[MODCOMP] Mercenaries Mod

Wonder how this will work with my promotion mod and the random extra promotions.
 
Zuul said:
Wonder how this will work with my promotion mod and the random extra promotions.

Zuul, the mercenaries mod handles all promotions loaded in the game the same (except for the mercenary promotion that I added to the mod). I am merging the two mods right now to see what happens ... Well v0.72 of your mod and my mod ... my laptop right now doesn't have internet access. I'll let you know what I see.
 
Do you know a way to add new xml fields so I could add chance of getting a promotion in the promotion data? (instead of my ugly python chance list)
 
Zuul said:
Do you know a way to add new xml fields so I could add chance of getting a promotion in the promotion data? (instead of my ugly python chance list)

No, sorry. But here are the results of me merging your v0.72 code into the mercenaries mod ...
...

It works as expected. Only the promotions that should be given to units are given, the units are not given any of the stack aid promotions, etc.

Talk about seemless integration :D.

Anyways, I did have to modify your event manager code so it uses the generalized event manager code but that took a whole 5 mins to do.

EDIT: Like I had previously mentioned in some post, I tried to make this mod as flexible as possible so it will handle all units, era, promotions, etc. as if they had existed in the vanilla game originally, these results just prove that assertion :).
 
Ok, I have posted the merged version of the two mods: mercenaries mod and Zuul's Promotion and Perks mod in the first post. Please note that:

- this mod is not fully tested, it was just done to see how the two mods would interact
- Zuul's Promotion and Perks mod v0.72 was used
- Mercenaries Mod v0.5.2 was used

EDIT: No, this is not the start of a super/composite mod made by me. sorry, I have to many other things that I need to finish first.
 
this may seem very stupid but with pc's im kinda stupid.
i dont know how to install this mod.
unzipped the file but then i have to put it in 'civ4_install_folder\Mods\' folder where can i find this??
and after that : is that a special map where i can do steps 2 3 4 and 5?
 
When you installed using the default values then the civ4_install_folder is
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\. So you would need to unzip the file in the:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods folder.
What do you mean by: "is that a special map where i can do steps 2 3 4 and 5?"
 
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\. So you would need to unzip the file in the:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods folder.

this has been done (thought u meant something else with explanation). can i play the mod now when i load the mod in civ4 (cant try, my game is at home im in another city (student)) or do i have to change things like u say in step 2-5?
 
You can load the mod through the advanced options in the main menu screen. Or you can change the mod through the CivilizationIV.ini configuration file. Then start a game like normal.
 
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.

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...

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?


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...)

Ah well, anyways keep up your great work :goodjob:

j
 
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 :D. 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 :goodjob:
j

Thanks, I hope I answered your questions.
 
J_Period said:
do'oh! thatll teach me to read more carefully, how did I miss EVERYTHING? :P

Let me know if you need any more help with this and KEEP THE IDEAS FLOWING. Please post them, even if you think that they might be simplistic or stupid. What might sound simplistic or stupid to you might actually be a very good idea that isn't 100% fleshed out. By putting those here it will allow us to flesh them out :D.

I will try to integrate them as I can in the next release if they make sense.
 
Let me know if you need any more help with this and KEEP THE IDEAS FLOWING. Please post them, even if you think that they might be simplistic or stupid. What might sound simplistic or stupid to you might actually be a very good idea that isn't 100% fleshed out. By putting those here it will allow us to flesh them out .

Aight since you said I could... :D
How about slightly modifying the random name generator so that it generates names based on unitclass or unittype of the merc? Like "Joeboy John's Swordsmen" or "Duke Hazzardus' Eagleyes." Because, it's not just one person you're hiring, its a full unit. (esp with the formations mod applied :D)

Each unit could have it's own list of names, so the basic format could be:
Firstname + Lastname + Unitdescription

What do you think?
 
J_Period said:
Aight since you said I could... :D
How about slightly modifying the random name generator so that it generates names based on unitclass or unittype of the merc? Like "Joeboy John's Swordsmen" or "Duke Hazzardus' Eagleyes." Because, it's not just one person you're hiring, its a full unit. (esp with the formations mod applied :D)

Each unit could have it's own list of names, so the basic format could be:
Firstname + Lastname + Unitdescription

What do you think?

I think its a very very good idea ;) but well, i am supporting the warhammer mod and this is reminding me at the dogs of war (or even at the awesome old Dark Omen /Shadow of the horned Rat Games)
 
Each unit could have it's own list of names, so the basic format could be:
Firstname + Lastname + Unitdescription

What do you think?

I like it.


I just finished combining this mod and the unit stats mod. I'm going to then add another naming option to this combo and I think I will add this to it as well.
 
Nexushyper said:
I like it.


I just finished combining this mod and the unit stats mod. I'm going to then add another naming option to this combo and I think I will add this to it as well.

If you do that, I might just have to add the combo to my Warhammer mod ;) I was planning on adding the unit stats anyway and I already put in the mercs mod...
 
Back
Top Bottom