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Thread: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

  1. #21

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Props for this mod! I really prefer this implementation of mercenaries, I do find it realistic and encourages you to use mercenaries more. EB2 for M2TW follows the same ideal, higher recruitment cost for mercenaries, but equivalent upkeep to other similar units.

  2. #22
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by HarkonRules View Post
    Props for this mod! I really prefer this implementation of mercenaries, I do find it realistic and encourages you to use mercenaries more. EB2 for M2TW follows the same ideal, higher recruitment cost for mercenaries, but equivalent upkeep to other similar units.
    Have you found it useful with a strong auxiliary faction like Rome-Carthage or generally applicable ?

  3. #23

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    I also really like this submod, makes retaining mercenaries actually viable.

  4. #24

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by Greek strategos View Post
    Have you found it useful with a strong auxiliary faction like Rome-Carthage or generally applicable ?
    It's generally applicable, they're useful when you need to assemble a army fast and use a couple of slots on mercenaries for extra money rather than wait 1 more turn, or when you need to quickly replace vanquished units on offensive campaigns, or when you know that certain mercenaries are good specialty troops for some situations.

  5. #25
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by HarkonRules View Post
    It's generally applicable, they're useful when you need to assemble a army fast and use a couple of slots on mercenaries for extra money rather than wait 1 more turn, or when you need to quickly replace vanquished units on offensive campaigns, or when you know that certain mercenaries are good specialty troops for some situations.
    Good to know. Ι don't wanna make the game easier for me though. I will check this soon and see the results.

  6. #26
    KAM 2150's Avatar Artifex
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    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    I was thinking about including similar thing for the main mod.
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  7. #27

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    :O cool.

  8. #28
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by KAM 2150 View Post
    I was thinking about including similar thing for the main mod.
    Don't reveal everything yet. Let's intrigue them more.

  9. #29
    Drowsy's Avatar Senator
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    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by Greek strategos View Post
    Don't reveal everything yet. Let's intrigue them more.
    I have been successfully intrigued

  10. #30

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by Greek strategos View Post
    Don't reveal everything yet. Let's intrigue them more.
    you doing it well, job well done sir

  11. #31

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Since we're talking about adding something like this to the main mod, I would suggest lowering the experience gain rate of mercs as well.

    First, I think it would help distinguish mercs from regular units because right now the high upkeep cost ensures that I use them differently but if that comes down it'll start to feel like a regular unit and mercs might end up being too good overall.

    Second, I think it makes sense that a group of soldiers for hire who are only in it for the money would probably have a higher turnover rate than professional soldiers and would likely not increase in combat effectiveness at the same rate as professional troops over the years.

    What do you guys think?

  12. #32
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Quote Originally Posted by thesmoosh View Post
    Since we're talking about adding something like this to the main mod, I would suggest lowering the experience gain rate of mercs as well.

    First, I think it would help distinguish mercs from regular units because right now the high upkeep cost ensures that I use them differently but if that comes down it'll start to feel like a regular unit and mercs might end up being too good overall.

    Second, I think it makes sense that a group of soldiers for hire who are only in it for the money would probably have a higher turnover rate than professional soldiers and would likely not increase in combat effectiveness at the same rate as professional troops over the years.

    What do you guys think?
    Sounds logical to me. I agree, so I'll discus it further with KAM.

  13. #33

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Does this mod work with the newest patch?

  14. #34

    Default Re: SUBMOD: Mercenary Costs Rebalanced 1.2.2g

    Well, I have the table imported into one of my other mods and it still works fine, so I'd think so.

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