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August 6th, 2005, 01:48 PM
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Private
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Join Date: Aug 2005
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Re: some mod questions from a newbie
Thanks for the fast answers Turin ) I was affraid what most answers would be from my reading though.
The mercenaries possibilities sound workable though, if i just changed other units as appropriate so that they are all unique to them if/where needed.
I looked on a util that displayed units in game, displays 1100 units including special heros, but none of the mercenary commanders are listed there, i think it was just a listing of all recruitable/summoned units. Is there anywhere to get a listing with the unit numbers for the unique mercenary troops and commanders?
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August 6th, 2005, 02:06 PM
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Second Lieutenant
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Re: some mod questions from a newbie
most mercenary commanders and troops arenīt unique. For example bureks city guard comes with militia, which are monsterid 18. thatīs the same id as the militia you can recruit in several independant provinces.
I think the only two exceptions are the eternal knights(which only appear guarding a unique site elsewhere in the game) and the mercenary band, that actually has it in their description that they are mercs.
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August 6th, 2005, 02:24 PM
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Private
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Re: some mod questions from a newbie
ahh i see, so i can change the relevant troops/commanders that make up the mercenary by changing the unit, but the mercenaries are set and would still be the same, or am i totally not following heh
like i could change the archers and commander unit used for the far strikers mercenery, but they would still show up as the far strikers, i couldnt alter them to say Paladins of Alyzia and change the units to a group of mounted paladins (for example)
Also is there a complete list of mercenaries anywhere (preferably with what unit numbers comprise them) as theres a lot of units to dig through and a lot of mercenaries to check to find which ones they use =p
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August 6th, 2005, 06:48 PM
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National Security Advisor
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Location: Eastern Finland
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Re: some mod questions from a newbie
If you changed Farstrikers' longbowmen into Paladins of Alyzia, you would have provinces from which you can recruit Knights and Paladins of Alyzia (usually Paladins and Longbowmen).
I think I have seen mercenaries listed on one unit list or another, possibly Edi's. However, it might have just listed Eternal Knights and the mercenaries armed with spear/shield, sword/shield and flail/shield.
A member of this forum by the name of Paladin is developing a program that will enable many more modding capabilities. Try to find his posts. He has released a demo which does nothing but allows one to see the user interface, and the fact that the program lists every unit, magic site, item and more. I don't think he mentioned events or mercenaries as things his program can change, but spell and item names, as well as other characteristics, were in the list...
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August 6th, 2005, 07:16 PM
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Private
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Re: some mod questions from a newbie
ahh great thanks ill look for his posts that sounds useful )
For the example i gave what i would have done there would be to remove the unit the mercenary uses from other places in the game, supstituting in a different one and altering the one used by the mercenery to what i wanted, the problem is from what i understand from turin is the mercenaries i alterered would still show up listed as the farstrikers, i couldnt change them to be called the paladins of Alyzia for example.
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August 7th, 2005, 06:15 AM
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National Security Advisor
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Re: some mod questions from a newbie
That is true, but as you cannot mod what units are recruitable from spesific poptype (independent types, including kngihts & longbowmen), you would have to remove every knight&longbow province...
There are still few mercenaries you can change, Brave Breakers and all those dark-brown/black colored mercenaries.
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