How could I arrange mercernaries to be recruited by one faction only?
In this file:
descr_mercenaries.txt
Say to make galloglaich recruited only by scotland what would I add here:
unit Galloglaich Mercs exp 0 cost 830 replenish 0.1 - 0.35 max 4 initial 1....................................
Ta:2thumbsup:
SilentResident
02-22-2007, 23:57
Oh, this is not possible. The game does not recognizes names of factions in this file, only the religions.
So, if you change all the religions of all the factions, you can to do this.
I mean, if all the other factions have the Islam or Catholicism and your faction is the only one with Orthodox Christian religion in the game, you can make the units to be Orthodox-only recruitable units by adding the religions { orthodox } at the end.
So, for example:
unit Mercenary Frankish Knights exp 2 cost 1080 replenish 0.02 - 0.10 max 2 initial 0 religions { orthodox }
unit Mercenary Crossbowmen exp 2 cost 860 replenish 0.08 - 0.25 max 4 initial 2 end_year 1300 religions { orthodox }
a better solution would probably be to just add the unit to the factions unit roster
for Galloglaich that would mean:
1. add "scotland" onto the ownership line in the unit file (I'm using Carl's Fixer - so you may have to edit the stat numbers a bit if you aren't)
type Galloglaich
dictionary Galloglaich ; Galloglaich
category infantry
class heavy
voice_type Heavy
accent Scottish
banner faction main_infantry
banner holy crusade
soldier ME_Halberd_Militia, 48, 0, 1.2
attributes sea_faring, hide_forest, hardy, can_withdraw
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 27, 6, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
;stat_pri_ex 0, 0, 0
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 5, 4, 0, metal
;stat_armour_ex 5, 0, 0, 0, 4, 0, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 1, -2, 3, 2
stat_mental 9, normal, trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 600, 150, 90, 70, 600, 4, 150
armour_ug_levels 2
armour_ug_models Galloglaich
ownership slave, scotland
;unit_info 27, 0, 9
2. add "Galloglaich" recruitable by scotland onto the building you think they should come from in the building file (I used higher level farms on my own game - since they're described as fighting for beef)
farms+2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
farming_level 3
recruit_pool "Galloglaich" 1 0.1 1 0 requires factions { scotland, }
}
material wooden
construction 4
cost 2400
settlement_min large_town
upgrades
{
farms+3
}
}
farms+3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 3
capability
{
farming_level 4
recruit_pool "Galloglaich" 1 0.2 1 0 requires factions { scotland, }
}
material wooden
construction 6
cost 4800
settlement_min city
upgrades
3. copy the unit card picture and unit info card pictures from the slave folders to the scotland folders - data/ui/unit_info & data/ui/units
4. edit the modeldb file to include a scotland texture with the slave and merc ones
11 galloglaich 1 4 54 unit_models/_Units/EN_Highlander/galloglaich_lod0.mesh 121 54 unit_models/_Units/EN_Highlander/galloglaich_lod1.mesh 900 54 unit_models/_Units/EN_Highlander/galloglaich_lod2.mesh 2500 54 unit_models/_Units/EN_Highlander/galloglaich_lod3.mesh 6400 3 5 slave 70 unit_models/_Units/EN_Highlander/textures/en_highlander_rebels.texture 70 unit_models/_Units/EN_Highlander/textures/en_highlander_normal.texture 41 unit_sprites/slave_Galloglaich_sprite.spr 8 scotland 70 unit_models/_Units/EN_Highlander/textures/en_highlander_rebels.texture 70 unit_models/_Units/EN_Highlander/textures/en_highlander_normal.texture 41 unit_sprites/slave_Galloglaich_sprite.spr 4 merc 70 unit_models/_Units/EN_Highlander/textures/en_highlander_rebels.texture 70 unit_models/_Units/EN_Highlander/textures/en_highlander_normal.texture 40 unit_sprites/merc_Galloglaich_sprite.spr 3 5 slave 66 unit_models/AttachmentSets/Final European Light_slave_diff.texture 66 unit_models/AttachmentSets/Final European Light_slave_norm.texture 0 8 scotland 66 unit_models/AttachmentSets/Final European Light_slave_diff.texture 66 unit_models/AttachmentSets/Final European Light_slave_norm.texture 0 4 merc 65 unit_models/AttachmentSets/Final European Light_merc_diff.texture 65 unit_models/AttachmentSets/Final European Light_merc_norm.texture 0 1 4 None 11 MTW2_2H_Axe 0 1 19 MTW2_2H_Axe_primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 24 free_company_men_at_arms 1 3 69 unit_models/_Units/EN_Pplate_Plate/free_company_men_at_arms_lod0.mesh 121 69 unit_models/_Units/EN_Pplate_Plate/free_company_men_at_arms_lod1.mesh 1225 69 unit_models/_Units/EN_Pplate_Plate/free_company_men_at_arms_lod2.mesh 6400 1 4 merc 72 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_mercs.texture 73 unit_models/_Units/EN_Pplate_Plate/textures/mtw2_EN_Pplate_normal.texture 53 unit_sprites/merc_Free_Company_Men_at_Arms_sprite.spr 1 4 merc 64 unit_models/AttachmentSets/Final Special Heads_merc_diff.texture 64 unit_models/AttachmentSets/Final Special Heads_merc_norm.texture 0 1 4 None 16 MTW2_Slow_2H_Axe 0 1 19 MTW2_2H_Axe_primary 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
Thanks for your help:2thumbsup:
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