Trading Units?

The factories stay. If you made the factories produce units, however, they would stop producing those units.

Edit: by produce, I mean auto-produce, per the Statue of Zeus.
Double Edit: and of course, no new factories could be built until the resources were available once more.
 
Yes thats what I have been told ok here is what my plans are...

I wanted a resouce called SAM Network so in order to have an operational SAM battery it requires SAM Network...This is for my mod BTW. But when I want to take out there SAM Batteries I want to beable to shut down there networks like in Operation Iraqi Freedom or how they did it in Operation Desert Storm were they bombed all of the Anti-Air network systems

That is why I wanted to know would it work?
 
I am pretty sure the only thing effected by lack of resources is auto-unit-production, so, no, I don't think that would work. If, on the other hand, you had a WONDER which created a SAM site for free in every city, and you captured the city with that wonder, every SAM site would disappear.
 
No I will stick with the resource because the Patriot Missile Launcher that I have will require it. BUT I could just say the enemy had stockpilled anti-air missiles and just go from there.
 
The one that come to me the quickest (not necessarily the most significant, but rather well known) is the hire of Hessians (germans) by the British during the revolutionary war. At least thats what i'll be using it for.

Mercenaries date back to the beginning of warfare. I don't know specific significant times, but i would imagine that most of mercenary hire would have took place back in ancient times. The definition on "mercenary" is debateable (from what i hear, it varies from dictionary to dictionary :p) but i think the most accepted definition is soldiers hired to fight for a country, paid by a master. As when to use them, like i said, ill probly be using a industrial era, german mercenary, but the choice is yours lol :p. any other input would help him im sure, im not really familiar with any significant uses of mercenary hire.
 
Most recorded use would probably fit in the (rather wide) Roman or Renaissance areas for Europe. I don't know about the East or even the Middle East, though.
 
well a worker changes apearance with eara.. any chance they can change stats.. so out merc's stay an important comodity?
 
Nope. The worker's appearance change is caused by an 'era-specific graphics' line in pediaicons.txt
On the bright side, I'm pretty sure you can make any unit have era-specific graphics. That might be a good mod, for 'obsolete' units; have them represented as crappy modern units in later eras.
Thus: lets say you have a bunch of longbowmen and you hit industrial. Oh no! What are longbowmen doing in industrial era? Well, just change their era graphics to resemble an exceptionally poor guerilla (like, not even with a beret!). 'Course, I couldn't guarantee this would work.
 
Any unit can have era-specific graphics. All you have to do is edit the periaicons text in two places, one to specify what icon to use in the build screen, the other to specify which animation to use.

I made a mercenary with 3 offense and 3 defense. Its animation changes through the ages from a Roman-style swordsman, to a Medieval swordsman, to a tribal rifleman, to a third world soldier. That way it's most potent in the ancient era, and gradually becomes less effective, just as mercenaries have faded from the scene in the real world.

I have also edited the graphics of several other units, like the Longbowman mentioned above. Of course, it's still called a Longbowman and has the same statistics even if it uses the graphics of a more modern unit.
 
I think as Paasky said, it would be most effective to make it ugradable into other units which are not tradable. Though I dont understand your second sencence :p lol. Once the technology that allows the unit it upgrades to has been discovered, there wont be much, if any trading of mercenaries anymore (unless you have a bunch of leftovers which your too lazy to upgrade....) unless i misunderstood you lol.

IMO using Era-specific unit graphics for military units is impracticle. As noted by Iron Beagle, the units name cannot change (or stats) with the change in graphic, and unless you find some really weird "Modern Longbowman" graphic... theres really no point.

The Idea of the mercenary "gradually becom[ing] less effective" is not really accurate... Mercenaries havent become any less effective, only less used throughout the world. The idea of haveing a mercenary in the modern age (...even the mid, or indust. age) with stats 3-3.... you get the idea, theres absolutely no point-and its quite inaccurate. I think your best bet is to pick one era to use the mercenary in and after that era, have it upgrade to some other non-tradeable unit.
 
Iron Beagle, Grm7584... era specific graphics are a great idea for non-upgrading units. Wish I'd thought of it. I just went through and path'ed all units to upgrade to something. I rationalized it as the upgrade cost is the re-training and equipment costs. For example, if a USMC unit were created during the WW2, and that same unit were still intact for the war in Iraq, the US Govenrment would have bought them new weapons, better body armor, and so on and trained them in how to use this equipment.
 
Corn Shucker said:
Though I dont understand your second sencence :p lol. Once the technology that allows the unit it upgrades to has been discovered, there wont be much, if any trading of mercenaries anymore (unless you have a bunch of leftovers which your too lazy to upgrade....) unless i misunderstood you lol.

Heh, I was a bit tired when I wrote that second sentence... I meant that if you buy an ancient (let's say Mercenary Hoplite) in the Industrial era, you'll have to upgrade it yourself to a better unit and have to pay more in that way.
 
One question, tho: When you trade a worker, it becomes a slave with different graphics and stats. How does this work, and does it affect your mercenary's stats?

This will not effect the mercenary's stats at all. I'm not exactly sure how it all works with the changeing of stats and graphics (think it has something to do with Pediaicons.txt).
 
The worker has meny #ANIMNAME_PRTO_Worker's, one for Ancient, Medieval, Industrial, Modern & Slave. And The stats halving only (thankfully) work for the worker speed (ie it makes it 0.5 for slaves). There are a few glitches in this, but it should work in a scenario.
 
Mercenaries where used extensively during the time after the Hundred Years War and up to around the Thirty Years War. 1500-1650ish i think.
 
Paasky said:
The worker has meny #ANIMNAME_PRTO_Worker's, one for Ancient, Medieval, Industrial, Modern & Slave. And The stats halving only (thankfully) work for the worker speed (ie it makes it 0.5 for slaves). There are a few glitches in this, but it should work in a scenario.
That's good to hear. This would probably work best in scenarios only, since in an epic mod the concept would only work right for one era. Still a great addition to gameplay tho. This is definitely going into my urban warfare scenario somehow.
 
Back
Top Bottom