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Improved hireable Mike script[message #322512] Mon, 08 July 2013 02:48 Go to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
This is just a small script that allows hiring Mike under certain circumstances. I've been meeting him so many times by now that it's time for more options to end this encounter Smile . There was already a 'Humble Mike' mod that allowed this though you needed to barely graze him to make him join so it felt a bit like a cheat, especially since he joined for free. In this version you need to give him a decent fight before he even considers changing sides, you need a merc with high leadership and you still need to pay him for services. In the files supplied with the script he is a bit nerfed (to his JA1 stats, not 99 everything) but still is the most powerful merc you can get. (NOTE: I did only the new npc script, everything else credited to their respective authors.)

http://www.mediafire.com/?i70m7npombvr6nl

How to get Mike to join now:
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Corporal 1st Class
Re: Improved hireable Mike script[message #322513] Mon, 08 July 2013 03:01 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
:thumbsup:
Is this tied to a specific version or is it usable with any version of 1.13 from stable 4870 to latest unstable (SCI)?
TIA.

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Sergeant Major
Re: Improved hireable Mike script[message #322515] Mon, 08 July 2013 06:33 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:351
Registered:July 2003
$10000 per day? Week?

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Master Sergeant
Re: Improved hireable Mike script[message #322527] Mon, 08 July 2013 15:22 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
@Sam_Hotte: Any version will do. Even the vanilla JA2, but in this case it's not that easy to add a small portrait. 4870 to latest unstable are all supported.

@SharkD: Per day. You can change it to anything you want in MercProfiles.xml .

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Corporal 1st Class
Re: Improved hireable Mike script[message #322535] Tue, 09 July 2013 00:51 Go to previous messageGo to next message
SamBlack is currently offline SamBlack

 
Messages:26
Registered:November 2010
Location: Finland
A dumb question, how do I install this? Im quessing I should add/modify those lines to MercProfiles.xml and RPCFacesSmall.xml

[Updated on: Tue, 09 July 2013 01:18] by Moderator

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Private 1st Class
Re: Improved hireable Mike script[message #322553] Tue, 09 July 2013 15:23 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Just copy/pase all folders into your Data-1.13 directory except for TableData where you need to modify MercProfiles.xml and RPCFacesSmall.xml manually according to what's supplied. In case of RPCFacesSmall.xml entry just use the next index number instead of xxxxx. Relationships in MercOpinions.xml can also be changed as both Scully (31) and Tex (167) should have a 25 score for Mike (149).

BTW I also have a version which supports the relationships with mercs from JA1/DG. It looks like Mike had quite a fanbase back at AIM since Scully, Tex, Gary, It and Turtle all liked him.

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Corporal 1st Class
Re: Improved hireable Mike script[message #322567] Tue, 09 July 2013 21:18 Go to previous messageGo to next message
SamBlack is currently offline SamBlack

 
Messages:26
Registered:November 2010
Location: Finland
Ok thanks, I actually did just that before I got your answer.

I tried it briefly with Deidranna Lives 1.13 with AFS, and can confirm that it works! Good job, thank you!

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Private 1st Class
Re: Improved hireable Mike script[message #322579] Wed, 10 July 2013 09:30 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
nice reworked mod. I really like to put that in latest svn development GameDir, if it is OK for you? (otherwise this mod does not get the needed attention)

@merc05: can xou prepare the needed files so I just have to copy/paste them over the latest development gamedir files?

[Updated on: Wed, 10 July 2013 09:30] by Moderator

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Sergeant Major

Re: Improved hireable Mike script[message #322582] Wed, 10 July 2013 14:15 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Uploaded this ready to be copied onto the latest GameDir. It, Turtle and Gary had their texts added, all relevant tabledata is added, also given Mike some LBE gear.

http://www.mediafire.com/download/j1l8rcb9drc8q2c/Improved_hireable_Mike_for_GameDir_1699.rar

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Corporal 1st Class
Re: Improved hireable Mike script[message #322583] Wed, 10 July 2013 16:39 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
Nicely done!

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Master Sergeant
Re: Improved hireable Mike script[message #322591] Wed, 10 July 2013 17:41 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
thanks, will commit later.

EDIT: done!

[Updated on: Thu, 11 July 2013 00:20] by Moderator

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Sergeant Major

Re: Improved hireable Mike script[message #322984] Sat, 20 July 2013 14:44 Go to previous messageGo to next message
Bambusar is currently offline Bambusar

 
Messages:63
Registered:July 2012
hi i am playing new 1704/6232 with hireable mike

i was able to hire him as planned, i just noticed that paying for (at lest first day) him is not noted in financial report

second problem is that after i hired him re reappeared a bit later in group that took down SAM site from militia, not really a problem i am not complaining about another piece of his gun

also if mike is alive and you ask enemies to surrender they agree but you still have to kill mike to finish the sector

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Corporal
Re: Improved hireable Mike script[message #323008] Sat, 20 July 2013 23:43 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Thanks for the input Bambusar.

1. He got paid regularly when I tested him together with a log in the financial tab. The salary for an RPC merc is not deducted until a day passes.

2. I believe anv has found the reason for this: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/322991/Re_Jagged_Alliance_Deadly_Game.html#Post322991
I'm gonna make a build and see if it fixes the double Mike issue.

3. Does this happen only on a map where you recruit Mike or any other map with Mike on your team? The former is understandable since Mike is spawned from an elite soldier of Queen's, so the game thinks there should be one guy left to kill as far as I reason.

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Corporal 1st Class
Re: Improved hireable Mike script[message #323067] Mon, 22 July 2013 19:29 Go to previous messageGo to next message
Bambusar is currently offline Bambusar

 
Messages:63
Registered:July 2012
thx

I started playing that game few versions back, without hireable Mike, and Mike had 0 in MercProfiles.xml; when I started new game. I guess you cant change MERC stats during the game. You need to restart game for that. That would be the reason why my mike is free.

3. Yeah sector not being free of enemy as long as Mike is alive is alright. I just pointed that out since I think that Flugente mentioned once that Mike should also be captureable.

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/312736/Re_New_feature_Take_prisoners_.html#Post312736

Gambigobilla

2. What happens if i handcuff Mike? Smile


Flugente

2. He gets caught like everybody else and is now among your legion of helpless prisoners. But as you do not kill him, I guess he could return later on.


I didnt try handcuffing him though.

[Updated on: Mon, 22 July 2013 19:31] by Moderator

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Corporal
Re: Improved hireable Mike script[message #323146] Wed, 24 July 2013 01:11 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Oh yeah, I remember that. I think Flugente has changed it so that only nameless types can be imprisoned now. But since 'special' category was added to prisoner-type maybe we'll be able to do something like that soon.

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Corporal 1st Class
Re: Improved hireable Mike script[message #326372] Tue, 08 October 2013 20:49 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
While I was trying to fix bug #623 http://ja2.discusrock.org/bugzilla/show_bug.cgi?id=623 I ran into the issue that Bambusar was describing.

I killed all enemies in the sector and then recruited Mike, the last enemy at that time. Mike went over to my side but the battle was not over because the game still thinks that there is 1 enemy left. The only thing I could do was to manually leave the sector.
Have you come up with a solution to this problem?

If not, I will have to replace bug report 623 (fixed) with a new one. Wink

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Lieutenant
Re: Improved hireable Mike script[message #326407] Wed, 09 October 2013 22:53 Go to previous message
silversurfer

 
Messages:2791
Registered:May 2009
I think that I fixed the problem with the endless battle and I hope I didn't break anything else. Wink

Fix is in revision 6476.

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Lieutenant
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