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  1. #1

    Default Re: How to add mercenaries.

    Hey there

    I have a problem regarding adding Mercs for Third Age Total War mod



    I tried adding the Dorwinion Retainers and Khand Spearmen as Mercenaries for Dale and Rhun.
    I did put them into their own Unit Pools in descr_mercenaries, as below:
    Spoiler Alert, click show to read: 

    pool Khand
    regions Khand_province Nurn_Province
    unit Persian Spearmen, exp 0 cost 490 replenish 0.04 - 0.08 max 2 initial 0 religions { catholic }

    pool Dorwinion
    regions Dorwinion_Province
    unit Kings Huscarls, exp 0 cost 500 replenish 0.04 - 0.1 max 2 initial 0 religions { northmen }

    (Persian Spearmen = Khand Spearmen
    Kings Huscarls= Dorwinion Retainers)

    I DID follow the "How to add Mercenaries-tutorial"
    and both these units are marked as Mercenary_unit and belonging to "slave" (And Dale(Scotland) and Rhun(Venice), respectively), and have right models and so on, and even works in Custom battle

    But it does NOT WORK in Campaign!!!

    Whenever I try to start a new game, it just "Forgets it", and go back one menuscreen

    However, was lucky enough to keep my original copy of the Descr_mercenaries, and the game works just fine with the original file, which means it is my add-ons in this file that screws up everything

    So, what can I do?
    Did i Forget something?
    Last edited by The Black Goldfish; July 26, 2010 at 11:51 AM.

  2. #2
    Squid's Avatar Opifex
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    Default Re: How to add mercenaries.

    First of all what does your log say?
    Under the patronage of Roman_Man#3, Patron of Ishan
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  3. #3

    Default Re: How to add mercenaries.

    This:

    Spoiler Alert, click show to read: 
    19:35:02.343 [script.err] [error] Script Error in mods/Third_Age/data/world/maps/campaign/imperial_campaign/descr_mercenaries.txt, at line 163, column 14
    Unrecognised unit name found: 'Persian Spearmen exp 0 cost 490 replenish 0.04 - 0.08 max 2 initial 0 religions { catholic }'


    I don't know, I have checked the names, several times, they should have been put in correctly :/

  4. #4

    Default Re: How to add mercenaries.

    Oh, I think I did make it, Turned out I DID make a spelling error
    You have my permission to facepalm at me -.-

    My game now works

  5. #5
    =NF= Vasileios_the2nd's Avatar Semisalis
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    Default Re: How to add mercenaries.

    Hi all. I have done everything said here, yet my mercenaries won't appear as available to hire in campaign. Seems very strange to me. I put even vanilla mercenaries in, in the exact same way vanilla game uses them, yet I can't hire them when being in the proper pool. Any ideas?

    Btw, does anyone know of any other related tutorial on the subject?
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
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  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add mercenaries.

    Quote Originally Posted by =NF= Vasileios_the2nd View Post
    Hi all. I have done everything said here, yet my mercenaries won't appear as available to hire in campaign. Seems very strange to me. I put even vanilla mercenaries in, in the exact same way vanilla game uses them, yet I can't hire them when being in the proper pool. Any ideas?

    Btw, does anyone know of any other related tutorial on the subject?
    If your initial pool size is zero, then it takes a while before the mercenaries become available. To test your entries, you should use a number greater then zero for the initial pool. See example:

    pool Scotland
    regions Highlands Lowlands
    unit Mercenary Crossbowmen exp 0 cost 860 replenish 0.04 - 0.13 max 2 initial 1
    Did you get any related error messages ?










  7. #7
    =NF= Vasileios_the2nd's Avatar Semisalis
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    Default Re: How to add mercenaries.

    I use initial 1 or greater with no effect, as you said.
    I don't get any related error messages. Only messages I take (sometimes) are these:
    Code:
    13:21:00.046 [script.err] [error] Script Error in HundredYearWar_0.99/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3507, column 1
    The character record Prince Gonηalo is set as faction heir but is not in the family tree.
    13:21:00.046 [script.err] [error] Script Error in HundredYearWar_0.99/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3929, column 1
    The character record Prince Laureyns is set as faction heir but is not in the family tree.
    But this should have nothing to do with mercenaries, right?

    In my mod, I use a new campaign map and a new starting date. Could this cause the problem?
    I don't use start_year/end_year in my mercenaries entries.
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
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  8. #8
    =NF= Vasileios_the2nd's Avatar Semisalis
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    Default Re: How to add mercenaries.

    Problem solved!

    My descr_mercenaries was very messy. Lots of entries were still from vanilla in. Seems smthing there was preventing the mercenaries from appearing in game. I deleted everything from vanilla and voila, it worked!

    Gigantus thanks for bothering mate. =)
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add mercenaries.

    One is glad to be of service










  10. #10

    Default Re: How to add mercenaries.

    can generals be recruited as mercs?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add mercenaries.

    You can make bodyguard units recruitable, not sure if that will give you named characters (probably). So there shouldn't be a problem to make them mercenaries.










  12. #12

    Default Re: How to add mercenaries.

    We don't get named characters by recruiting mercs having attribute ,general_unit in the EDU i have checked it. It's only possible via the EDB.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add mercenaries.

    Thanks for confirming that.










  14. #14
    Gorrrrrn's Avatar Citizen
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    Default Re: How to add mercenaries.

    Quick Q:

    which takes priority if they differ: the EDU cost or the cost in descr_mercenaries?

  15. #15
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    Default Re: How to add mercenaries.

    Depends where you're recruiting them. If the unit is available for recruitment through EDB then the EDU cost, if you're talking about pure mercenary recruitment (i.e. through the mercenary recruitment window) then descr_mercenaries. That being said weapon/armour upgrades and replenishment costs are EDU based regardless of where the unit is recruited (because it occurs in a settlement).
    Under the patronage of Roman_Man#3, Patron of Ishan
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  16. #16
    Gorrrrrn's Avatar Citizen
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    Default Re: How to add mercenaries.

    thx squid - looks like we I need to do some revision on those files to remove anomalies.

  17. #17
    King Siegfried's Avatar Semisalis
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    Default Re: How to add mercenaries.

    Gonna jump in here real quick, possibly necro'ing it. So I read through the thread, so I know you can set conditions for recruiting mercs based on events and religions and whether or not they're crusading. What about religion %? Can you set it so that the mercenaries can only be recruited in a territory with 20% catholic religion?

    Creator of Kingdoms of Heaven

  18. #18

    Default Re: How to add mercenaries.

    You can put the religion flag but you can't denote the percentage for that you have to do a workaround that is script a counter religion percentage based and then add it.

  19. #19
    Withwnar's Avatar Script To The Waist
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    Default Re: How to add mercenaries.

    (Necropost, sorry, but seems a good place to ask...)

    I am trying to use a mixture of "events" and "religions" in a merc recruitment line and it isn't working. Something like:

    Code:
    unit ... initial 1 religions { islam } crusading events { djs_no_saus_er }
    The event counter is exported as explained in the OP and that part of it works perfectly (thanks Ishan ). Meaning, without the religions/crusading conditions like this...

    Code:
    unit ... initial 1 events { djs_no_saus_er }
    ...works as expected: mercs available only when I export that event counter.

    But when I add in the other conditions the mercs are available as soon as that event counter is exported, regardless of the religions or crusading conditions being true or false. e.g. They are available to all religions not just islam, and available to islam regardless of being on jihad.

    Without that "events" condition the religions/crusading conditions work as expected. So independently these all work fine. When combined there is a problem.

    Does anyone have a solution or know if this can not work?

    EDIT: BTW, I tried swapping the order by having "events" before "religions/crusading". No difference.
    Last edited by Withwnar; February 02, 2012 at 01:59 AM.

  20. #20

    Default Re: How to add mercenaries.

    Well if it's not working then it means that the combinations are not compatible, although in theory it should.
    The only other way is to put these 2 conditions (religion + crusading) as well in the event counters in your CS script.

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