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  1. #1

    Default About recruiting and retraining mercs

    Hi all!
    First, i already browsed the forum looking for the answer i need, but didnt find it, so please bear with my first post .

    Now the issue:

    I would like to be able to retrain mercs in the same area where i recruited them.
    For example i would like to be able to retrain cretan archers in crete, balearic slingers in palma and so on...
    I tried putting this line in export_description_building in my great bazar (thats where i want to recruit mercs):

    recruit "merc cretan archers" 0 requires factions { carthage, greek, egyptian, pontus, seleucid, macedon, } and hidden_resource kydonia

    but it does not work (it only works using hidden_resource sparta and rome so far), so i found a solution like:

    recruit "merc cretan archers" 0 requires factions { carthage, greek, egyptian, pontus, seleucid, macedon, } and resource copper and resource purple_dye and resource gold

    Since copper and gold and purple dye are only present together on kydonia that works! but it's not a good solution and won't work for all mercenaries... any hint?

    Basically my question is:
    Is there a way to use a "geographic area" as a condition instead of one or more "resource"?

    I hope that makes sense and my english is good enough .

    Thanks a lot!
    Last edited by dave76; January 28, 2010 at 06:02 AM.

  2. #2

    Default Re: About recruiting and retraining mercs

    you carn't retrain mercs. simple as

  3. #3
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    Default Re: About recruiting and retraining mercs

    You can retrain merc units so the above is not correct.

    The problem with the code you've created is that in vanilla there is no hidden resource kydonia defined at the top of export_descr_buildings.txt in vanilla and even once you do that you'll still need to give the kydonia region (in descr_regions.txt) the hidden resource kydonia and then delete the map.rwm file. This change will only take effect when you start a new campaign.
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  4. #4

    Default Re: About recruiting and retraining mercs

    Quote Originally Posted by Sqυιd View Post
    You can retrain merc units so the above is not correct.

    The problem with the code you've created is that in vanilla there is no hidden resource kydonia defined at the top of export_descr_buildings.txt in vanilla and even once you do that you'll still need to give the kydonia region (in descr_regions.txt) the hidden resource kydonia and then delete the map.rwm file. This change will only take effect when you start a new campaign.
    Yes! It works!
    This makes mercs much more handy without making regular troops useless.

    Thank you!
    Last edited by dave76; January 28, 2010 at 12:44 PM.

  5. #5

    Default Re: About recruiting and retraining mercs

    damn i was finking of mtw1

  6. #6

    Default Re: About recruiting and retraining mercs

    Hi! I got a new question but i dont want to open another thread.
    I added scutarii to my carthaginian army, and i would like both iberian infantry and scutari (my spanish troops and light infantry) to dress light brown like they do in their "home" and not white/blue which is for my african troops and heavy infantry.

    Everything is working on the battlefield, both the sprites and the 3d models are light brown and working fine but...

    My problem is that, even if i copied the carthaginian_infantry.tga from the data/ui/unit/spain to the data/ui/unit/carthage folder; and did the same with data/ui/unit_info, my icon for the spanish infantry is still white!!! How is that?

  7. #7

    Default Re: About recruiting and retraining mercs

    Quote Originally Posted by dave76 View Post
    Hi! I got a new question but i dont want to open another thread.
    I added scutarii to my carthaginian army, and i would like both iberian infantry and scutari (my spanish troops and light infantry) to dress light brown like they do in their "home" and not white/blue which is for my african troops and heavy infantry.

    Everything is working on the battlefield, both the sprites and the 3d models are light brown and working fine but...

    My problem is that, even if i copied the carthaginian_infantry.tga from the data/ui/unit/spain to the data/ui/unit/carthage folder; and did the same with data/ui/unit_info, my icon for the spanish infantry is still white!!! How is that?
    God's will.

    (If it works for the holocost it will work for this.)

  8. #8

    Default Re: About recruiting and retraining mercs

    magic

  9. #9
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    Default Re: About recruiting and retraining mercs

    Quote Originally Posted by pharaoh01275 View Post
    magic
    Very meaningful

  10. #10

    Default Re: About recruiting and retraining mercs

    I'm afraid my thread is only good for +1s but i have another question .
    How can i make my spanish infantry move faster (like peltasts for example), they wear no armor and they should move way faster!
    I couldnt find a way to do that editing the export_descr_unit file.
    Is the "fast" trait only available to skirmishers?

  11. #11
    Dave Strider's Avatar Dux Limitis
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    Default Re: About recruiting and retraining mercs

    I think it's only available for Cavalry or Infantry with little defence. (Speed = less armor = Less defence)
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  12. #12
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    Default Re: About recruiting and retraining mercs

    The speed of the unit is determined by the skeletons assigned to, or more specifically the animations associated with each skeleton. So to change the speed of a unit use a faster skeleton, change the skeleton to a faster type (fs_slow_XXX < fs_XXX < fs_semi_fast_XXX < fs_fast_XXX).
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