SP Native Mercenaries mod 1.1

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Kelpo

Sergeant Knight at Arms
This is the version 1.1 of the immensely popular mercenary mod from a while back, and it has been improved in a few ways. It's nothing fancy, just some polishing of the vanilla m&b, but on the other hand, it is pretty much bug free. Here's what it does:


-Mercenaries can now be hired from all the cities, not just Zendar
-The old townsman upgrade tree has been replaced with separate mercenary types. These are as follows:

Mercenary crossbowmen
Skill-wise a tad below swadian crossbowmen. They carry both heavy and standard crossbows, one handed mêlée weapons and are lightly armored

Mercenary footmen
A good medium infantry unit armed with varied but effective close combat weaponry and wear light to medium armor.

Mercenary horsemen
Light cavalry mounted on horses ranging from sumpter horses to hunters. Medium armor and various weapons.

Mercenary heavy horsemen
Slightly better that men-at-arms but not as heavily armored as swadian knights.

The catch is that these units don't have upgrade trees, so they do not improve over time like swadian & vaegir units. This means that eventually the units of both factions will be better than mercs. Mercenaries, on the other hand, don't have to be trained from the beginning, but can be hired with decent skills and equipment right away.

All the mercenary types can be hired from every tavern in Calradia, but I still haven't figured out how to change their wages to represent those of proper mercenaries, so they might turn out to be at tad unbalanced. (If you know how to do this, then please visit: http://forums.taleworlds.com/viewtopic.php?t=5748 )

The mod can be downloaded from here: http://www.evtek.fi/~k0301161/Mercenaries_1.1.exe and it now has a proper installer, so that shouldn't cause any problems to anyone, kudos to Janus for making that possible.
 
Janus said:
Sticky: M&B Mod Hosting Sites (Updated 10-28-05)
I'd be glad to have it hosted on my site. :roll:
Yeah, I remembered that but didn't think to bother you for such a temporary situation.

Janus said:
Also, your mod would be easy to switch from RAR to installer EXE format with the mod installer script I've posted. I'm sure people would thank you, and it's easy to set up and compile.
I'll do that once I gather the willpower to once again boot to the xp partition.
Bigwig said:
You wouldn't happen to be a fan of the Song of Ice and Fire books would you?
Indeed. It has a tendency to inspire all sorts of suggestions and ideas for M&B. Besides, sellswords and freeriders are more characterful than marcenary_footmen and mercenary_horsemen.
 
Kelpo said:
Indeed. It has a tendency to inspire all sorts of suggestions and ideas for M&B. Besides, sellswords and freeriders are more characterful than marcenary_footmen and mercenary_horsemen.

I thought so. M&B is perfect for a Westeros themed game (if only there was a map editor). I know that if I had any time on my hands, I'd be working on a full mod for this game. I may take a try at it yet.

Ever thought about putting hedge knights in there as rare mercenaries? There are about a thousand other Westeros specific mercenaries you could put in, but I think hedge knights are neutral enough to make sense in this game.
 
I dunno, I'm a tad hesistant to have mercenaries play too big a role in the game. I think they should be kind of a last resort, when 2/3 of your army is wounded and the enemy raiders are about to get away. Besides, as I see it, hedge knights weren't exactly mercenaries, just some politically less significant backwater nobles.

Still, if the Westeros project ever gets started, I'd certainly be willing to help out if I can.
 
perhaps make the mercs more expensive to hire and maintain than regular cannon fodder... lack of financial success will limit the size of your company... if your spending three times as much in maintainence, mercs role would be limited by the player's commitment to spending cash. it would become self-limiting. maw
 
maw said:
perhaps make the mercs more expensive to hire and maintain than regular cannon fodder... lack of financial success will limit the size of your company... if your spending three times as much in maintainence, mercs role would be limited by the player's commitment to spending cash. it would become self-limiting. maw
That was my intention, but the units' hiring & upkeep prices appear to go according to a fixed formula, which I couldn't find a way to change. If someone knows how to do it, then please do share.
 
sounds pretty awsome so far, although there should be an upgrade tree for them...doesnt make sense for there not to be...and hedge knights are mercenaries but basicly minor nobleman mercenaries, and there is a map editor, rather new though, id wait for a better version to come out be4 using it...
 
Hedge knights would perhaps be a little more picky with who they decide to fight for, but they're still basically mercenaries. The also vary from one to the next - some may be honourable, and others might make their living by robbing. Maybe if it is possible to make the ability to hire them based on your rank in the army (knight and up), this idea would work more. If not I still think they would be valid mercenaries, just as long as they are fairly expensive and a little rare to find.
 
Some form of heavy cavalry would of course be possible and naming them is just a matter of chancing one name string into another.

The lack of upgrade trees is because I didn't want the mercenaries to fill too many troop slots. I think they should only be an extension of your swadian/vaegir army which are used only when necessary. (of course I could have crossbowmen upgrade into sellswords and sellswords upgrade into freeriders if you wish)

Whaddya think by the way, should I keep the current names for the mercenaries or change them into more generic mercenary_footman, mercenary_horseman etc? The thing is that I recently added a mercenary crossbowman troop type and I can't figure a proper name for it.
 
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