RimWorld

RimWorld

Mercenaries For Me - Continued
Počet komentářů: 82
that squirrel guy 22. čvc. v 1.08 
1.6 maybee
913645--- 19. čvc. v 3.08 
thank you for your share!:steamhappy:
Shinoskay 16. čvc. v 7.35 
@Gerewoatle what a wierd, and stupid, thing to say.

Nvm you assume it hasnt already satisfied me.

@Ionfrigate12345 thats not how you phrased it in your message. the way you phrased it made it clear it was because you decided SOS2 was out and odessy was in. that people should pay for odessy instead of using the passion project sos.

I dont need to read Ludeons EULA because I've seen what modders are saying.

your explenation here, now, though.... does sound much better. Thank you for taking the time to express point 2.

as I said, I hope someone else takes up patching mercenaries because this is a really fun mod
Ionfrigate12345  [autor] 16. čvc. v 7.02 
@Shinoskay I clarify two points:

1. I made SOS2 compatibilities for most of my 1.5 mods primarily for my own use, sharing on my Steam page is only because I love to, but not I have to, so there's nothing to "turn back". You need to read again Ludeon's EULA about modders mandate.
2. Unlike some of my other mods, this mod has too many features making SOS2 compatibility overcomplicated, potentially even causing bug. That's also one of my reason why I tend to have a clean upgrade later. Most of my other 1.6 mods still identify SOS2 & Rimnauts 2 maps
Gerewoatle 16. čvc. v 3.04 
@Shinoskay - You know SOS2 is never going to fuck you, right?
Shinoskay 16. čvc. v 1.10 
SOS2 WILL NEVER DIE!

It is deeply disapointing you are being biased against SOS2 and turning your back on it and this mod for odessy.

I hope someone else takes up the torch and updates this mod.
Safety Inspector 9. čvc. v 17.55 
can you add the ability to change the values of how much a merc costs to buy, I fr wanna make a army but dont wanna pay a recruit like 400 per quantum when they shoot like shit
Ionfrigate12345  [autor] 18. čvn. v 14.20 
This mod I wont update to 1.6 for now, for SOS2 seems o7 because of Odessy, making compatibility code changes useless. Also I still have no idea how to make similar compatibility changes for Odessy having similar elements of spaceships.

I myself will buy Odessy for sure, then I will see how to make a "clean" upgrade from 1.4 to 1.6 by skipping this 1.5, then add Odessy space map compatibility. It may require major code change so the update wont happen in one day or two after Odessy release.
LostDragon7 🐲🐉 6. čvn. v 21.37 
Alright so update on mercenaries never arriving, I finally found the issue for me it seems. The USFM faction necessary for mercenaries to arrive from never actually generated for my colony, even though it should have. Or it did and something broke and it disappeared. Something happened to it, clearly.

Using another mod, Vanilla Expanded Framework, I was able to add "missing" factions which includes possibilities like "Nudist tribe" if you didn't add them during world generation. I was able to force it to spawn the USFM faction, which is said was required by this mod (fancy that!).

I can finally get mercs to arrive. If they never arrive for you, this might have happened to you and the faction does not actually exist. The null exceptions were a nightmare to dig through and didn't help make anything clear. But now I seem to be good. :steamthumbsup:
玄子Awuwa 1. čvn. v 2.34 
感谢dalao:steamhappy:
LostDragon7 🐲🐉 22. kvě. v 21.41 
Something broke for me at some point. Arrivals get stuck at 0 hours remaining, and pawn generation errors flood the log. I've spent hours digging through errors (mostly null references, no instance of an object when trying to generate a pawn) and logs trying to locate what the actual issue is, with no luck.

Other things function, like renting my guys to make money, but I quite suddenly became unable to rent or buy people, no matter the race.
Vartarhoz 10. kvě. v 6.27 
They also shouldn't require Recreation like ideology. They are here to work and get paid.
Vartarhoz 3. kvě. v 22.31 
This mod shouldn't propagate their ads when there is no COM console.
hardbrocklife 5. bře. v 16.56 
You guys missing body parts, check the github because I think the cybernetic Mercs use limbs from other prosthetics mods, or your prosthetics mods could be cause the limbless dudes.
Hanms 27. led. v 16.46 
Umm,, when I reload the game, the mercenaries have ideologies..
深海水母灯 25. led. v 21.09 
真相了!解锁微电子科技后就可以用了!
Ionfrigate12345  [autor] 25. led. v 12.13 
@深海水母灯 你是否解锁了通讯台科技?
深海水母灯 25. led. v 1.56 
老说银币不足,明明在范围内,别的商船都可以读取到银币,这个不行,求求修复一下,是什么bug,读取不到银币
LZIM 20. led. v 18.41 
same exept the drop pod did not spawn so the pawn is stuck in the pawn portraits and doesnt spawn or die, is there a way to force it to spawn or dev mod to remove it ?
Crimson Talon47 11. led. v 15.48 
My only issue is they always arrive with no limbs, and when i hire a commander, their skills are pretty lame for how expensive they are.
LZIM 9. pro. 2024 v 3.19 
also, there's a few in that text

"- Corrected a small orthograph error for French translation:
"Mercenaires emprisonné" doit être "Mercenaires emprisonnés". Je n'ai pas vérifié davantage plus de texts, si jamais d'autres fautes orthographes existent merci de me les sigaler."
LZIM 8. pro. 2024 v 9.40 
Still bork

however the hired merc does appear on the colonist bar with no.. body parts.. and physically never drops in his pod onto the map.
Lizgard 26. lis. 2024 v 20.47 
Mercenaries do not arrive in 0. Mod is broken unfortunately
Senilia 27. říj. 2024 v 3.15 
Mod设置界面没了吗?
Cassie 2. říj. 2024 v 5.52 
@Zedric I am still having problem with mercenaries not arriving in 0. Could be I am also using the Kotor mod xenotypes/droid and trying to spawn those in.
Ionfrigate12345  [autor] 22. zář. 2024 v 8.05 
@Zedric Thanks for your PR. I dont have time to test recently, pretty busy IRL. But I suppose you ve tested it already locally for this code change so I merged and updated it.
Zedric 21. zář. 2024 v 21.58 
Submitted a pull request on GitHub to fix "ordered mercenaries arrive in 0" pawns never showing up. Problem seems to be due to changing new mercs' Ideology settings without checking if the DLC is actually installed.
ReDawn 21. srp. 2024 v 2.41 
应该是老bug了,永久购买的雇佣兵都是随机技能
LZIM 19. srp. 2024 v 17.41 
Same about the ordered mercs not showing up. What do you mean dev mode? which commands need to be used for the errors mentioned?
O R'lyeh Chiko Stan? 6. srp. 2024 v 18.15 
@Papito Not very stable. Use dev mode to get around most of the bugs or don't use this mod.
SoulDRoul 4. srp. 2024 v 21.12 
有部分内容未汉化,比如t恤衫之类的
Wolves Hero 23. čvc. 2024 v 18.25 
This mod broken. The ordered mercenaries will arrive in 0 still stuck haven't arrived
Holynevil 20. čvc. 2024 v 13.17 
why all my "commander" mercs come disabled? like all their most of their organs removed
Papito 19. čvc. 2024 v 11.35 
How stable is this fork?
O R'lyeh Chiko Stan? 11. čvc. 2024 v 12.55 
I had a Mercenary corpse burn due to a fire and their symbol remained on the map despite no corpse existing anymore on the map.
BlackCamper 6. čvc. 2024 v 9.11 
@ionfrigate

you're right good sir once i researched it it pop up and everything is normal now thank you very much for your help. you're doing gods work keep it up
Ionfrigate12345  [autor] 6. čvc. 2024 v 7.24 
You need Microelectronics tech to make all your comm consoles and beacons work for orbital trading. If I remember well its a vanilla feature.
Ionfrigate12345  [autor] 6. čvc. 2024 v 7.18 
@BlackCamper Did you get the comm console and trade beacon without unlocking it by tech? Without tech the orbital trade system doesnt work even you get them otherwise via dev mode or ruins

(Sry i clicked the delete button on your comment by mistake)
Breegan 3. čvc. 2024 v 15.51 
LEGEND
TheWageGap 2. čvc. 2024 v 9.30 
Interesting, I tried in a new game and with empty mod list. All I know is that the previous version works fine.
Ionfrigate12345  [autor] 1. čvc. 2024 v 15.50 
@wcpwnsuto BTW I tested your issue as well. The icon will stay when corpse is there, and will disappear when the corpse is destroyed. It's probably intended by original author so that you have time to resurrect them
Ionfrigate12345  [autor] 1. čvc. 2024 v 15.43 
@TheWageGap I tried again with an empty mod list (except Harmony and this one). Still works well for incoming mercs.

So I'm not sure what happens in your save.
TheWageGap 1. čvc. 2024 v 14.57 
Uninstalled the mod, refreshed Steam and Rimworld, reinstalled the mod and the issue persists unfortunately
Ionfrigate12345  [autor] 1. čvc. 2024 v 14.35 
If it still doesnt work I'll try to test without SOS2 or Rimnauts2. Maybe some patch code is broken without them
Ionfrigate12345  [autor] 1. čvc. 2024 v 14.34 
OK the latest github version doesnt have the latest assembly dll, that one was long time ago
Ionfrigate12345  [autor] 1. čvc. 2024 v 14.27 
@TheWageGap Unsubscribe & Resubscribe to make sure you are on the right version, or use the latest github version
TheWageGap 1. čvc. 2024 v 14.24 
Nope, still the same issue.
Ionfrigate12345  [autor] 1. čvc. 2024 v 14.16 
@TheWageGap Try again now, I tested myself, seems working.

I also removed player home requirement, now you can call mercs on any regular maps except SOS2 and Rimnauts2 ones
TheWageGap 1. čvc. 2024 v 13.54 
So I downloaded a previous version from GitHub (bless you) and it works fine. I tested this in a dev quicktest map, in an ongoing save and a new save and in a valid colony map, with and without all my other mods.
Ionfrigate12345  [autor] 1. čvc. 2024 v 13.47 
It seems that it's related to a vanilla update, it makes some temporary maps no longer marked as player home (where this mod tries to spawn mercs)

I've already seen this problem in my other mods, it starts without any code change.