[MODCOMP] Mercenaries Mod

Yes, there will be on/off options for almost every component.
 
Nice mod. I like the idea.

However, I have a problem. I was hiring out some units due to a surplus of units and the fact that I was losing money keeping my science rate high. Turns out Victoria and Monty decided to have a war. Victoria hired out one of my axemen. Victoria started losing the war and eventually lost her last city. My axeman wasn't lost in combat, but still shows up on the merc screen as being hired by Victoria. I can't get him back from "Victoria," and I'm still getting paid for him. The screen still says "one year until arrival" or something like that. Except it's now been over twenty turns since Victoria died.

Also, some of the mercs start out pretty powerful. 10 turns into the game, the screen showed a level 8.

Other than that, the mod is extremely enjoyable.
 
saleg37 said:
Nice mod. I like the idea.

However, I have a problem. I was hiring out some units due to a surplus of units and the fact that I was losing money keeping my science rate high. Turns out Victoria and Monty decided to have a war. Victoria hired out one of my axemen. Victoria started losing the war and eventually lost her last city. My axeman wasn't lost in combat, but still shows up on the merc screen as being hired by Victoria. I can't get him back from "Victoria," and I'm still getting paid for him. The screen still says "one year until arrival" or something like that. Except it's now been over twenty turns since Victoria died.
And you're complaining about this bug? :p I'll add it to the enhancement/fix list.

saleg37 said:
Also, some of the mercs start out pretty powerful. 10 turns into the game, the screen showed a level 8.
Yep, that's how its supposed to work.

saleg37 said:
Other than that, the mod is extremely enjoyable.
Thanks!!!
 
The mod is great!!!))) I russificate the text of this mod, if you want I may send you.
 
Thanks PSYX. That would be great if you translated the mod text to Russian!!!
 
It is possible to delete the limit of the 18 civilizations?
And some questions for mod:
1. Can you compose this mod and MADNukesModv0.1.1?
2. And can you add the "attitude_civs" (CvMainInterface)?

I has found some bugs

I send you a Private Message with more info of my ideas;)))
 
PSYX said:
It is possible to delete the limit of the 18 civilizations?
Not it is not possible to get rid of the 18 civilization at this time. It is a bug in the core Civilization 4 code that we do not have access to.

PSYX said:
And some questions for mod:
1. Can you compose this mod and MADNukesModv0.1.1?

2. And can you add the "attitude_civs" (CvMainInterface)?
No to both questions. I don't want to merge anything into the core mercenaries mod release. I am planning to include all three of those mods in my Great Options mod...
 
Is there a way to make the mercenaries to have Nationalities and once you fire the mercenaries do they reaper for hire or do (or could they if they do not,)they go into the city if you fire them there that is.
 
Slavic Sioux said:
Is there a way to make the mercenaries to have Nationalities and once you fire the mercenaries do they reaper for hire or do (or could they if they do not,)they go into the city if you fire them there that is.

Mercenaries have nationalities when they are hired out by the AI and by players, the generated mercenaries do not have nationalities.

When generated mercenaries are fired they go back into the global mercenary pool.
 
How comes the next version? Has a feature list been developed for it?
 
Ploeperpengel said:
Would it be possible to have the mercmod implemented inactive in a mod and get started by a tech- i.e. currency?
Yep, it shouldn't be too hard Ploep.
 
Does the AI ever buy mercenaries? And in what cases does it do so?
 
Fachy said:
Does the AI ever buy mercenaries? And in what cases does it do so?

There is a very complex difference engine that the AI uses to determine if they need to hire a mercenary or not. In its finite state machine the AI uses its relations between itself and the other players in the game, how much money it has, how powerful it is, etc. to make the final decision if it should hire a mercenary.
 
TheLopez said:
There is a very complex difference engine that the AI uses to determine if they need to hire a mercenary or not. In its finite state machine the AI uses its relations between itself and the other players in the game, how much money it has, how powerful it is, etc. to make the final decision if it should hire a mercenary.

When I asked Sevo if he might be incorporating your mod into his SevoMod, he said that the AI didn't use Mercenaries properly.
 
zulu9812 said:
When I asked Sevo if he might be incorporating your mod into his SevoMod, he said that the AI didn't use Mercenaries properly.
You are correct, they currently do not hire out units as mercenaries themselves.
 
TheLopez said:
You are correct, they currently do not hire out units as mercenaries themselves.

But they will hire mercenaries from the pool?
 
zulu9812 said:
But they will hire mercenaries from the pool?
Yes, they will.
 
I'm totally lost! Do they hire mercenaries or not??
 
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