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Re: Pending Feature: Increased Team sizes[message #350369 is a reply to message #348431]
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Fri, 21 July 2017 13:39
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Juku121 |
Messages:1
Registered:July 2017 |
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Hey!
Apparently this feature is in hibernation, but Flugente wanted testing, so I did some and came up with something rather nasty.
Namely, autoresolve has crashed pretty much every time I've tried it, producing the error message
"Assertion Failure [Line 995 in file Auto Resolve.cpp]. <debug save stuff>
Mapping between actual enemies and autoresolve cells is wrong."
I'm about 90% certain this has to do with the increased team size code, since switching to "regular" r8338 .exe fixes this.
If you need a save or other info, do tell.
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Civilian
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Re: Pending Feature: Increased Team sizes[message #358296 is a reply to message #329856]
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Sat, 19 October 2019 23:07
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BruceVaran |
Messages:2
Registered:October 2019 |
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Thanks for your work Flugente. I got to try this mod a few years ago, and it was awesome being able to hire all the mercs! I was really hoping to use it with the latest AIMNAS, but apparently it's no longer compatible.
Do you still have plans to update the mod, or is it permanently abandoned at this point? Is there anything I could do to help, or any way I could compile an .exe myself to have increased team sizes in the latest AIMNAS?
Thanks for any response.
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Civilian
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Re: Pending Feature: Increased Team sizes[message #358308 is a reply to message #358306]
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Sun, 20 October 2019 21:09
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BruceVaran |
Messages:2
Registered:October 2019 |
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Wolfe wrote on Sun, 20 October 2019 18:45 For some who can't code I have to say this is very impressive. When I read about some of the mercs who are limited or let's face it the screw ups who might be interesting you often don't get a chance to hire because you're trying to win. This let's you expand your force and have a "section 8" unit.
My question is will you have enough money to pay for everyone? You can hire one but can you handle the increased payroll?
I could be wrong but I don't think it's possible to have a high enough daily income to hire all mercs at once, especially since their salaries increase as they level up.
However, you can modify MercProfiles.xml to change the salary of the mercs and the amount by which it increases. Personally, I like to give them all a medical deposit of 50,000 and a salary of 0. This makes them hirable for a single one-time fee and no recurring salary. If I remember correctly (it's been years since I last played) a salary of 0 doesn't work on M.E.R.C. mercs, unless you transfer them to AIM.
Edit: I just remembered: giving a salary of 0 to mercs hired through M.E.R.C. causes a problem: the M.E.R.C. website expects you to pay your bill anyway (in this case, a bill of $0) but the game won't let you pay at all. You basically end up indebted to M.E.R.C. with no way to pay the debt. To avoid this, you must give those mercs a salary of $1 minimum or mod your game files to make the mercs hirable through AIM.
[Updated on: Sun, 20 October 2019 23:17] Report message to a moderator
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Civilian
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Re: Pending Feature: Increased Team sizes[message #364261 is a reply to message #361162]
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Sat, 29 January 2022 17:18
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cornholio |
Messages:3
Registered:January 2022 |
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Would love to see this updated, though I'm mostly interested in MAX_NUMBER_PLAYER_MERCS and would be very happy for a version with just this setting increased.
[Updated on: Sat, 29 January 2022 17:28] Report message to a moderator
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Civilian
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Re: Pending Feature: Increased Team sizes[message #364979 is a reply to message #364729]
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Mon, 14 November 2022 02:54
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Jakub |
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Messages:40
Registered:January 2014 |
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Hi ! So maybe we could leave these options in mod like here :
************************************************************************************************************************ ******
; These settings control some program limits.
; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
;*********************************************************************************************************************** *******
;----------------------------------------------------------------------------------------------------------------------- -------
; This is the max number of mercs and vehicles you can recruit.
;
; PLEASE NOTE:
; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
; To load any "broken" savegames, simply revert to your original settings.
;----------------------------------------------------------------------------------------------------------------------- -------
; Player mercs, valid values 1 through 256, default is 24
MAX_NUMBER_PLAYER_MERCS = 64
; Player vehicles, valid values 2 through 20, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 6
;----------------------------------------------------------------------------------------------------------------------- -------
; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
;----------------------------------------------------------------------------------------------------------------------- -------
; Enemies (i.e., soldiers), valid values 16 through 512, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 128
; Creatures (i.e., bloodcats and crepitus), valid values 0 through 512, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 128
; Rebels (i.e., militia), valid values 16 through 512, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 128
; Civilians, valid values 16 through 512, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 64
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Corporal
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Re: Pending Feature: Increased Team sizes[message #366095 is a reply to message #365568]
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Tue, 21 May 2024 16:28
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kwasny |
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Messages:15
Registered:January 2017 Location: Poland |
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Is there someone who is working on this project? I don't have competency to fix any potential bugs, but i have believe that i will se this mod in standalone 1.13 update.
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Private
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