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Thread: Mercenaries for Hire

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  1. #1

    Icon5 Mercenaries for Hire

    I would like to shorten the intervals at wich mercenaries can be hired from certain regions.

    I can recall somebody saying that the hire rate for some/all mercs is 31 and 11 turns, so can anyone tell me what file i have to edit to shorten these hire rates ?
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  2. #2

    Default Re: Mercenaries for Hire

    the file your looking for is descr_mercenaries.txt found in your data\world\map\campaign\imperial_campaign, you can adjust the rate for any region within that file.
    ...longbows, in skilled hands, could reach further than trebuchets...

  3. #3

    Default Re: Mercenaries for Hire

    Quote Originally Posted by Tsarsies View Post
    the file your looking for is descr_mercenaries.txt found in your data\world\map\campaign\imperial_campaign, you can adjust the rate for any region within that file.
    Thankyou very much, and + rep for you


    EDIT: as soon as i spread some more around lol.
    Last edited by Ruprecht; April 12, 2008 at 12:37 AM.
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  4. #4

    Default Re: Mercenaries for Hire

    Hey,

    Just one further question, i changed the replenish values from 0.04 - 0.09 to 0.1 - 0.1 which i thought would be a faster replenish rate, but i don't think it's working.

    If anyone knows the proper values to use so that they replenish each 5 turns or so that would be great, as testing this without knowing how the values work could take a while.


    Cheers.


    PS: i thought i would mention that i am editing the descr_mercenaries in this path : C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel\data\world\maps\campaign\imperial_campaign

    Do i also need to edit the vanilla descr_mercenaries too ?
    Last edited by Ruprecht; April 12, 2008 at 07:58 AM.
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  5. #5

    Default Re: Mercenaries for Hire

    0.1 - 0.1 would replenish the units in 10 turns, try 0.2 for 5.

    any changes made in your mod folder will be used instead of the vanilla data folder so you only need to change the values in the one file.
    ...longbows, in skilled hands, could reach further than trebuchets...

  6. #6

    Default Re: Mercenaries for Hire

    Quote Originally Posted by Tsarsies View Post
    0.1 - 0.1 would replenish the units in 10 turns, try 0.2 for 5.

    any changes made in your mod folder will be used instead of the vanilla data folder so you only need to change the values in the one file.
    Awesome, thanx champion.

    I still can't rep you, but ill'e get ya very soon.
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  7. #7
    Nebuchadnezzar's Avatar Centenarius
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    Default Re: Mercenaries for Hire

    and just in case you don't know, you must start a new campaign for changes to take effect.
    -------------------------
    Enough is enough.

  8. #8

    Default Re: Mercenaries for Hire

    Quote Originally Posted by Nebuchadnezzar View Post
    and just in case you don't know, you must start a new campaign for changes to take effect.

    Say what ....

    I thought it was actually working, but now you say that maybe it's not. surely this can be rectified by editing the campaign script and/or any other relevant files ?
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  9. #9
    Nebuchadnezzar's Avatar Centenarius
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    Default Re: Mercenaries for Hire

    Anything edited in the world folder requires new campaign or you get unpredictable results and that includes campaign_script.txt
    -------------------------
    Enough is enough.

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