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  1. #1

    Default Mercenary Pool editable?

    I see that while new units can be added, can we add new Merc units?


    If we can, I'll start on making the merc pool more "EB-like"

  2. #2

  3. #3

    Default Re: Mercenary Pool editable?

    You can edit the Merc pool in the db files. Go to mercenary_unit_groups and mercenary_pool_to_groups_junctions.

  4. #4

    Default Re: Mercenary Pool editable?

    Thanks for directing me, but PFM displays those tables as "red"

    Is there a separate download that I need first? I'm using 3.0.2

  5. #5

    Default Re: Mercenary Pool editable?

    You need the newest schema file. Go grab the 34th one and extract it to your PFM folder and overwrite the old ones. http://sourceforge.net/projects/pack...iles/Schemata/

  6. #6

    Default Re: Mercenary Pool editable?

    Gotcha, thanks!

  7. #7

    Default Re: Mercenary Pool editable?

    Running into a peculiar issue with it. I added in three new mercenary units, gave them entries in land_units, main_units, unit_variants, then the proper entries in mercenary_pool_to_groups_junction & mercenary_unit_group_pools. They have are properly set up, and assigned to 'empty' group numbers since in the stock tables each unit has a different grp number.

    I hop ingame however, and the mercenaries don't show up.

    Anyone successfully add new mercenaries, both provincial and factional?

  8. #8

    Default Re: Mercenary Pool editable?

    I have to admit that I haven't actually tried to use those tables before and hoped they'd be relatively self explanatory, but it seems that is never the case. Just tried to get a new merc into Carthage's factional sets and had zero success. I thought it had something to do with unit castes, but after fiddling with them plenty they don't actually seem to affect anything...

    I'll keep you guys posted on any progress I make.

  9. #9

    Default Re: Mercenary Pool editable?

    I did it!

    Turns out the answer was in the stratpos.esf. Surprisingly easy too.

    You'll need EditSF for this next part.

    To add Factional Mercs go to: Compressed_Data\Campaign_ENV\Campaign_Model\WORLD\Faction_Array\Faction_X\ Faction\ Faction_Mercenary_Pool\Mercenary_Pool_Unit_Array

    Go ahead and make a copy of one of the arrays and change the name to a unit you'd like to add. There are other variables there too and I believe they control the number the game starts with, the rate at which they spawn, the maximum that can be in the pool, and the maximum that can spawn in a single turn.

    To add Regional Mercs go to: Compressed_Data\Campaign_ENV\Campaign_Model\WORLD\Province_Manager\Province_Array_X\Province_Mercenary_Pool\Mercenary_Pool\Mercenary_Pool_Unit_Array

    And you can follow the same directions as the above.

  10. #10

    Default Re: Mercenary Pool editable?

    Quote Originally Posted by vialabo View Post
    I did it!

    Turns out the answer was in the stratpos.esf. Surprisingly easy too.

    You'll need EditSF for this next part.

    To add Factional Mercs go to: Compressed_Data\Campaign_ENV\Campaign_Model\WORLD\Faction_Array\Faction_X\ Faction\ Faction_Mercenary_Pool\Mercenary_Pool_Unit_Array

    Go ahead and make a copy of one of the arrays and change the name to a unit you'd like to add. There are other variables there too and I believe they control the number the game starts with, the rate at which they spawn, the maximum that can be in the pool, and the maximum that can spawn in a single turn.

    To add Regional Mercs go to: Compressed_Data\Campaign_ENV\Campaign_Model\WORLD\Province_Manager\Province_Array_X\Province_Mercenary_Pool\Mercenary_Pool\Mercenary_Pool_Unit_Array

    And you can follow the same directions as the above.

    I modified the startpos.esf in main_rome folder but when I start a new campaign nothing has changed...

  11. #11

    Default Re: Mercenary Pool editable?

    Drat that it's in the stratpos, but glad it's an easy task. Thank you, Vialabo!

  12. #12

    Default Re: Mercenary Pool editable?

    Did you find a way to add AOR yet? I saw plenty of settings in the stratpos and they're all uneditable... I hope we have access.

  13. #13

    Default Re: Mercenary Pool editable?

    Not yet, I was going to refer to the Auxilia AORs. They aren't perfect but they do cover most all of the large areas. I forget how we added AORs in the past - I think on warscape in ETW you could do it independently of the ESF.

  14. #14
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Mercenary Pool editable?

    In ETW, you needed entries in the DBase (There was a table there for resources and then you added that regional "resource" to the unit) and then you added the resources in the ESF.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
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  15. #15

    Default Re: Mercenary Pool editable?

    SO we can do this with both startpos.esf and savegames?

  16. #16
    TuranianGhazi's Avatar Biarchus
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    Default Re: Mercenary Pool editable?

    Just confirming what IGdood said:

    Modified the startpos.esf in main_rome folder... but when I start new campaign, the new mercenaries, pools, pool group numbers, none show up in the mercenary hired panel for my NTE mod.

    By DB tables, it should work, but even with startpos.ESF changes - nada.

    Now, I tried as MOVIE-type, same thing, nothing.

    I really wish there is a way WITHOUT any ESF editing. That would be best.

    Even better would be a recruitment system for both units and mercenaries without the currently mal-optimized need for separate, standalone IDs for mercenary units that still use the same base model variant from a vanilla or custom unit recruitable from buildings. Why we just can't reference the model variant and its ID without creating a new ID for mercenary I don't get. It's just redundant and wasting on ID space.




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