mercaneries - mod request

Guys, I think it is easy enough that I'll try to tackle that one on my own.

But maybe someone can do it better/faster than me.

 

provided I have enough gildars, create a very often (I'd like to see it around once every fifty turns) event, that will offer a random mercanery unit (out of several types to provided variety).

the unit should be consisting of at least two squads and a stronger unit captain, the cost should be similar to about half cost of rushing that unit  and the unit should have at least double or triple the wage costs.

an option for furhter consideration is reduced/increased cost depending on traits (warlod, general, etc) and redcuing/increasing frequency depending on prestige (higher prestige - more often)

 

comments?

3,408 views 5 replies
Reply #1 Top

Very cool idea. Dominions 3 had a system where every player got to bid on a mercenary when it appeared. Although that can't be done here, it would still be neat to have mercenaries with a bit of character appear and offer their services to you and the AI.

Reply #2 Top

It's very doable via the quest system... the problem is... the AI doesn't handle it the same way as players do. So you'd have to do some serious balancing via costs if you want to keep it in balance.

Reply #3 Top

Actually, I noticed before that the AI can proc event quests if you use TotalPopulation as a trigger instead of TurnNumber. The AI won't pay for the mercs, but at least they'll be able to recruit them.

Edit: Even better, you can make a "AI pop" result that gives them mercs AND costs resources, and then give the player the choice of paying. Basically make it so the AI always pays and gets the mercs, but the player can choose.

Reply #4 Top

I tried to cook something up but it seems my idea above isn't feasible. Event quests that spawn from TotalPopulation can't have unitjoinarmy modifiers like those other random event quests that appear based on TurnNumber. This in turn makes it not workable to have one solution for AI and another for the player.

Actually it puts the thing in a rough spot, since the AI can't do TurnNumber quest events at all.

Reply #5 Top

I managed to work around it. Here's a solution that gives the player one way to deal with it, and automates it for the AI so they never pass on the choice.

http://pastebin.com/raw.php?i=LyDL6PeH

This is just an example event quest if anyone wants to see how it is done. It should appear as soon as you built a city, costs 400 gildar and you gain Master Ash and four naja. If you observe the AI you'll see it taking the same deal.