RimWorld

RimWorld

RimMercenaries
97 Comments
Qucumber 17 Jul @ 1:26am 
@Укус за попку are you using WASDed pawn?
lucky_one 🍀 16 Jul @ 3:26pm 
I unsubscribed and subscribed again and the mercenaries are back to normal, I dont know if what happened is a puntual bug or if it will happen again, but I will let you know in that case. I havent had anything similar and I have been playing with this mod A LOT.

Maybe a weird interaction with the 1.6 mod updates.
lucky_one 🍀 16 Jul @ 3:13pm 
@Nafty The only thing I can think of is that maybe some mod is conflicting with it after updates, because I haven't really changed my modlist since I started playing with yours months ago. I will try to look by myself if I can pinpoint what's wromg.

If no one has reported anything similar it's probably on my end.
Nafty  [author] 16 Jul @ 9:05am 
@lucky_one
I tried to reproduce it just with this mod + mine(and dependencies of course) installed and haven't been able to get it(unlocked all research, tried waiting for rest of mercenaries, etc.). Maybe load order of mods matter or there are some more(that you use), that try to patch something generic, and kinda somehow bring this bug? This is very very bizzare issue.
lucky_one 🍀 16 Jul @ 6:02am 
To be honest I dont know, that was my first time opening the menu to hire a mercenary, so that was my first interaction with the console. It's quite funny ngl. Maybe is a bug with the VFE - Pirates since a lot of people have been reporting issues with it, like the "Warcasket" trait not appearing.

Besides that, I cant give you anything else to work. As I said, other xenotypes are completely fine, it happens only with the "Basic" one.
Ametist Bell  [author] 16 Jul @ 3:03am 
What.......Okay, we'll try to fix this bug
Are there any details about how this happened? Did it appear from the beginning of the game or something?
lucky_one 🍀 15 Jul @ 7:22pm 
It only happens with the basic xenotype, every other xenotype is fine.
lucky_one 🍀 15 Jul @ 7:21pm 
Hi, I have a question: Why are all my mercenaries Warcaskets? lmao:

https://imgur.com/a/yxDh33c

I guess this is a bug of some short?
The Phasmid 13 Jul @ 2:40pm 
I really really wish there was an option to not get rid of their passions gained from backstories. (Like a Farmer losing their plants/animals interest/passion). Do you have any interest in making a change like that? Otherwise this is one of my favorite mods at the moment; very high quality!

Choosing xenotypes is SO nice.
krumla 13 Jul @ 2:16pm 
Considering all the people who had blank page. I had the similar issue, but it seems it just needed a 'year' to refresh and the list pulled up. That said, I mean 60 ingame days after comm console was built (and I think after I opened the panel first time too)
᲼jullio 12 Jul @ 3:58pm 
@Nafy yes, it's working now, thanks
lucky_one 🍀 12 Jul @ 7:39am 
Im about to start a new game for the expansion, I will let you know if anything happens boss. This mod is a staple for me. :er_heart:
Nafty  [author] 12 Jul @ 7:25am 
@᲼jullio
i rebuild the mod with dependencies from the new update, it should offer intiial support, there maybe errors showing up, but i checked core functionality and it should be working. please try out the update!
᲼jullio 12 Jul @ 6:30am 
it is not working for the new update of July 11, the mercenary screen is without mercenaries
@Nafty
after loading the game with harmony and all dlc
Nafty  [author] 11 Jul @ 3:53pm 
@Укус за попку
can you provide more details please? when this error happened? what were effects on the game?
Укус за попку 11 Jul @ 1:13pm 
Type GameComponentDef is not a Def type or could not be found, in file GameComponentDef.xml. Context: <GameComponentDef><defName>MercenaryGameComponent</defName><gameComponentClass>RimMercenaries.MercenaryGameComponent</gameComponentClass></GameComponentDef>
Safety Inspector 6 Jul @ 2:46pm 
any way I can tweak the values to make them cheaper lol
Ametist Bell  [author] 4 Jul @ 5:51am 
It should work on the new version
XYM04689733 4 Jul @ 1:53am 
1.6?
A✗22 24 Jun @ 12:08pm 
Best way I can describe it is this:

1) I go and hire someone, check and (for example) it says "Next refresh in:48 days" then don't touch the mercenary menu for a few days

2) Go back to the menu say 3 days later and the number isn't "45" as it would display using the example timeframe above, it's always higher and I have no idea why

I've been on this save thus far for just over 3 years and not a single time has my "baseliner" tab reset itself, and that is why I thought maybe it was to do with purchasing new mercenaries.

Honestly unsure lol
Nafty  [author] 23 Jun @ 1:18pm 
@A✗22
i believe i programmed it to run on strict time window(like once each year, no matter what were your actions). can you elaborate? maybe issue is with saving/reloading?
A✗22 23 Jun @ 12:20pm 
I'm a bit confused by the refresh time window. I swear every time I check the days remaining it changes to a random duration (not instantaneously after hiring someone, but every now and then I go back and check and it's changed) - unless I'm missing something where by if you hire a mercenary it resets the countdown or something?
Nafty  [author] 22 Jun @ 3:44pm 
@hirisolv after a year there is a small chance they would convert to member of colony each time they talk with the other colonist
hirisolv 22 Jun @ 12:27pm 
i contract some mercenary. And the mercenary status is ready yet, but they keep like hired and does not convert in member, is a bug or? they have like one year in colony
刀刀闪 3 Jun @ 10:30am 
The soldiers you need will always stay. As for those you don't like, just let them be substitutes. I think this is a bit like a long time ago when I was constantly refreshing and looking for the protagonist I wanted:steammocking:
刀刀闪 3 Jun @ 10:24am 
Perhaps it is possible to select random attribute and feature templates from the three role options that pop up after clicking "Hire"? Perhaps this feels better?:steamthumbsup::steamthumbsup:
TheXpJohn 3 Jun @ 8:01am 
soo where is the update check ? XD
모르는사람 2 Jun @ 8:37am 
스탯이 정해져있어서 좋지 않은 느낌이네
Ametist Bell  [author] 1 Jun @ 6:14am 
@Ananas Legion
It won't really affect your settlement, but it was a joke. If you want to remove them, just expel them from the settlement.
Ananas Legion 1 Jun @ 6:08am 
Wouldnt that rake up a morale debuff?
Ametist Bell  [author] 1 Jun @ 6:06am 
@Ananas Legion
Kill them
Ananas Legion 1 Jun @ 6:01am 
How do you dismiss the mercenaries?
Vassomore 31 May @ 5:26am 
it worked
Nafty  [author] 31 May @ 4:37am 
@Vassomore do you have an orbital beacon near the silver?
Vassomore 31 May @ 4:33am 
every time i try to order a mercenery. even when i have enough silver in storage it says I dont have enough.
诉海风YK 30 May @ 11:22pm 
Thank you
Jabba 29 May @ 10:25am 
Thanks for the awesome update!
Ametist Bell  [author] 29 May @ 12:06am 
@MangoCobra
Mostly there's a random set of clothes, but a person can arrive naked. This means that the mercenaries do not come complete with the armor and equipment shown in the screenshot.
Mercenaries are bought forever
MangoCobra 28 May @ 8:55pm 
"Clothing, armor, and weapons are not included with the mercenaries"
So do they arive naked?
How long do their contracts last?
TimeBoss23 28 May @ 7:21pm 
I found out that the NCR dollar and Caps won't let you use silver as it changes the currancey used in the game
Ametist Bell  [author] 28 May @ 5:33pm 
@Jabba
Added compatibility with the mod Medieval Overhaul
Ametist Bell  [author] 28 May @ 3:09pm 
And here comes the update! Many things have been changed for the better, so if you would like to see the list of changes, please read the updates.

By the way, now when the mercenaries die, you won't get such serious debuffs.
TheXpJohn 28 May @ 8:38am 
@Ametist Bell
thank's for your answer, i wonder if a mercenarie get killed on duty if the colony is sad or not, can i spam mercenaries without carring about their live that is my question XD
Jabba 28 May @ 5:53am 
Cool mod!
Would it be possible to add compatibility to Medieval Overhaul's messenger table (medieval alternative to comms console)?

Currently, you can't hire mercenaries as a medieval colony :P
Ametist Bell  [author] 28 May @ 3:41am 
@TheXpJohn
Oh, oh, I completely forgot to answer!
For convenience, the mod has made it so that mercenaries are bought once for always, so that the player has the opportunity to create a full-fledged small army and fully equip it without worrying about the fact that the mercenary will suddenly leave. Right now we are working on introducing the mechanics of mercenaries, their integration into the settlement, and so on. The update will be released soon (Today-Tomorrow)
TheXpJohn 28 May @ 1:57am 
what about my com :steamsad:
Ametist Bell  [author] 27 May @ 11:27pm 
@TimeBoss23
Hmm, to be honest, I'm not sure, but I think the mod should be compatible with these mods.
However, I recommend checking if these mods work with each other before starting a full game.
TimeBoss23 27 May @ 9:39pm 
does this work with other currancey mods like the fallout caps or Ncr dollars?
Ametist Bell  [author] 27 May @ 2:15pm 
@Kamisato Ayato

We'll release an update fixing this soon, plus we'll add a couple of new mechanics that I think will look great.