Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wouldn't use it currently with MP, as it might also change who control a Merc. But thanks for the info, if i find the time i'll have a look and try to make it MP friendly.
Two ways:
a) Simply disable the mod for that, one should be able to enable/disable the mod at any time.
b) If you open the Browser and go to the "MyTeam" tab, in the bottom left should be a button to Release/Fire a merc (imo a bit less preferable as i don't think one gets money back on days already paid, but i might be wrong about that).
Sorry again for the inconvience. Took another look so the fix from 11 hours ago should work fine.
If you want to try to save the game, enterin the mod editor once (mod manager > mod editor) and then loading a game should allow you to open the game console (simply hit return).
Using: AddMoney([amount e.g. 99000], "salary", "noCombatLog")
Should allow you to reset the funds.
Problem was that i missed the hiring function including another value now and so it only prolonged for one day - that should be fixed.
Also it fixes a typo.
Fun fact - for those interested in the vanilla logic.
When a merc levels a "LevelUpPriceIncreaseSchedule" is set (hidden for us to see) - which will raise the price 10 + (1 to 10) days later.
So if you level MD twice on day 6 - you could get the following schedule (pseudo-code):
Day 21 level 2
Day 23 level 3
Now any time after day 23 you open the dialogue to prolong the contract the price will be raised for 1 ! level (up to level 3).
It looks like a logic error on HG part there, as i'd expect it to jump to level 3, but nope, it raises to 2 when you open the dialogue. Now if you close the dialogue and reopen it, it will raise again to level 3....
I'll double check that - normally it already should increasse the price on level ups as it's refering to a stateflag of the priceincrease, but i might have missed something there.
Thanks for the info.
Big change is that you can now disable the auto-accept on rehaggling.
Tested the new version and let others test it for a while, it ran fine. Still didn't find the reported "break dismissal of mercs" problem. If anyone got any specifics, let me know.
So have fun peeps :)
Same question to as towards xandross868, what other mods are you running?
Further, can you describe in which situation it stopped working? To rehire my script is using a vanilla function and the general function shouldn't have any interaction with the menus, so i've yet to see how my mod might be causing it.
I'm also getting this bug.
BTW, for others interested, the following (Audaki’s UI Enhancements), let's you see the relationship status between mercs without needing them to speak.
I am finding this really helpful, even past these mods being combined. I'm actually finding out not all negative conversations have to do with a bad relationship. Some of it's just meant to be comedy. And this helps you see that too.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3035627090
Thank you :)
@Echo
Okay, i might be closer to have that option. Just gonna have to test it further, to see if i'm not missing some bug.
I've yet to find a neat way to make sure the roll for haggling when you start the conversation with a merc, gets the same result my script had beforehand. Otherwise my script might tell you to talk to the merc and the new random roll might lead to the merc not giving you the haggling lines. Perhaps i'm having enough time this weekend to find some neat way to link those results, but so far i haven't found it.
Just looked at it and couldn't repdroduce the bug.
What options are you using and what other mods are you running?
Thanks guys, I'll look into.
HireMercFor365Days [fearlessrevolution.com] mod which could prove useful. It's likely outdated by now, but it might help determine how others approached the issue.
From what i saw i think it would be possible. But it's not something you can do really easily/cleanly, as the maxDay / MaxDuration is set not over a single variable/constant, but "by hand" in at least 4 places within the code (Mercenary.lua , AIMHiringScreen.lua being the places i know it's done, might still be missing something).
So you'd likely need to overwrite quite a bit of vanilla code/replace larger functions with your own code to basically change one number...
Generally speaking, this game is very moddable. A lot of the game code works through lua, which is fully accessible to modders. But a lot of things might take more effort than it might be worth.
There's a changes tab, which i make use of for the actual changes when i upload something.
Using bullet points to make it easier to read, is something i'll consider. Thanks for bringing it up.
What i won't do, is putting a growing list of changes on top, because that would burry the main info further and further.
What i might do, is put a small update warning on top, with a specific warning if mod options need to be reset or something.
---
Now in regards to the change i did after Gladius Victorius wrote here - It shouldn't compliacte things for anyone else, but perhaps me. As a lot of stuff can be implemented with the use of mod options and setting the default values in a way, that it behaves out of the box as it does now.
Thanks for your feedback.
It's likely you'll incorporate a few tweaks to the code in the coming months. Consequently, your opening description would really benefit from a short bullet list detailing the mod's main features.
This would not only inform interested players of your mod 'at-a-glance', but also keep current subscribers notified of the latest developments.
Not really a bug, rather my logic of looking more at a 14 day timeframe.
Now, should it stop you from going into any negative number? If you say yes, i'll happily add a toggle option for that behaviour.