J_Period said:
I'm integrating your mercenaries and great generals mods into my Warhammer mod and I'm having a coupla problems and I was wondering if you could help me out.
Sure, I'll help, but that does not guarantee that I'll be helpful

. One thing though, I am about to release a slew of updates that includes an update to the Great General Amped mod. Basically I am adding Dr. Elmer's custom event manager as part of the update.
J_Period said:
1st is (more like a bug report) My mercenary units are getting promotions they shouldn't! Well, kinda... I made a set of promotions that have a prerequesite that no one can get, and my mercenaries are getting the prerequesite randomly as well as those promotions. I assume how your code works is that if the units randomly get a promotion, they automatically get the prerequisite, which is what's causing this. I don't know how to fix it though, so I'll leave that to you...
All you need to do is change the "Backfill Prereq Promotions" variable in the "Mercenaries Mod Config.ini" file to false.
J_Period said:
2nd) Because the Generals mod and the Mercenaries mod uses 2 different event handlers (CvCustomEventManager.py and CvGSEventManager.py), I can use the python scripts from only one or the other. Is there a way to load both?
Yes, but as stated before you will need to wait till I finish updating the Great General Amped mod. Basically it will require updating one line in the CvCustomEventManager.py file in the __init__ method to integrate the two mod, python wise that is.
J_Period said:
and finally a suggestion for future versions of the mod:
It might be neat if there was a different prereq for hiring out mercenaries and buying mercenaries. Like, you can buy a mercenary if you have a pub, but you can only hire out mercenaries if you have a warrior's hall or something.
(okey I'll admit this is a totally selfish request because I'm trying to make it in my mod so that only certain civs can hire out units...)
This feature is already available in the current release of the mercs mod.
Again, you need to customize the "Mercenaries Mod Config.ini" file. First, let me restate what you are asking for: Lets say that you have added to the mod a pub and a warrior's hall, (BUILDING_PUB and BUILDING_WARRIORS_HALL), and you wanted to require that any player in the game have at least one or more of these in one or more of their cities to hire mercenaries. Is this what you are asking for? If it is then what you need to do is change the "Mercenary Starting Location" variable so it looks like:
Code:
Mercenary Starting Location = BUILDING_PUB,BUILDING_WARRIORS_HALL
This will make it so the only cities that mercenaries appear at will be those with either of those buildings. Mercenaries have a bigger chance of appearing in cities with both a pub and a warrior's hall. If no cities have either of the buildings then they will start in a random city, I think I might change this to be configurable, but for right now it is a random city.
Next to require that any player in the game have at least one or more of these in one or more of their cities to hire mercenaries you need to change the "Require Starting Location Contain Buildings" to true. And presto, players will only be able to hire mercenaries if they have at least one city with either a pub, warrior's hall or both.
J_Period said:
Ah well, anyways keep up your great work
j
Thanks, I hope I answered your questions.