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Thread: Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

  1. #1
    TuCoT's Avatar Biarchus
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    Default Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

    CHANGING EXISTING MERCENARY UNITS & ADDING NEW AND CUSTOM MERCENARY UNITS TO MERCENARY POOLS

    Hi friends. While I'm experimenting mercenary system in Rome II for my mod, I've noticed modifying "mercenary_unit_groups" table doesn't work (crash at startup) and actually only editing startpos.esf is enough to adding new mercenary units.

    !! First, always make a backup of your files before editing them !!

    1- Choose a unit (vanilla or your custom unit, naming mercenary units like "Mer_Cel_Southern_Swords" is optional but recommended). For example, we choose "Mer_Cel_Naked_Spearmen" custom unit.

    2- Open "startpos.esf" with ESF Editor.

    3- There are 2 types of mercenary units in the game: provincial mercenary units and factional mercenary units. Provincial mercenary units are available all factions but factional mercenary units are only available to that specific faction.

    4- For provincial mercenaries;

    This is Aquitania province's array;
    Spoiler Alert, click show to read: 


    Now expand PROVINCE_MERCENARY_POOL, as you can see, I've added my custom unit and you can also duplicate MERCENARY_POOL_UNIT_ARRAY's and add another mercenary unit:
    Spoiler Alert, click show to read: 


    5- For factional mercenaries; same method applies here but this time expand FACTION_ARRAY as shown in picture:

    Spoiler Alert, click show to read: 


    You can duplicate mercenary pool unit arrays and add another mercenary unit here too, as for numeric values:

    1 == Starting count for campaign map
    0,1 == Chance to replenish
    3 == Max count
    1 == Max replenish per turn

    Spoiler Alert, click show to read: 


    6- Now let's test it:

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    We can recruit both provincial and factional version of Mercenary Celtic Naked Spearmen unit.
    Last edited by TuCoT; November 23, 2013 at 01:21 PM.

  2. #2

    Default Re: Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

    Doesn't the mercenary_unit_groups _tables in the data pack/pfm need to be edited also?

  3. #3
    TuCoT's Avatar Biarchus
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    Default Re: Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

    I think that table is necessary to be edited when you add a completely new mercenary pool but we can use existing pools for our new custom mercenary units. So no need to mess with that table because when I altered that table, game crashes.

  4. #4

    Default Re: Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

    Quote Originally Posted by TuCoT View Post
    I think that table is necessary to be edited when you add a completely new mercenary pool but we can use existing pools for our new custom mercenary units. So no need to mess with that table because when I altered that table, game crashes.
    Ah ok, thanks.

  5. #5

    Default Re: Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

    So i went into rome main campaign startpos and added greek hoplites mercs to the province array 7 which i believe is the ittalia region but the mercs dont show up even on a new game. do u have any idea what im doing wrong this is all very new to me and i would really like to get this to work.
    Also is it possible to make a faction unit like libyan infantry into mercs if so how? (sorry if i sound demanding)
    P.S. your first and last spoilers are not showing

  6. #6

    Default Re: Modifying Mercenary Units In Campaign Map (Changing Existing Merc & Adding New Merc Units)

    Yeah none of the spoilers are showing.

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