RimWorld

RimWorld

RimMercenaries
121 kommentarer
The Dutchman For 18 timer siden 
So yours is more like the original merc mod from back in the day. Awesome
Nafty  [ophavsmand] 21. sep. kl. 15:27 
@veoba basically none. but rimdeed is more complicated and involved, however that may be a good thing for you. my mod has only basic features and generally more lightweight, the types of mercenearies are hardcoded. but also there is enableable feature for cusomization of their gear
veoba 21. sep. kl. 10:03 
Whats the diffrence from chiken pluckers mod?
Nafty  [ophavsmand] 8. sep. kl. 6:50 
@Vril there are settings that customize this featureset(make a price set, make it adjust depending on different equipemnt, disable the equipment customixation for mercenaries). Does changing these settings in mod settings help?
Vril 8. sep. kl. 5:49 
@Nafty

>Q: Can I customize the mercenaries' equipment?
>A: Yes, but it is disabled by default and can be enabled in the mod settings.

Cost of equipment isn't added to the hiring cost.
Nafty  [ophavsmand] 6. sep. kl. 13:36 
@Vril can you elaborate?
Vril 6. sep. kl. 8:54 
Is it possible to add cost to mercernary that is equal to the equipment they are carrying?
Nafty  [ophavsmand] 2. sep. kl. 14:30 
@pank1424 medieval console has the option to get mercs
pank1424 2. sep. kl. 6:16 
How does this mod work in a Medieval only run?
Skip Townsley 20. aug. kl. 22:53 
does it work with multiplayer
lucky_one 🍀 4. aug. kl. 10:02 
I encountered a weird bug, I will open a thread to notify it.
Guarwo 3. aug. kl. 19:53 
Thanks for making this one of the most useful mods I seen.
lucky_one 🍀 26. juli kl. 20:03 
I just checked it.

First I left it at default, 0.02 and ran 10 days full speed = 0 joined mercs.

Next test: 1.00, same days = 0 joined mercs.

I created a new game: Spawned, placed a console comms and called a merc, passed 60 days = The merc joined instantly.

I created a new game, this time on gravship start: Same thing, the merc insta joins.

So I guess my last playthrough got bugged for some reason and the mercs are just not joining

Thanks for the update btw! This mod made my playthroughs much more enjoyable.
Ametist Bell  [ophavsmand] 26. juli kl. 19:08 
@lucky_one
By default there is 2% chance of merc joining the colony on each social interaction
perhps you didn't get lucky(one), but now you can check it with the new settings which enable you to adjust the probability
Ametist Bell  [ophavsmand] 26. juli kl. 18:59 
Here's the update! Now you can edit most of the mod's features in the settings (Dev mode)
Nafty  [ophavsmand] 26. juli kl. 10:32 
@SIGMA BOI
do you have silver in range of a trade beacon?
SIGMA BOI 26. juli kl. 10:24 
i keep getting the error for not enough silver when I am trying to buy a merc, even tho I have enough stored
lucky_one 🍀 25. juli kl. 18:59 
Nice :WH3_clasp:
Nafty  [ophavsmand] 25. juli kl. 6:55 
guys, guys. i am working on bringing the config to settings. this functionality would be bundled in a patch with bug fixes
TheXpJohn 25. juli kl. 2:16 
we can't change things on the settings, i would like to have more of them because we can't see much of the people that we hired, i got so many pyromaniac so i just send them in "recon" mission on an ennemy base to dispose of them but because i need good people i run out of mercenary to hired and waiting a year for a replenishment is reaaly annoying. I don't asked to change the mod just to pup an option that let us play as we want, like other mod where we can change settings. because this mod is so usefull i love it. Or maybe to hired good mercenarie maybe you could put all the intel we need about them before hireing a bloodlust pyromaniac XD
Safety Inspector 24. juli kl. 15:38 
I wanna commission whoevers maintaining this mod rn, more of commission a separate version of the same mod, I reached out to the ko-fi but it looks like it never gets checked
lucky_one 🍀 23. juli kl. 16:10 
After 9 in-game years I finished Odyssey (Yes, I took my time, commiting warcrimes on a ship is more fun), and no one of my mercenaries joined the crew.

So just out of curiosity (since I had other mods I couldnt do it) I tested this mod alone on a new colony, and the same happens, no mercenaries join. I even tried to force the incident on my last test, but I kept encountering errors.

Here is the log with just this mod, Harmony and the Hugslib Log Publisher

https://gist.github.com/HugsLibRecordKeeper/45b71926b5bf5ebc8caa43c673770443
lucky_one 🍀 21. juli kl. 10:31 
So I dont know if i am the only one with this problem, but one of the mercs has been part of the colony for 4.3 years, and the other for 2, and neither of them seem to join and convert into a pawn. The only thing I can think of is the gravship mechanic bugging it for some reason?
lucky_one 🍀 20. juli kl. 4:46 
is it possible that mercenaries can't be elegible for settlement acceptance if you play the gravship start? Maybe it doesnt count as a settlement? Because I have one merc that has been there for 1 or 2 years and he isnt part of my crew yet. Just saying it because it has never taken that long
Qucumber 17. juli kl. 1:26 
@Укус за попку are you using WASDed pawn?
lucky_one 🍀 16. juli kl. 15:26 
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. juli kl. 15:13 
@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  [ophavsmand] 16. juli kl. 9:05 
@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. juli kl. 6:02 
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  [ophavsmand] 16. juli kl. 3:03 
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. juli kl. 19:22 
It only happens with the basic xenotype, every other xenotype is fine.
lucky_one 🍀 15. juli kl. 19:21 
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. juli kl. 14:40 
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. juli kl. 14:16 
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. juli kl. 15:58 
@Nafy yes, it's working now, thanks
lucky_one 🍀 12. juli kl. 7:39 
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  [ophavsmand] 12. juli kl. 7:25 
@᲼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. juli kl. 6:30 
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  [ophavsmand] 11. juli kl. 15:53 
@Укус за попку
can you provide more details please? when this error happened? what were effects on the game?
Укус за попку 11. juli kl. 13:13 
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. juli kl. 14:46 
any way I can tweak the values to make them cheaper lol
Ametist Bell  [ophavsmand] 4. juli kl. 5:51 
It should work on the new version
XYM04689733 4. juli kl. 1:53 
1.6?
A✗22 24. juni kl. 12:08 
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  [ophavsmand] 23. juni kl. 13:18 
@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. juni kl. 12:20 
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  [ophavsmand] 22. juni kl. 15:44 
@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. juni kl. 12:27 
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. juni kl. 10:30 
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: