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  1. #1

    Default Q about mercenaries

    Hi, I was just playing a Julii campaign(Vainilla, with Vainilla essentials mod)

    Well, one thing I wanted to do was compliment my armies with mercenaries from all around the world to add some flavour. Dissapointingly I have found out mercs kinda take too long to respawn and I canīt really have a good contingent of mercs for my armies.

    So I was planning on modifying the descr_mercenaries.txt and wanted to be sure of some things before I changed stuff:

    1.- Does the AI hires mercenaries? I donīt really plan to abuse them but I donīt really want to face endless merc stacks from the Ai either....

    2.- Which would be a good balanced number of turns for each merc to replenish? As it is the ones that replenish kinda fast replenish 1 each 8 turns. I was planning on making the common mercs respawn one each 4 turns while the elite mercs 1 each 8 turns. That way I feel I will be able to include more mercs while still not being able to make armies out of them.

    3.- As for the modding itself. From the .txt file I can see this:

    pool Libya
    regions Tripolitania Libya
    unit merc libyan infantry, exp 2 cost 350 replenish 0.125 - 0.25 max 4 initial 1
    unit merc numidian cavalry, exp 0 cost 750 replenish 0.06 - 0.125 max 2 initial 1

    I guess the .125-.25 number is the replenishment rate what I donīt get is the 2nd number. Does the game randomly decides if it wants to add up one of those numbers? I mean If I get lucky can I get libyan infantry in 4 turns?

    I guess thats it.

    Thanks in advance

  2. #2
    Alexanderos's Avatar Senator
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    Default Re: Q about mercenaries

    I don't know much modding , but I believe that on hard and very hard campaign the AI actually recruits mercenaries.
    Throw me to the wolves and I will return leading the pack !


  3. #3

    Default Re: Q about mercenaries

    in XGM at least, mercenaries are crack cocaine to the AI.

    what you might wanna do instead is have mercenaries recruitable from the settlements in those areas.

  4. #4

    Default Re: Q about mercenaries

    Quote Originally Posted by anycolourfloyd View Post
    in XGM at least, mercenaries are crack cocaine to the AI.

    what you might wanna do instead is have mercenaries recruitable from the settlements in those areas.
    Hmmm, figures. Ugh I didnīt really want to mod to that extent..... Does a mod like this exists? One that adds AOR units(as in XGM) but doesnīt change the game too much?

  5. #5
    Ferdiad's Avatar Patricius
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    Default Re: Q about mercenaries

    AI only spams mercs in XGM because It's flooded with money. In a normal game the AI won't be able to afford them.

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