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Thread: How to add mercenaries.

  1. #41
    =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.
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  2. #42
    =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
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  3. #43
    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










  4. #44

    Default Re: How to add mercenaries.

    can generals be recruited as mercs?
    Balbor

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  5. #45
    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.










  6. #46

    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.

  7. #47
    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.










  8. #48
    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?

  9. #49
    Squid's Avatar Opifex
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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).
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  10. #50
    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.

  11. #51
    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?

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  12. #52

    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.

  13. #53
    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.

  14. #54

    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.

  15. #55
    Withwnar's Avatar Script To The Waist
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    Default Re: How to add mercenaries.

    Thanks Ishan. Yes, in theory it should. I have seen "religions" used with "start_year" (another optional condition) which suggests that combinations are possible. Maybe only "events" is not. I have not tried combining "events" with anything else.

    Good point about moving the other conditions into CS. That should work with "religions" but not "crusading", at least not for the player.

    I have since abandoned the idea anyway, due to other issues, but am still interested. It's bound to come up again.

  16. #56
    Lord Cunami's Avatar Tiro
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    Default Re: How to add mercenaries.

    Can another pool with one province be created?

  17. #57
    AWRA's Avatar Libertus
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    Default Re: How to add mercenaries.

    Have read above that anything to with merc changes is non-save gameable, but what if all you are doing is adding one more culture to who can hire - would that change also be non-savegameable?

  18. #58
    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 AWRA View Post
    Have read above that anything to with merc changes is non-save gameable, but what if all you are doing is adding one more culture to who can hire - would that change also be non-savegameable?










  19. #59
    AWRA's Avatar Libertus
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    Default Re: How to add mercenaries.

    Got it.

    Thanks.

    Just read today on another thread that anything in the world folder changed would not be save gameable - correct?

  20. #60
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to add mercenaries.

    All of those files in the world folder(s) are only read at the beginning of the game (descr_strat, script, map) and most of them are not referred to later on. Either your changes will not effect your current game (text files) or have some drug inspired effects (map files).










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