RimWorld

RimWorld

Mercenaries For Me
 This topic has been pinned, so it's probably important
aRandomKiwi  [developer] 14 Aug, 2019 @ 12:33pm
[FAQ]
1) How i can rent and hire mercenaries ? throught the "USFM" button in the bottom of screen ?
It's a common mistake, the hiring and renting part is done throught the comms console (call the USFM Faction), the dialog showed by cliking on the "USFM" tab in the bottom of the screen only show a summary of rented and hired mercenaries and their costs/incomes.

2) No option for USFM faction in comms console is present.
It is certainly provoqued by a conflict with another mod with missing dependancies or a bad load order.
Try to bring it just after the "HugsLibs" mod if you have it or just after the "Core" and try to see if the "USFM" entry now appear in the Comms console.


3) What happen to stuff weared by mercenaries when they left the colony (end of contract) ?
Dont worry when mercenaries left your colony with stuff weared (gears, weapons, silver, food,...), the USFM send back all the stuff in a few hours after they left by drop pods, so it's not necessary to check what they carry or wear all will be returned to you.

4) How do I get my mercenaries back after i rent them ?
To get back your rented mercenaries, it's possible only on the USFM Bill dialog you will receive each day 1 of new quadrum, click on the "Show income" then uncheck the checkbox at the right of mercenaries you want to get back, once done finish by click on the "OK" button of the bill dialog

5) When a cyborg mercenary die all his prostheses disappear is it normal ?
Yes, cyborgs have USFM implants linked to a remote super-computer on all of their body organs/parts, when the implants detect no life signal on the host it proceed to the self-destruction sequence of all bionics parts to avoid technology theft

6) When i try to harvest a cyborg mercenarie bodypart it explode ?
It's normal, there is 75% (by default) of risk that when the bionic or natural parts is removed it explodes by making incendiary damage due to the fact that the USFM implants in all organs of its mercenaries cyborg nano-implants linked remotely to an super-computer responsible to detect technologies thefts

7) When i fire a mercenary i dont get back its guarantee ?
It is the counterpart of having broken the terms of the contract you had with the USFM before the end, they keep the guarantee accordingly.

8) Why price of some mercenaries on the monthly bill are increased or decreased ?
Mercenary salary price are increased when they are unhappy during his last month at your colony likewise when they are happy their salary are decreased.

To see in real time what they think about your colony see the "Affinity" section on their HUD window.


9) How the mod known in which mode (Medieval or Modern) work ?
There are 3 mode changeable in settings :
The mod will automatically check the reasearch level of the player, if the research "Micro-electronics" is done then the modern mode is enabled otherwise it's the medieval one


10) I hired some mercenaries and received one day after or few days after a bill is it normal ?
When you hired your mercenaries are you at the end of the current quadrum ? (13th, 14th, ...).
Because it's normal if for example you hire a mercenary the 14th of the current quadrum to receive a bill the first day of the next quadrum, when you hired your mercs you paid only the prorata of days not passed of the current quadrum ( eg : you are the 14th you hire a mercenaries, so you will pay a very small price : (15-14 / 15) * priceOfYouMercenary (see the prorata field on your bill when you hire a mercenary)).


11) Is there a list somewhere of all the incompatible traits
In the mod's settings "Mercenaries Blacklisted Traits (defName)"

12) USFM is charging me twice for my hired mercenaries.
When you hired your mercenaries are you at the end of the current quadrum ? (13th, 14th, ...).
Because it's normal if for example you hire a mercenary the 14th of the current quadrum to receive a bill the first day of the next quadrum, when you hired your mercs you paid only the prorata of days not passed of the current quadrum ( eg : you are the 14th you hire a mercenaries, so you will pay a very small price : (15-14 / 15) * priceOfYouMercenary (see the prorata field on your bill when you hire a mercenary)).
Last edited by aRandomKiwi; 6 Oct, 2019 @ 12:51pm
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Showing 1-15 of 33 comments
Jet 19 Aug, 2019 @ 3:53am 
1. By renting mercs do you mean leasing your own colonists to earn your colony money by working for the mercenary group? Ive read that in the OP and was a bit confused.

2. Also what are the benefits of a guard mode? Mood for the colony? "feeling secure +5" for example. I use the mod spotted which adds a watchtower (and has a chance to tell you of the timing of an upcoming raid/at higher levels of spotting the strength/number of those involved) so this might be interesting in conjunction with it. In your mod what does guarding do?

3. for missions like escort vip, do you get to play those missions or are they just assumed to happen when you are leasing your mercs out to the USFM?

4. if you recruit a merc via the incident do the implants still explode?
Last edited by Jet; 19 Aug, 2019 @ 3:57am
aRandomKiwi  [developer] 19 Aug, 2019 @ 4:08am 
@Jet:

1) Yes

2) Guard mean simply a new job that allow colonists/mercs to stand on "guard spots" ( it's just a location like animal sleep spot), they stand like if they are drafted but automatically attack near treats, and fit their vitals needs (sleep, food), they work only on "work" and "anything" work assignments, note you can dedicate a guard spot to one colonist.

3) Actually there is no event which let you play interactively on map with your rented mercenaries (but there is incidents about injured, earn money bounty, and killed mercenaries during their contract). It's planned to add more interaction event like you describe (interactive map where there is a battle and you control your rented mercs to fight as part of a mission of the USFM).

4) No, implants/organs should not explode
Last edited by aRandomKiwi; 19 Aug, 2019 @ 4:23am
Is guard a work type that you can prioritize? Because if so then I cannot actually make anyone do guard duties. If not then I still cannot make anyone perform guard duties if they have nothing else to do even and are assigned as guard.
aRandomKiwi  [developer] 24 Aug, 2019 @ 2:39am 
@Askeleton : It"s not a job, place a guard spot building (in security tab), then click on any of your colonist (violent capable) and enable the "Guard Mode" button.
Last edited by aRandomKiwi; 24 Aug, 2019 @ 2:39am
probably something broken with my game
aRandomKiwi  [developer] 24 Aug, 2019 @ 3:08pm 
@Askeleton : Try put the mod just after HugsLib or the Core in the mod order an retry if it work, it generally come from other mods bad interactions loaded before this mod.
Last edited by aRandomKiwi; 24 Aug, 2019 @ 3:08pm
Could it be that the guard stuff doesn't work with modded races?
aRandomKiwi  [developer] 24 Aug, 2019 @ 4:55pm 
@Askeleton : No it should work with all humanoid entities (Vanilla, Humanoid alien race based, ...), can you provide a HugsLib report when it not work "guard spot" placed and "guard mode" enabled on one of your colonist but nothing happen.
Last edited by aRandomKiwi; 24 Aug, 2019 @ 4:55pm
aRandomKiwi  [developer] 24 Aug, 2019 @ 5:15pm 
@Askeleton : No relevant informations about a potential bug in the report, does the guard mode work on human vanilla colonists ? if you dont have any spawn one with dev tools, if it work the issue come from infact the modded race so in this case i would need the modded races mod to make it compatible.
Spawned a human and it worked perfectly. My real colonists are all androids from the android tiers mod
aRandomKiwi  [developer] 26 Aug, 2019 @ 7:18am 
@Askeleton : Fixed in the planned 1.5.0 release with a bunch of other issues (the update will be available soon).
TortillaWarrior 14 Sep, 2019 @ 10:39am 
is there a list somewhere of all the incompatible traits,
when trying to rent a colonist with one, we are only informed of two "(pyromaniac, nudist, etc...)"
aRandomKiwi  [developer] 14 Sep, 2019 @ 10:40am 
@zvzv9 : In the mod's settings "Mercenaries Blacklisted Traits (defName)"
Jet 22 Sep, 2019 @ 5:55pm 
do pawns age while rented out to mercenary groups?
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