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This problem is still there making this mod almost unplayable with any of my other mod collections.
The Rabble require the Hepstastadion building in the city (which requires Sailing tech), but - as with all Mercenary units - they can only be purchased, not produced/trained. Try setting up the building and see if the unit appears in the purchase list.
No idea about megamod. If you try it, let me know. Thanks!
i use some mod's and also i use about unit megamod
EDIT: I found the flag in their respective xml files to allow them to be purchased. However, since they don't add to unit maintenance costs I left them as purchase only and raised their price to match comparable units. Its a fair tradeoff to buying them as an emergency or special purpose unit.
I've never looked at those 3 mods, and don't know how their LUA functions will interact with this mod. If they don't have any LUA functions, compatibility shouldn't be a problem.
Sorry, but I really don't have time to test this. You'll have to load them up and roll the dice to figure out how well they work together. Thanks.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=464472594
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=120687024
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=276767088
The unit that stuck around 20+ turns was Condottieri. It was garrisoned in a city. Not sure if that has anything to do with the issue. A unit from another mod was treated differently when garrironed than out in the open. I'll hire another unit and keep it outside for 20 turns .
Also, I was able to buy and gift mercs to City States; specifically Wild Geese and Great Bombard. They didn't seem to go away either and I don't know if they affected the CS economy at all. I won't gift mercs any longer as that also seems to go against the rules of a merc "contract".
A nice mod with unique and useful units.
For example, if you're hiring a Ghazi for 4 contract periods, it should cost you 35 gold per contract for a total of 140 gold. But if you purchased a Swordsman it would cost you 100 gold.
The dividend is adjusted for game speed - which helps determine how long a given unit is "viable" - e.g. how many turns between its "prerequisite tech" and "obsolete tech." The contract length (divisor) is set at 20 turns. In a quick game, the unit may be viable for 40 turns, or 2 contracts. In a Marathon game, it may be 200 turns, or 10 contracts. The cost per contract is adjusted accordingly.
Tripling the price would mean the life-cycle cost of the merc unit would be 375% - 450% higher than a similar in-game unit. This just seems way too much to me.
I'm currently working on a companion mod for this one - one that adds more "normal" units to the game. The goal is to provide a better/more interesting variety of units, especially during Epic or Marathon games. The Camel, Elephant, and Ranged Cav units in this mod will migrate to that mod, and Exotic Units will be Merc-only. The mods can be played together or independently.
Because of this, this mod doesn't use gold to determine whether the AI spawns a Merc unit or not. There is a 4% chance every turn that an AI civ will get a merc unit. The unit spawned is a random unit from a list of all the Merc units still "valid" for that civ (which is based on their tech tree progress).
I've played around with the 4% number quite a bit in testing. It started at 10%, but I nerfed it during development - I wanted the AI to have more "normal" units than Mercs. When the chance is over 5% this isn't the case.
If you have a city (which must be a coastal city) that has built the Heptastadion and you have enough gold, let me know if you still cannot hire the unit, and I'll look to see if I can find the problem. Thanks.
Early versions of the mod had testers saying the new units were OP. So, about mid-way, I found "matching units" in the normal game to base the new unit specs on - and tried to keep them about the same level. Which I guess removed a lot of incentive to even use them?
When you're building a mod you make your best guess on how to set things up. Sometimes you get it right, sometimes you don't. Having players come back with suggestions is the best way to get the mod right. I'd really appreciate it if you can come to the Discussions/Suggestions area and help me get the units where they should be (combat stats, prereq techs, etc.).
Thanks!
I'm thinking about splitting the mod into 2 different mods. The "Exotics Units" mod will become Mercenary only.
The new mod, "Not-Exotic Units" (yeah, I know, that name won't do....) - will take the Camels/Elephants/Ranged Cav units. I'm wanting to focus on adding more units to this one. Not units you "rent" - but produce normally. Units that focus on gaps in the Tech Tree.
Appreciate any thoughts anyone has about this. Probably looking at making the split in a couple of weeks. If at all. Thanks again!
https://forums.civfanatics.com/resources/exotic-units-pack.26587/
I'm pretty sure it's current.
When building/testing the mod, a lot of the feedback suggested when the units were weaker, there simply wasn't any incentive to use them. So, it's a difficult balance. This kind of feedback helps!
It sounds like the Fighting Admiral (Thirvai) needs a nerf to compensate for his standoff?
Question: are the units still there on 21 turns? If they're not disbanding, then it's definitely an issue that needs to be fixed.
The AI gets merc units randomly - as AI doesn't deal well with purchase-only units. So, if you didn't see them using a given unit, it's due to bad luck...
See Change Notes for more details. Let me know if you see any issues/problems. Thanks!
To build the Elephant-producing buildings, the city must have the luxury resource Ivory present, which is on the map. To build the Camel-producing buildings, the city must have at least one Desert tile in its Cultural border.
https://forums.civfanatics.com/threads/divine-daredevils-assassins-vs-templars.627276/
It really does help to get these suggestions. The quality of the product is much stronger when more people add ideas. Thanks again!
But the attack animations for the new units are pretty cool, I think. Adds a lot of "color" to the mystery of the era...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1278471661
I tried adding 1 or 2 of the units you recommended, but kind of got carried away... ;)