Home » MODDING HQ 1.13 » v1.13 Feature Requests » more mercenaries (how to recruit more mercenaries...ecc)
more mercenaries[message #345973] Mon, 20 June 2016 20:02 Go to next message
Thundercat

 
Messages:50
Registered:November 2009
Hello everyone. I had to create this new thread because I could not find anywhere what I am looking for. Maybe the answer is to be found in older forums I can't access. Also those current ones don't enter my request. So I would like to know how to get more mercenaries, actually the limit is 32. But also how to increase enemies in tactical, limit is 64 ecc ecc.
I tried to modify through editorINIoptions.xml. But although the changes appear as new limits once I open Inieditor.exe and I choose them (I am running latest ja2gold+1.13+Aimnas), at the beginning of the game some red lines appear not recognizing them, thus they don't count in game.
What am I missing?? How do I make those changes permanent? How do I bypass the initial block and allow them in the game?

Thanks in advance.
Re: more mercenaries[message #345974 is a reply to message #345973] Mon, 20 June 2016 20:07 Go to previous messageGo to next message
edmortimer

 
Messages:1062
Registered:January 2015
Location: Home Free
See this thread: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21656&goto=345675&#msg_345675

You don't say which build of 1.13 you are using -- that thread should clarify which one you need at minimum.

Edit: However, I'm not sure if AIMNAS supports the needed build of 1.13. Someone should clarify that for you soon.

[Updated on: Mon, 20 June 2016 20:09]





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Re: more mercenaries[message #345975 is a reply to message #345974] Mon, 20 June 2016 20:13 Go to previous messageGo to next message
Thundercat

 
Messages:50
Registered:November 2009
Sorry, yeah... In fact I wrote latest for that reason. I am using 1.13 SCI 8246 on game Dir , along latest Aimnas and 82.51 exe. All goes fine except some freezes and the fact that father Walker won't take the wine to reveal to me about the crepitus although I enabled them and chose sci fi mode.
Re: more mercenaries[message #345976 is a reply to message #345975] Mon, 20 June 2016 20:21 Go to previous messageGo to next message
Thundercat

 
Messages:50
Registered:November 2009
The forum you proposed won't describe what I am asking. If I change new limits on editorja2inioptions xml , even though they appear on the proper ini. and I choose them , they won't count on a new game. Once it starts a red line says that it is off limit and the previous value will count?? How do I hire 40 mercenaries instead of 32 or how do I get 200 enemies in tactical instead of 64, for instance??
Re: more mercenaries[message #345977 is a reply to message #345976] Mon, 20 June 2016 20:43 Go to previous messageGo to next message
edmortimer

 
Messages:1062
Registered:January 2015
Location: Home Free
Sorry, can't answer your questions because I'm still working on modding 7609, and am not up to date on the latest SCI or AIMNAS.




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Re: more mercenaries[message #345978 is a reply to message #345977] Mon, 20 June 2016 21:12 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
With a normaal exe, you cannot increase the number of mercenaries above 32 and the number of enemies above 64.

There are, however, experimental exes increasing those limits. See the thread for installation instructions and install the newest one, on top of a SCI.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: more mercenaries[message #345979 is a reply to message #345978] Mon, 20 June 2016 21:35 Go to previous messageGo to next message
Thundercat

 
Messages:50
Registered:November 2009
Thanks Flugente. I ll check it out.
Re: more mercenaries[message #345984 is a reply to message #345979] Tue, 21 June 2016 11:40 Go to previous messageGo to next message
Thundercat

 
Messages:50
Registered:November 2009
Good morning again. I would like to ask another important issue. What is the best and more stable way to play Aimnas?? Erasing from confingAimnas the AIM word thus use the 1.13 ini plus the new stuff ?? Or copy/paste bigmaps into Data-Aim folder and use the Aim.ini to start the game??? Is there a real difference?? Thanks a lot again.
Re: more mercenaries[message #345990 is a reply to message #345984] Tue, 21 June 2016 17:44 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3801
Registered:July 2009
The best and most stable way to play with mods is to follow the modmakers' instructions and not mess with things you don't understand.



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Re: more mercenaries[message #354286 is a reply to message #345990] Fri, 10 August 2018 06:02 Go to previous messageGo to next message
Shinobi

 
Messages:132
Registered:July 2015
Location: Mexico
say how this thing went? again sorry for necrobumping (i know i do it a lot) but there was already a thread so i thought if it'd be worse to open a new thread with an already existing topic or necrobumping a 2 yr old thread and idk.

anyway thing is that i did try to expand the max mercenaries number beyond 32 just to have the game tell me the max ammount is indeed 32.
i already fired Ira and replaced Razor and Haywire (though descition to make) to hire Igor and Ivan.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: more mercenaries[message #354292 is a reply to message #354286] Fri, 10 August 2018 13:35 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
As I said in the above post, 32 is max in stock and there is no way around that. My experimental increased teamsize exes change that, I haven't updated them in a while though, because, eh... effort. Yeah, let's go with that.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: more mercenaries[message #354300 is a reply to message #354292] Sat, 11 August 2018 06:20 Go to previous messageGo to next message
Shinobi

 
Messages:132
Registered:July 2015
Location: Mexico
so long story short, they won't work with the latest builds?



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: more mercenaries[message #354307 is a reply to message #354300] Sat, 11 August 2018 13:51 Go to previous message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
It requires a different exe. This means if wont have any features added since the last time I updated that exe by necessity.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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