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View Full Version : Modding mercenary avalability?



Accounting Troll
04-04-2004, 18:30
I'm currently modding arlabesters into naptha crossbowmen and I was wondering if there is any way to prevent that particular unit from ever appearing as a mercenary. As the Byzantines closely guarded the formula for Greek Fire, it doesn't seem right that another faction can easily recruit all the naptha units it wants as mercenaries.

Ypoknons
04-05-2004, 10:34
Isn't there a flag on the very right most colnumn of the crusaders_unit_prod.txt that determines whether a unit is available as a merc unit? If you set it to no, I think then the uit wouldn't go merc.

The Blind King of Bohemia
04-05-2004, 10:38
Mercenary units such as Almughavers are particularly hard to find. Have a look at there requirements because since i have played the game i think i have found them twice in my inn, and thats after nearly 2 years of playing http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Accounting Troll
04-05-2004, 20:01
OK, I'll look out for that flag.

When I did a custom battle test, my 30 naptha crossbowmen wiped out 355 Swiss Armoured Pikemen, so I think I need to tone them down a bit...

Mouzafphaerre
04-06-2004, 07:10
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Instead of toning down, may I suggest increasing the training time, a là Berserkers? http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
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Accounting Troll
04-06-2004, 19:09
Good point - the standard crossbow only required a few weeks of training, and the vanilla naptha throwers require two turns to train. I'm also going to increase support costs and adjust the AI behaviour so it doesn't build about a million of them and bankrupt itself.