[MODCOMP] Mercenaries Mod

What do you want the m-key activation key changed to?

The problem happens when one of the units you contract out dies when hired by someone else. I just need to make sure that the unit gets completely removed from the game...

I'll have to double check my test plan document to make sure I didn't forget to test that part of the mod...

Yes, I do have a complete test plan that I go through to make sure most if not all of the mod gets tested.
 
Sounds professionell! Software Developer?

I wonder why no one else mentioned this problem! Maybe the mercenaries die not that often :D.

Yeah, the m-key, hm. Don't now the whole short-Keys of Civ4, but Ctrl-M should be free. Wait, i took a look <ctrl-m> is used for music on/off. But <alt-m> seems not to be used (at least its not mentioned in the hand book or civilopedia).
 
I am a software architect for a big chip company.

alt-m it is, I'll make sure to point this out in the readme.
 
The contract out button in the main screen disappeared again after loading the saved game. But Im still able to contract out over the Mercenary Manager. And all lists are ok. So its not that bad, just peculiarly. Here are the logs and game saves.

And i have a funny screen shot (not about the bug). Look at the Mercenary Message!

Ciao.
 
Are you talking about loading one of your previous saved games or did you start a new game?
 
Its a new game.

And as you can see in the screen shot the barbarians hire my mercenary what is absolutly ok (if they have enough money ;)) but they do not arrive. It always says arrive next turn (i have 1 turn for transfer configured) in the mercenary manager.

EDIT:

Oops, i forget to mention that i combined it with the Trade Routes Mod (it changed only xml-files, but if want to load my save files there will be some errors i think).
 
It might be possible. I recently have been toying around with maybe releasing a composite mod that would include all of my components plus more... stay tuned.
 
Seems to be that Im a good tester for exceptional cases :D.

In the late game (1872) civ4 crashed. It created a dump file (847 MB :eek:, zipped 311 MB). If you have no download limitations and like to see that big thing i load it up. The logs and the autosaved game file bevor the crash is here.
 
The question is, did the game crash because of the mod? Also, I tracked down the previous issue you reported and should have a fix for it tonight.
 
DanoDavid said:
Seems to be that Im a good tester for exceptional cases :D.

In the late game (1872) civ4 crashed. It created a dump file (847 MB :eek:, zipped 311 MB). If you have no download limitations and like to see that big thing i load it up. The logs and the autosaved game file bevor the crash is here.

I tried to load the file and it crashes immediately without any good reason. I think it is crashing since I am not using your version of the merged mod.

EDIT: Also the file I got was no where near 311 megs. It is about 402KB.
 
Yeah, thats a good question.
But up to now Civ4 crashed only thru graphical overloads. In that cases civ4 didnt asked to make a dumpfile but simply shut down.

What me makes believe thats about your mod is that i had a large amount of mercenaries (contracted any unit out thats not up to date; more than 30 i think). Further the way it crashed: After ending my turn civ4 begins with his circling mouse cursor which shows civ4 is busy and didnt end to. After a few minutes i give it up and alt-tabbed the game and saw the dialog for the dump file.


But its your decision.
 
TheLopez said:
I tried to load the file and it crashes immediately without any good reason. I think it is crashing since I am not using your version of the merged mod.

EDIT: Also the file I got was no where near 311 megs. It is about 402KB.

The Trade Route Mod simply changes xml-files so you can simply copy it in the original mercenary mod.

I can upload the dump file if you explicitly ask for. This will take a hour!
 
DanoDavid said:
The Trade Route Mod simply changes xml-files so you can simply copy it in the original mercenary mod.

I can upload the dump file if you explicitly ask for. This will take a hour!

Nope, don't worry about it I figured out the problem. Basically, since when barbarians don't have a city the code breaks. To fix this for the time being barbarians will not be able to hire mercenaries.
 
TheLopez said:
Nope, don't worry about it I figured out the problem. Basically, since when barbarians don't have a city the code breaks. To fix this for the time being barbarians will not be able to hire mercenaries.

Unfortunately, however, inevitably.

And what mades the contract button disappearing?
 
Basically it is a internal core game engine issue. Talchas came up with a work-around to the problem in his action buttons code, unfortunately, I used one of his other mods that didn't have the fix. I will upload the fixed code when I get home in about 45min.
 
Hey TheLopez, I've incorped the Merc mod into a couple of my mods and I was wondering if there is a couple files from v5.3 that can just be c/ped into v5.2?

I recently have been toying around with maybe releasing a composite mod that would include all of my components plus more... stay tuned.

That.. would.. ROCK!!
 
If that is the case copy over the CvMercEventManager.py, MercenaryUtils folder and INI parser directory.

I am will probably release v0.5.4 today at some point, I have added in the read me file which files were touched for the release.
 
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