; the city, the bigger the chance that the mercenary will be placed there when they
; are hired by the player. An example of such a list is:
; BUILDING_PALACE,BUILDING_CASTLE,BUILDING_BARRACKS. When the mercenary starting
; location is set to this value then the starting location for hired mercenaries will
; be a random city containing one of the buildings specified. If a city cannot is not
; found with any of those buildings then the mercenary will be placed in a random
; city.
; Default value is Civilization Edge
Mercenary Starting Location = Civilization Edge
; Change this to true if hiring mercenaries should only be allowed if one or more of
; a player's civilization contains one or more of the buildings specified in the
; "Mercenary Starting Location" option. Oh did I forget to mention, if the "Mercenary
; Starting Location" option isn't set to a list of buildings players won't be able to
; hire any mercenaries.
; Default value is false
Require Starting Location Contain Buildings = false
; Change this to false to allow contracting out units outside of cities.
; Default value is true
Require City Unit Contract Creation = true
; Change this to increase or decrease the minimum number of promotions each mercenary
; should have when initially added to the global mercenary pool by the game.
; Default value is 1
Minimum Starting Mercenary Promotion Count = 1
; Change this number to increase or decrease the ratio between the number of
; mercenaries and units in the game. For instance setting the value to 10 means that
; there will be 10 mercenaries available in the game for every 100 units (a 1:10
; ratio). Setting the value to 4 means that there will be 4 mercenaries available in
; the game for every 100 units (a 1:25 ratio).
; Default value is 10
Ratio Mercenaries To Regulars = 10
; The max size of the global mercenary pool. No more mercenaries will be added by the
; game to the pool if the max number is reached. This feature does not disable the
; fire mercenary feature. This variable is used to control the load time for the
; "Mercenary Manager" screen.
; Default valus is 100
Max Global Mercenary Pool Size = 100
; Change this to false if mercenaries should be removed from the global mercenary pool
; at the beginning of the game turn. When set to true a number of mercenaries will
; wander away from the global mercenary pool. This is another variable used to control
; the load time for the "Mercenary Manager" screen.
; Default valus is true
Wanderlust Mercenaries = true
; Change this to increase the max number of mercenaries that may wander away from the
; global mercenary pool.
; Default valus is 3
Wanderlust Mercenaries Maximum = 3
; Change this to true if mercenary moves should be consumed when they are hired and
; added to the game.
; Default value is true
Consume Mercenary Moves On Hire = true
; Change this to true to delay the placement of hired mercenaries in player's cities
; by the amount indicated in "Mercenary Placement Delay Amount". The value set to
; "Consume Mercenary Moves On Hire" will be treated as if set to false if "Delay
; Mercenary Placement" is set to true.
; Default value is true
Delay Mercenary Placement = true
; Change this to increase or decrease the time that will be used to delay the placement
; of hired mercenaries.
; Default value is 3
Mercenary Placement Delay Amount = 3
; Change this to true if unit moves should be consumed when they return from being
; contracted out as mercenaries
; Default value is true
Consume Unit Moves On Return = true
; Change this to true to delay the return of contracted out units to player's cities
; by the amount indicated in "Unit Return Delay Amount". The value set to "Consume Unit
; Moves On Return" will be treated as if set to false if "Delay Mercenary Placement" is
; set to true.
; Default value is true
Delay Unit Return = true
; Change this to increase or decrease the time that will be used to delay the return
; of units contracted out as mercenaries.
; Default value is 3
Unit Return Delay Amount = 3
; Change this to false to supress the mercenary messages.
; Default value is true
Display Mercenary Messages = true
; Add any units that you don't want to have generated as a mercenary below. Basically
; use the unit type description. Here are some examples:
;UNIT_WARRIOR = true
;UNIT_GREEK_PHALANX = true
;UNIT_MONGOL_KESHIK = true
;UNIT_CHARIOT = true
;UNIT_HORSE_ARCHER = true
;UNIT_MALI_SKIRMISHER = true
;UNIT_PERSIA_IMMORTAL = true
;UNIT_ARCHER = true
;UNIT_SCOUT = true
UNIT_SNIPER = true
UNIT_MODERN_SNIPER = true
; If the ; was removed for all of the unit type descriptions then those units would
; not be created as mercenaries.
; Add any of the promotions you below that shouldn't be given to mercenaries when
; they are generated. Basically use the promotion type descriptions. Here are some
; examples:
;PROMOTION_COMBAT1 = true
;PROMOTION_COMBAT2 = true
;PROMOTION_COMBAT3 = true
;PROMOTION_COMBAT4 = true
;PROMOTION_COMBAT5 = true
PROMOTION_SNIPER = true
PROMOTION_LINE_OF_SIGHT = true
PROMOTION_MORAL1 = true
PROMOTION_MORAL2 = true
PROMOTION_MORAL3 = true
PROMOTION_AIM1 = true
PROMOTION_AIM2 = true
PROMOTION_AIM3 = true
PROMOTION_AIM4 = true
PROMOTION_AIM5 = true
PROMOTION_FATAL_SHOT1 = true
PROMOTION_FATAL_SHOT2 = true
PROMOTION_FATAL_SHOT3 = true
PROMOTION_OBFUSCATION1 = true
PROMOTION_OBFUSCATION2 = true
PROMOTION_OBFUSCATION3 = true
; If the ; was removed for all of the promotion type descriptions then those
; promotions would not be given to mercenaries at all.