I havn't found a toturial on this so hear goes.
If you are unfamilier with making new units I suggest the you read this tutorial http://www.twcenter.net/forums/showthread.php?t=221097
The Files you will be editing are
data/Export_descr_unit
data/unit_models/battle_models
data/world/maps/campaign/descr_mercenaries.
WARNING: this is not save-game compatible
First open up Export_descr_unit
Find the unit you want to make a merc (or create a new one), I will use this bombard
Code:
type ME Monster Bombard
dictionary ME_Monster_Bombard ; Monster Bombard
category siege
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier ME_Monster_Bombard_Crew, 16, 1, 0.2
engine huge_bombard
attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 1, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1
stat_pri_attr no
stat_sec 68, 3, monster_bombard_shot, 450, 20, siege_missile, artillery_gunpowder, blunt, none, 0, 1
stat_sec_attr ap, bp, area, launching
stat_pri_armour 3, 1, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 0, 0, 0, 0
stat_mental 15, disciplined, highly_trained
stat_charge_dist 10
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2500, 400, 100, 75, 1900, 4, 470
armour_ug_levels 1
armour_ug_models ME_Monster_Bombard_Crew
ownership turks, kwarezm
era 2 turks, kwarezm
recruit_priority_offset -10
add this
Code:
type ME Monster Bombard
dictionary ME_Monster_Bombard ; Monster Bombard
category siege
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier ME_Monster_Bombard_Crew, 16, 1, 0.2
engine huge_bombard
attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, mercenary_unit
formation 1.5, 1.5, 3, 3, 3, square
stat_health 1, 0
stat_pri 1, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1
stat_pri_attr no
stat_sec 68, 3, monster_bombard_shot, 450, 20, siege_missile, artillery_gunpowder, blunt, none, 0, 1
stat_sec_attr ap, bp, area, launching
stat_pri_armour 3, 1, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 0, 0, 0, 0
stat_mental 15, disciplined, highly_trained
stat_charge_dist 10
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 2500, 400, 100, 75, 1900, 4, 470
armour_ug_levels 1
armour_ug_models ME_Monster_Bombard_Crew
ownership turks, kwarezm, slave
era 2 turks, kwarezm
recruit_priority_offset -10
you must add the mercenary_unit line to the attributes, and the ownership factions must include the slave faction
Next, open up battle_models and find the entry for the unit
Code:
23 me_monster_bombard_crew
1 3
77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod0.mesh 121
77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod1.mesh 1225
77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod2.mesh 6400
4
5 moors
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_moors.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr
5 egypt
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_egypt.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
53 unit_sprites/egypt_ME_Monster_Bombard_Crew_sprite.spr
5 turks
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_turks.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
53 unit_sprites/turks_ME_Monster_Bombard_Crew_sprite.spr
7 kwarezm
87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_kwarezm.texture
87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal2.texture
53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr
4
5 moors
66 unit_models/AttachmentSets/Final Middle Eastern_moors_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_moors_norm.texture 0
5 egypt
66 unit_models/AttachmentSets/Final Middle Eastern_egypt_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_egypt_norm.texture 0
5 turks
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
7 kwarezm
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
1
4 None
22 MTW2_Crew_Huge_Bombard 0
1
18 MTW2_Knife_Primary 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
(if you do not know how to edit the battle_models file please read this tutorial: http://forums.totalwar.org/vb/showthread.php?t=79455)
add an entry for the mercs, as shown here:
Code:
23 me_monster_bombard_crew
1 3
77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod0.mesh 121
77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod1.mesh 1225
77 unit_models/_Units/ME_Light_Mail_Heavy_Mail/me_monster_bombard_crew_lod2.mesh 6400
5
5 moors
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_moors.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr
5 egypt
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_egypt.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
53 unit_sprites/egypt_ME_Monster_Bombard_Crew_sprite.spr
5 turks
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_turks.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
53 unit_sprites/turks_ME_Monster_Bombard_Crew_sprite.spr
7 kwarezm
87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_kwarezm.texture
87 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal2.texture
53 unit_sprites/moors_ME_Monster_Bombard_Crew_sprite.spr
4 merc
85 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_mercs.texture
86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture
52 unit_sprites/merc_ME_Monster_Bombard_Crew_sprite.spr
5
5 moors
66 unit_models/AttachmentSets/Final Middle Eastern_moors_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_moors_norm.texture 0
5 egypt
66 unit_models/AttachmentSets/Final Middle Eastern_egypt_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_egypt_norm.texture 0
5 turks
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
7 kwarezm
66 unit_models/AttachmentSets/Final Middle Eastern_turks_diff.texture
66 unit_models/AttachmentSets/Final Middle Eastern_turks_norm.texture 0
4 merc
65 unit_models/AttachmentSets/Final Middle Eastern_merc_diff.texture
65 unit_models/AttachmentSets/Final Middle Eastern_merc_norm.texture 0
1
4 None
22 MTW2_Crew_Huge_Bombard 0
1
18 MTW2_Knife_Primary 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Make sure that the textures exist(or else all your new mercenaries won't have a skin, just a shining silver soldier) and if you make a new skin you will have to create a sprite using the method in this thread: http://www.twcenter.net/forums/showthread.php?t=97254
Next, open up descr_mercenaries.
find the region that you want to make this avalible
Code:
pool Arabia
regions Medina_Province Mosul_Province Baghdad_Province Basra_Province Mecca_Province Al-Mu'miniya_Province Qarisiya_Province Ahvaz_Province
unit Bedouin Cavalry exp 1 cost 630 replenish 0.04 - 0.13 max 2 initial 1 religions { islam }
unit Bedouin Camel Riders exp 2 cost 920 replenish 0.04 - 0.13 max 2 initial 1 religions { islam }
unit Kwarizmian Cavalry exp 1 cost 1020 replenish 0.06 - 0.18 max 3 initial 0 end_year 1400 events { mongols_invasion_warn }
unit Ghazis exp 1 cost 100 replenish 0.18 - 0.5 max 4 initial 1 religions { islam } crusading
unit Mutatawwi'a exp 1 cost 60 replenish 0.08 - 0.25 max 3 initial 1 religions { islam } crusading
unit Turkomans Mercs exp 1 cost 740 replenish 0.06 - 0.18 max 2 initial 1 religions { islam }
unit Elephants exp 1 cost 2675 replenish 0.02 - 0.04 max 1 initial 0 events { gunpowder_discovered }
unit Afghan Javelinmen exp 1 cost 920 replenish 0.02 - 0.06 max 1 initial 1 religions { islam }
unit Mercenary Saracens exp 0 cost 780 replenish 0.06 - 0.18 max 2 initial 0
Now, you might be saying "whoa,whoa, what does this mean?"
The pool line mearly tells the game what the name of the pool is.
The regions line tells it what regions are in this particular mercenary pool (you can find the region names in data/world/maps/base/descr_regions.)
This next line i will break down into smaller chunks:
Code:
unit Mercenary Saracens exp 0 cost 780 replenish 0.06 - 0.18 max 2 initial 0
The unit means the name of the entry in export_descr_unit, in ths case ME Monster Bombard
The exp line means the level of experiance that the unit has. This can be anything from 0(no experience) to 9(three gold cheverons of experience)
The cost line is the number of florins needed to purchese the unit.
The replenish line tells the game how soon the unit will replenish itself. Experiment with this to find out what best suits you. for example, a value of 0.1-0.25 means that the unit will replenish in anywhere from 4 to 10 turns.
Max is the maximum amout of this unit type avalible at any one time.
Initial is the number of the unit avalible at the beginning of the campaign.
Code:
Events { gunpowder_discovered }
You can also make the unit avalible after a certain event, like the black death, mongols, or gunpowder. (check you data/world/maps/campaign/imperial_campaign/descr_events file for a list of events). Also, the "religions { islam } crusading" means that the unit is only availible on crusade(or jihad if you are a muslim faction), and only to factions with that religion.
Adding this line
Code:
events { faction1_allied_faction2 }
(just put the factions of your choice in) will make your mercenary avalible only if two factions are allied. (Note: this only works with kingdoms)
Finnally, copy and paste the unit cards that you want into the folder "merc" in data/ui/unit_info and /units.
And that should do it.