[MODCOMP] Mercenaries Mod

Ohhhh.. one of my favorite parts of the patch coming out. Once TheLopez has certified this mod on 1.61 I can roll it into FfH!
 
Last pre v1.61 patch update.
 
Thanks. Now as for the v1.61 version of the merc. mod... it should be ready in a couple of days :).
 
Updated to be compatible with the v1.61 patch.
 
TheLopez said:
Updated to be compatible with the v1.61 patch.

Woohoo! Runs great!
 
Hi TheLopez

Is there any critical difference betwen Mod = Mods\Mercenaries Mod, or the normal ( no config.ini change) LOAD a Mode.
Apparently i dont see any difference ingame but....

ah, now all the buttons are showed:)
 
So there isn't any problem right?
 
right:)

Another thing, if i want only UU avaiable i have to write all the units types and say - false - for the generic...
that takes me to another idea mercenaries (UU units for planned use) and auxilares ( generic units for emergency use, like draft diferent units, diferrents %s). Any chance implement that.

And another thing, i have donwload Paasky ww2 scenario and the idea of resistor is great, can this be made in a MODCOMP, can it presuad you.... :)

Sorry im boring you, but the mercenaries mod is realy great and enthusiast. great job
 
Portus said:
right:)

Another thing, if i want only UU avaiable i have to write all the units types and say - false - for the generic...
Yep, that is correct. I did it this way since it was more likely that people would want to exclude only a small amount of units.

Portus said:
that takes me to another idea mercenaries (UU units for planned use) and auxilares ( generic units for emergency use, like draft diferent units, diferrents %s). Any chance implement that.
Do you mean making mercenary unique units? I guess I don't understand what you are talking about here.

Portus said:
And another thing, i have donwload Paasky ww2 scenario and the idea of resistor is great, can this be made in a MODCOMP, can it presuad you.... :)
You might want to ask Paasky to turn it into a modcomp. If that doesn't work then send me a PM, let me know and I'll add it to my todo list.

Portus said:
Sorry im boring you, but the mercenaries mod is realy great and enthusiast. great job
No, you are not boring me. I appreciate all feedback, no matter how big or small, it is all valuable to me.
 
TheLopez said:
Do you mean making mercenary unique units? I guess I don't understand what you are talking about here.

well maybe you refening in "Future features" that idea, when you talk in groups.
I was thinking distinguish Mercenaries for UU units (special units), like for example the Carthagians in their army, and Auxiliars to the generic units,like the Romans with latin peoples, i.e. 2 individual attributes for cost, maintenance and promotions,for 2 distint groups, in that case one for the UUs and another for generic. :)
that way i can set hight % for ones and low% for others

edit
TheLopez said:
Yep, that is correct. I did it this way since it was more likely that people would want to exclude only a small amount of units. .

Im affraid it is not working, i have set some generic units false ( worrior, archer, chariot, but i still have them to contract, and the AI have contract out some of that units building for me
 
Portus said:
Im affraid it is not working, i have set some generic units false ( worrior, archer, chariot, but i still have them to contract, and the AI have contract out some of that units building for me
Sorry, you need to set it to true, not false if you don't want those units to be available as mercenaries.
 
Can you please post your "Mercenaries Mod Config.ini" file please?
 
for ya

[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 = 0.5

; 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 = 0.1

; 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 = false
;UNIT_MONGOL_KESHIK = false
;UNIT_CHARIOT = true
;UNIT_HORSE_ARCHER = true
;UNIT_MALI_SKIRMISHER = false
;UNIT_PERSIA_IMMORTAL = false
;UNIT_ARCHER = true
;UNIT_SCOUT = true
; If the ; was removed for all of the unit type descriptions then those units would
; not be created as mercenaries.

Iv try remove the ; and adress your mode in civconfig.ini too
 
Ah, ok, I see the problem... try this:

Code:
[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 = 0.5

; 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 = 0.1

; 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 = false
;UNIT_MONGOL_KESHIK = false
;UNIT_CHARIOT = true
UNIT_HORSE_ARCHER = true
;UNIT_MALI_SKIRMISHER = false
;UNIT_PERSIA_IMMORTAL = false
UNIT_ARCHER = true
UNIT_SCOUT = true
; If the ; was removed for all of the unit type descriptions then those units would
; not be created as mercenaries.
Basically, you didn't remove the ; for the units you didn't want generated as mercenaries. Now warriors, archers, horse archers and scouts will not be available as mercenaries.
 
hehe it work:)
I belive its necessary made the 2 adjusts for units you dont want as mercenaries, remove( ; )and set to "true"

tank you
 
Ok, where do I start? I am angry at you! grrrr! frown! bang fist on desk!
You are causing me to not sleep! hehe.

I am not very good at this game. I use this mod, and for some reason the other computers cannot seem to keep up with me tech wise (I think they are spending some of their money on the mercs, or must be saving up to buy one, or must be cheating and buying one off the bat though they would not have the gold). I love having the ability to use multiple UU's, really is cool! There might be some issues though. At the next turn when I check the Merc Screen, they cost sooooo much. Every now and then there will be a merc that cost really low with a zero upkeep (these are mercs that start at level zero). I have noticed that over the ages the minimum upkeep costs seem to advance by 1 increment.
Is there a setting that I can tell it to always have upkeep costs be greater than zero?
Is there a setting that I can tell it to always make a unit level to always be greater than zero?
Is there a setting that I can tell it to sort by hire costs?
Is there a setting that I can tell it to sort by upkeep costs?
Is there a setting that I can tell it to sort merc type?
In your configuration you can change a setting equal to true which will cause the merc screen to show up at the start of every turn.
Is there a setting that I can tell it to show up at the start of next turn if condition X, Y, or Z is met?

This is just killing me now. I am having to constantly scroll up and down looking for cheap mercs, or ones that I am interested in. (I do this EVERY turn for fear I will miss someone!) Maybe a hide this merc permanently checkbox or something. At the start of the game some of these units will never be affordable at level 7 Axeman, by the time I can hire him, I will instead hire a Maceman.

I am guessing that as I learn new technology, that new mercs then become enabled. It has really become useful to hire a merc that I cannot create since I lack horses. Do these same mercs become enabled for all computers too? (Maybe I should not spend 100% on science at times so they do not benefit from me)

Ok now for the biggie. I now refuse to play without this mod of yours. But I want to try your Sniper mod. I cannot seem to find a place that tells a simpleton like me how to merge the two. Can I cut and paste with notepad?

Ok you created this mess I am in, now fix it. just kidding!

Now I will have to keep checking this board for a reply! Guess I will never sleep now! hehe

your mind numbed robot awaiting your next command.
 
Shownuff! said:
Is there a setting that I can tell it to always have upkeep costs be greater than zero?
No, not really but you can tinker with the "Maintenance Cost Modifier" or "Mercenary Promotion Chance" configuration options. Maybe set the "Mercenary Promotion Chance" to 30 or 40.

Shownuff! said:
Is there a setting that I can tell it to always make a unit level to always be greater than zero?
No, not really but you can tinker with the "Maintenance Cost Modifier" or "Mercenary Promotion Chance" configuration options. Maybe set the "Mercenary Promotion Chance" to 30 or 40.

Shownuff! said:
Is there a setting that I can tell it to sort by hire costs?
Is there a setting that I can tell it to sort by upkeep costs?
Is there a setting that I can tell it to sort merc type?
No to all of these, I'll add them to my future features list.

Shownuff! said:
In your configuration you can change a setting equal to true which will cause the merc screen to show up at the start of every turn.
Is there a setting that I can tell it to show up at the start of next turn if condition X, Y, or Z is met?
No, but what are the X, Y and Z conditions that you are talking about?

Shownuff! said:
This is just killing me now. I am having to constantly scroll up and down looking for cheap mercs, or ones that I am interested in. (I do this EVERY turn for fear I will miss someone!) Maybe a hide this merc permanently checkbox or something. At the start of the game some of these units will never be affordable at level 7 Axeman, by the time I can hire him, I will instead hire a Maceman.
Well you can always use the configuration options to make hiring mercenaries cheaper if you want.

Shownuff! said:
I am guessing that as I learn new technology, that new mercs then become enabled. It has really become useful to hire a merc that I cannot create since I lack horses. Do these same mercs become enabled for all computers too? (Maybe I should not spend 100% on science at times so they do not benefit from me)
Yes, the mercenary pool is global... for the time being.

Shownuff! said:
Ok now for the biggie. I now refuse to play without this mod of yours. But I want to try your Sniper mod. I cannot seem to find a place that tells a simpleton like me how to merge the two. Can I cut and paste with notepad?
Not to worry, I am currently working on a composite mod that will include most if not all of my mod components: the Great Options Mod!!!

I am making great progress on it and the first version of it should be out to testers next week... maybe.
 
Hi
Im waiting so far for that complilation.

Will we have an option to turn "on/off" each component?...
.
 
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