Results 1 to 17 of 17

Thread: Soldiers of the death empires.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Soldiers of the dead empires.

    Hi all modders out there.

    I've had the idea long ago, but never finally got to implement it.
    Here is the idea:

    During the period the game is set in many tribes/cities served in different armies under different factions but always keeping their own war-waging tactics, equipment and habits.

    So, my question is: is it possible to make a mod that would allow to be recruited as mercs the units of a defeated faction in that faction's original homelands?

    For the sake of the agrument say you are playing Julii. You exterminate Spain. After you exterminated Spain, if you keep spanish buildings in the spanish homelands, you can recruit spanish units as mercs. (You can recruit every unit that was available at the moment you defeated the faction).

    Of course this should be more specific, as you cant help but upgrading the Governors residence and some other buildings, but you should keep the original unit producing structures.

    I put the proposition forward in the general boards as I dont have enough modding experience as to make a serious attempt on this one, but I would love to see this idea become a mod.

    So, what do you all guys think?
    Last edited by SwordsMaster; 11-12-2004 at 11:11. Reason: spelling...grrr
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  2. #2
    Squirrel Watcher Member Sinner's Avatar
    Join Date
    Aug 2004
    Posts
    390

    Default Re: Soldiers of the dead empires.

    A good idea, but not completely possible since you can't tie the availability of mercenaries to the existance of a faction. The closest you could come to it would be to create mercenary graphics for all troops - or just copy the originals if you don't want it perfect - then create a series of new mercenary pools which cover each of the factions starting provinces and are populated with the appropriate troops. Anybody in the province, including the original owning faction, could then hire those troops.

    This could create some game balance issues, imagine getting an Urban Cohort in the first few turns of a campaign for example. To address this you'd either have to limit what units can be picked up as mercenaries instead of allowing them all, alternatively you'd have to make the higher tech units have a very low replenishment rate so that they hardly ever appear in the hiring pool, in effect removing them.

  3. #3
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Soldiers of the death empires.

    Cheers m8,

    Thats a pity tho....
    Can you tie the mercs available to buildings?
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  4. #4
    Squirrel Watcher Member Sinner's Avatar
    Join Date
    Aug 2004
    Posts
    390

    Default Re: Soldiers of the death empires.

    Nope, can't do that either.

    Mercenaries only appear through a semi-random method. There are a number of mercenary pools covering one or more provinces, each with one or more different troop types available from that pool.

    Each troop type has the following details...
    - An experience level - so mercenaries from one region can be better than the same type recruited elsewhere.
    - A hiring cost - could also vary between pools.
    - A replenishment rate, which is a range to allow for a random factor. A commonly occuring unit might have a range of 0.125 - 0.25, rarer units might be 0.02 - 0.08 for example. Presumably each turn the replenishment points are calculated based upon the available range then added to the running total, when the total reaches 1 or greater a new unit appears for hire.
    - The maximum number that will ever be available to hire.
    - The number of units that are available for hiring upon the start of the game - can be 0 to whatever.

  5. #5
    Nec Pluribus Impar Member SwordsMaster's Avatar
    Join Date
    Mar 2004
    Location
    Texas
    Posts
    3,519
    Blog Entries
    1

    Default Re: Soldiers of the death empires.

    Thanks again Sinner.

    Do you know what files should I look into?
    I might start playing with it a bit just to see what happens.
    Im thinking that maybe mercs up to level 2 cities (6000?) should be available from the beginning, and the rest should be triggered with the Marius reforms.

    Can that be done?

    Also the elite units (Praetorians, Spartan hoplites, War elephants and the like) would have a reappearance rate almost 0. Im not quite sure about the trigger thing tho...
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  6. #6
    Squirrel Watcher Member Sinner's Avatar
    Join Date
    Aug 2004
    Posts
    390

    Default Re: Soldiers of the death empires.

    You need to check in the descr_mercenaries.txt file for what mercenaries are assigned to what pool, the format is fairly obvious.

    You wouldn't be able to include the reforms as a trigger of any kind.

    For making a non-mercenary unit available as mercenary there's a lot of work to do, you'll need to edit the following files...

    export_descr_unit.txt - the basic unit stats, copying the desired unit and making the changes to produce a mercenary version.

    eg. Mercenary Hastati...

    type merc hastati
    dictionary merc_hastati ; Mercenary Hastati

    category infantry
    class light
    voice_type Light_1
    soldier roman_hastati, 40, 0, 1
    attributes sea_faring, hide_forest, can_sap, mercenary_unit
    formation 1, 2, 2, 3, 4, square
    stat_health 1, 0
    stat_pri 10, 2, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
    stat_pri_attr prec, thrown ap
    stat_sec 6, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 3, 4, 4, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 3
    stat_ground 2, 0, 0, 0
    stat_mental 5, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 420, 150, 50, 70, 440
    ownership slave


    export_units.txt - the unit description.

    {merc_hastati} Mercenary Hastati

    {merc_hastati_descr}
    Hardy\nSapping Ability\n\nYoung Roman men chosing to fight for money rather than their city. They are armed with two pila that are thrown at the enemy at close range before they close to fight hand-to-hand. They are equipped with a sword, a bronze helmet, a large shield and a breastplate. The pilum (plural, pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can’t be thrown back and if it’s stuck in someone or something it is a real hindrance to movement.

    {merc_hastati_descr_short}
    Young Roman men to fight for money rather than their city.


    export_descr_unit_enum.txt - the link between the above 2 files.

    merc_hastati
    merc_hastati_descr
    merc_hastati_descr_short


    descr_model_battle.txt - this links the unit to the appropriate skeleton and graphic files, so you don't have a spearman looking and moving like an elephant.

    If you've created your own textures so that mercenary Hastati are green like the other sellswords...

    type roman_hastati
    skeleton fs_javelinman, fs_swordsman
    indiv_range 40
    texture mercenary, data/models_unit/textures/unit_roman_hastati_merc.tga
    texture romans_julii, data/models_unit/textures/unit_roman_hastati_julii.tga
    texture romans_brutii, data/models_unit/textures/unit_roman_hastati_brutii.tga
    texture romans_scipii, data/models_unit/textures/unit_roman_hastati_scipii.tga
    texture romans_senate, data/models_unit/textures/unit_roman_hastati_senate.tga
    texture slave, data/models_unit/textures/unit_roman_hastati_slave.tga
    model_flexi_m data/models_unit/unit_roman_hastati_high.cas, 15
    model_flexi_m data/models_unit/unit_roman_hastati_med.cas, 30
    model_flexi_m data/models_unit/unit_roman_hastati_low.cas, 40
    model_flexi data/models_unit/unit_roman_hastati_lowest.cas, max
    model_sprite 60.0, data/sprites/merc_roman_hastati_sprite.spr
    model_sprite slave, 60.0, data/sprites/slave_roman_hastati_sprite.spr
    model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_hastati_sprite.spr
    model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_hastati_sprite.spr
    model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_hastati_sprite.spr
    model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_hastati_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f


    Or if I'm just going to reuse existing textures/sprites, in this case the convenient Slave graphics...

    type roman_hastati
    skeleton fs_javelinman, fs_swordsman
    indiv_range 40
    texture mercenary, data/models_unit/textures/unit_roman_hastati_slave.tga
    texture romans_julii, data/models_unit/textures/unit_roman_hastati_julii.tga
    texture romans_brutii, data/models_unit/textures/unit_roman_hastati_brutii.tga
    texture romans_scipii, data/models_unit/textures/unit_roman_hastati_scipii.tga
    texture romans_senate, data/models_unit/textures/unit_roman_hastati_senate.tga
    texture slave, data/models_unit/textures/unit_roman_hastati_slave.tga
    model_flexi_m data/models_unit/unit_roman_hastati_high.cas, 15
    model_flexi_m data/models_unit/unit_roman_hastati_med.cas, 30
    model_flexi_m data/models_unit/unit_roman_hastati_low.cas, 40
    model_flexi data/models_unit/unit_roman_hastati_lowest.cas, max
    model_sprite 60.0, data/sprites/slave_roman_hastati_sprite.spr
    model_sprite slave, 60.0, data/sprites/slave_roman_hastati_sprite.spr
    model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_hastati_sprite.spr
    model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_hastati_sprite.spr
    model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_hastati_sprite.spr
    model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_hastati_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f


    Lastly you'll need to copy/create unit cards so the correct graphic appears when you are selecting units in retrain queues and armies, plus the larger picture that appears when you view the unit details. The simplest & quickest method would be just to copy & rename the already existing files and place them in the appropriate folder for mercenaries.

    To be able to copy then edit/rename the current graphic files you will need to extract them first from the PAK archives using the XPAK tool, check the other modding threads on where to get it & how to use it. Similarly there are also other threads on editting the graphics files, something that's not really my forte since I'm about as artistic as 2 year old with a box of crayons.

    Hopefully I haven't made too many errors with that, if I have no doubt somebody will be able to pick them up for you.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO