[PET]KelinTor's Mercenary Company V1.2

Want to share your mod with the world? Feel free!

[PET]KelinTor's Mercenary Company V1.2

Postby KelinTor » Wed Dec 16, 2009 9:44 pm

This mod gives the opportunity for those who feel lonely to hire mercenaries alongside your beloved pet. Those mercenaries in exchange of some gold will help you in your quest against the Blight. Beware that in spite of being strong they are not immortal, don't worry many skilled mercenaries enlist everyday in K's Company.

As of now you'll have to buy the map once (unlimited use) and wherever you're allowed to use portals you can enter in and hire mercenaries. Some mercenaries being quite strong will be limited in the number you can hire. Also the mercenaries scale with your level when you hire them. Later I can add some pack of mercenaries if you wish (like 3 Goblins and a Dwarf etc..). The main issue would be price balancing, this will certainly need to be tweaked.

Edit: Now you can have the 3 classes with you, they will use their in-game skills often so it's taxing on the graphic card if you have the 3

Download here : http://www.runicgamesfansite.com/downlo ... ile&id=321

Edit : V1.1 should be compatible with the Merchant Pack from Lathlas.
Edit2 : Updated to V1.12.
Edit3: Updated to V1.13, Added the 3 story Characters and a new potion to fire the mercs
Edit4: Updated to V1.14, Added a monster section and raised a little the speed of the goblins and the ghost.
Edit5: Updated to V1.2. Map divided in 3 to solve loading issues with older computers, added speed rings for the mercs.
08/24/11 : I updated the download link since RGF has made some changes.
Last edited by KelinTor on Wed Aug 24, 2011 8:32 am, edited 8 times in total.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET][WIP] KelinTor's Mercenary Company

Postby Hellmouth » Thu Dec 17, 2009 12:19 am

It would've been really awesome if you could add a separate inventory screen, so you could give them things like weapons and/or armor, like in the Diablo II expansion. I really liked that feature. Or be able to revive them for a price, for that matter..
"I was and am a nobody, and nothing anybody can say will make me feel like somebody."
User avatar
Hellmouth
 
Posts: 44
Joined: Wed Nov 11, 2009 7:01 am

Re: [PET][WIP] KelinTor's Mercenary Company

Postby Torchlover » Thu Dec 17, 2009 12:23 am

Hellmouth wrote:It would've been really awesome if you could add a separate inventory screen, so you could give them things like weapons and/or armor, like in the Diablo II expansion. I really liked that feature. Or be able to revive them for a price, for that matter..


Whilst that would be awesome that would enhance the complexity of the mod by great amounts :D Still would be cool.
Torchlover
 
Posts: 241
Joined: Tue Nov 24, 2009 4:33 pm

Re: [PET][WIP] KelinTor's Mercenary Company

Postby KelinTor » Thu Dec 17, 2009 4:04 am

It would've been really awesome if you could add a separate inventory screen, so you could give them things like weapons and/or armor, like in the Diablo II expansion. I really liked that feature. Or be able to revive them for a price, for that matter..


Hmm I didn't look into that since I think there was some issues mentioned in the 'Brink the merc by AdAstra'. For now i'll release them as they are in game and some of them do have a different weapon but to have an inventory/equipment of their own and customisable is quite complicated if possible at all. Maybe if I find a way i'll implement it but I think it's out of my reach.

Edit: oh about the revive system, you'll have to hire them again since they don't die definitely, you can have many of the same unit by the way.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET][WIP] KelinTor's Mercenary Company

Postby Nukeshooter » Thu Dec 17, 2009 6:44 am

Very excited for this mod... mercs + pet + brink? You're pretty well running around with a party now!
Nukeshooter
 
Posts: 81
Joined: Wed Nov 18, 2009 7:48 am

Re: [PET][WIP] KelinTor's Mercenary Company

Postby Hellmouth » Thu Dec 17, 2009 7:08 am

Nukeshooter wrote:Very excited for this mod... mercs + pet + brink? You're pretty well running around with a party now!

Except they'll be running all over the place like headless chicken and killing your memory [at least on my PC...] X'D
"I was and am a nobody, and nothing anybody can say will make me feel like somebody."
User avatar
Hellmouth
 
Posts: 44
Joined: Wed Nov 11, 2009 7:01 am

Re: [PET][WIP] KelinTor's Mercenary Company

Postby KelinTor » Thu Dec 17, 2009 10:47 am

My mod is now released here http://www.runicgamesfansite.com/torchl ... s/node/344 V1.0

I would need your help to make it balanced.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET]KelinTor's Mercenary Company V1.0

Postby TomaLexi » Thu Dec 17, 2009 11:24 am

Heya, added your mod to the modlist thread/page. Tell me if you want to change the description.

KelinTor's Mercenary Company V1.0
This mod gives the opportunity for those who feel lonely to hire mercenaries alongside your beloved pet.
http://forums.runicgames.com/viewtopic.php?f=20&t=9133
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
User avatar
TomaLexi
 
Posts: 300
Joined: Wed Nov 11, 2009 10:12 am

Re: [PET]KelinTor's Mercenary Company V1.1 Updated

Postby Anoro » Thu Dec 17, 2009 10:58 pm

The little laser shooting eyebot's movement noise gets kind of irritating after a while. In a future release you might want to remove their movement noise. The clinking and clicking makes me want to kill them instead of the enemy.
Anoro
 
Posts: 1
Joined: Thu Dec 17, 2009 10:55 pm

Re: [PET]KelinTor's Mercenary Company V1.1 Updated

Postby KelinTor » Fri Dec 18, 2009 12:00 am

Anoro wrote:The little laser shooting eyebot's movement noise gets kind of irritating after a while. In a future release you might want to remove their movement noise. The clinking and clicking makes me want to kill them instead of the enemy.


I'll change it in the next update, in truth I didn't test for long those little laser mech so the movement sound didn't annoy me but I guess it will be annoying after a while. Little patch soon.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET]KelinTor's Mercenary Company V1.1 Updated

Postby Lathlas » Fri Dec 18, 2009 6:58 am

Very awesome, thanks!

A couple of changes need to be made to make it compatible with my (or other) merchant mods.

The two MERCENARY_MAP spawnclasses should be in a marge directory "KelinTor's Mercenary Company\media\Spawnclasses\MERGE\" instead of just "KelinTor's Mercenary Company\media\Spawnclasses\"

Also, the weight in the static spawnclasses should be -1 if you only want one to show up every time. If you also use the rarity overide string then you can set the rarity on the MERCENARY map unit itself to 0 instead of 1, that way it will never drop from monsters or show up mixed in with the non-static maps.

Like this.

Code: Select all
[OBJECT]
<STRING>UNIT:mercenary_cavern
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]


If you were trying to get three copies of the map to show up by using WEIGHT:3, then just copy the above code and paste it in three times. Although I think your best bet there is to only have it spawn once, but change <BOOL>MERCHANTINFINITE:0 to <BOOL>MERCHANTINFINITE:1, so that no matter how many you want to buy, they'll always be in stock (like potions).

EDIT: By the way, I'm sorry if I'm being annoying. I realize that most of my posts on this forum are along the lines of, "Great Job! Now do this this and this..."
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
Lathlas
 
Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
Location: Virginia

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby KelinTor » Fri Dec 18, 2009 10:20 am

Mod Updated to V1.12
-> Toned down the crawler annoying sound (the volume has been reduced so much that you'll hear him only when he'll walk on you...)
-> Followed some advice from Lathlas to enhance compatibility

@Lathlas no problem, hints and tips are always welcome and only fools doesn't follow sound advice.

Well about the merging I followed those two topics :
- viewtopic.php?f=6&t=5699#p59172
- viewtopic.php?f=20&t=7718&p=85718&hilit=merge#p85718
and it works well with your mod (though it's compatible only with yours), I gave the same stringname than your static cartographer so it merge with it.

Concerning the changes i've only modified the merging one and the map being sold infinitely in the merchant (completely forgot that :mrgreen: ) and strangely trying to apply your suggestion for the regular merchant (without your mod) made it work the opposite way it should :x . Many infinite copies of the map is showing :shock: . I KNOW that what you told me should work instead of that I see my map multiple times at Triya (try yourself you'll see what i mean, it's strange that it doesn't work) so for now i still made a rarity of 3 so it won't appear too often.
If you were trying to get three copies of the map to show up by using WEIGHT:3
Hum.. no i've done that so it does show one from time to time, less than 3 my map would rarely appear, more and it'll appear too often in multiple exemplaries which is useless since it's unlimited in use.
So i'm half a fool for following only half of your advices :mrgreen:. Still my mod work with yours without problem.

Again thanks for your advices, this way more mods are compatibles.

Edit : I wanted to ask, no more merchant sells identify scroll and town portal with your Merchant Pack, is it normal? (town portal very useful for testing my mods :) )
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby Lathlas » Fri Dec 18, 2009 4:42 pm

and strangely trying to apply your suggestion for the regular merchant (without your mod) made it work the opposite way it should . Many infinite copies of the map is showing . I KNOW that what you told me should work instead of that I see my map multiple times at Triya (try yourself you'll see what i mean, it's strange that it doesn't work) so for now i still made a rarity of 3 so it won't appear too often.


:facepalm: Yeah, I forgot that the unmodified merchants suck. The difference between them and mine is that all of my merchants are set to display one copy of their inventory, and the quantity values are in the merchant's spawnclass. The default merchants are set to display a random inventory multiple times. My system is a million times more efficient IMHO. The General Merchant is the only original merchant who uses the 1/1 spawnclass system, which is why so many mods drop there stuff for sale in his inventory. That was big part of my decision to make my Merchant Pack, the only suggestion I have is to put it into the General Merchant inventory instead.

You can see the difference between my modified Triya and the original in the actual monster unit file.

Original:
Code: Select all
[TREASURE]
<STRING>SPAWNCLASS:MERCHANT_GEM_INVENTORY
<INTEGER>MIN:30
<INTEGER>MAX:35
[/TREASURE]


Mine:
Code: Select all
[TREASURE]
<STRING>SPAWNCLASS:MERCHANT_TRINKET
<INTEGER>MIN:1
<INTEGER>MAX:1
[/TREASURE]


I wanted to ask, no more merchant sells identify scroll and town portal with your Merchant Pack, is it normal? (town portal very useful for testing my mods )


The Spell Dealer (Zeris the Cursed) in the graveyard sells Identify and TP scrolls. Only the modified version included with the Merchant Pack sells them by the way, if you still have the original version of the Spell Dealer mod they would conflict.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
Lathlas
 
Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
Location: Virginia

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby shadowrem » Sun Dec 20, 2009 12:57 am

Well what can i say, the more the merrier :lol: , thank you great mod
shadowrem
 
Posts: 9
Joined: Sat Dec 12, 2009 8:42 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby Jonaleth » Sun Dec 20, 2009 1:08 am

This is GREAT!!! :D If there was a worship smiley, I'd soooo use that now :P
Jonaleth
 
Posts: 80
Joined: Thu Nov 26, 2009 4:04 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby KelinTor » Sun Dec 20, 2009 9:09 pm

Jonaleth wrote:This is GREAT!!! :D If there was a worship smiley, I'd soooo use that now :P

Mouahahaha worship me more :twisted: maybe i'll do some more reskin ( i'm very limited here sadly 'cause i lack artistic touch)
. By the way what do you think of my reskin of the zealot?

Don't forget to look at my other mods.
I have a new WIP mod, still in early eaaarly stages though (and longer to make than my Life Increaser Potions :) )

Critics suggestions and feedbacks are welcome.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby Jonaleth » Sun Dec 20, 2009 10:41 pm

:lol: But seriously, this is exactly the thing I needed, walking around with an army of skeletons and archers :twisted: (is there some max cap or can I just walk around with 50+ skellies?? I have 7 knights + 5 archers right now :P)

KelinTor wrote:By the way what do you think of my reskin of the zealot?
Didn't notice, too busy pwning with skellies :lol: Is it the one that looks like its wearing denims?? In which case, she's hawt :D

Btw, I noticed there's 3 of those spirit zealots around 1 pyre with 16000 ... I haven't managed to get that much gold yet, but do you get all 3 for 16000??
And any chance of adding in the classes themselves for some uber amount of gold?? :lol: Co-op play ftw!!! :D

PS: What got changed in 1.12??
Jonaleth
 
Posts: 80
Joined: Thu Nov 26, 2009 4:04 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby KelinTor » Mon Dec 21, 2009 12:01 am

walking around with an army of skeletons and archers :twisted: (is there some max cap or can I just walk around with 50+ skellies??

For the lower tier of mercenary there is no limit cap, you can rise your undead army to conquer the world :D . If you manage to hire all the mercenaries you'll have a very powerful army. It's really impressive to see your mercs fight large group of mobs, of course your army is stronger :twisted: .

Is it the one that looks like its wearing denims?? In which case, she's hawt :D
It's the one near the little dragon, so far my best reskin. :)
Little pics Image
Btw, I noticed there's 3 of those spirit zealots around 1 pyre with 16000 ... I haven't managed to get that much gold yet, but do you get all 3 for 16000??

Yup 3 for 16000 gold.

And any chance of adding in the classes themselves for some uber amount of gold?? :lol: Co-op play ftw!!! :D

AdAstra have released a 'shadow mod' were you can summon the 3 classes. Of course I can add them later since it's not the same concept.
Edit : Just finished to test the 'prototype' vanquisher, it's working well so far, she'll have nearly all her skills less 2 since it's buggy when the AI control it. One more thing I just loooooove when TorchEd decides to be BUGGY, two or three hours losts in trying to find why it doesn't work and suddenly it's working, really great :evil: .

changes in 1.12 are mentionned in the readme... Well mainly so my mod is more compatible with the merchant pack (it's in the unseen side for users).
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby falkon311 » Tue Dec 22, 2009 12:21 am

Awesome mod Kelin.

Is there a way to "unsummon" these new tagalongs? Wouldnt matter if it was one or all, money's no object. I'm pretty good with modding files.. is there a way to do it that way or am I stuck with them?

Request: 'Mimic' hireling please :) I love my pet as one and think it would rock to see 4-5 chests following me around 'nom nom nom' ing everything heh.

Request: Burrower- same reason as above minus the 'nom nom' ing lol.

Request: Goblinhound- same reason again!

Maby have an "Animal" section in the open southern part with like a fenced in area.. like a farmyard! :D
falkon311
 
Posts: 60
Joined: Mon Dec 21, 2009 10:27 am

Re: [PET]KelinTor's Mercenary Company V1.12 Updated

Postby KelinTor » Tue Dec 22, 2009 4:11 am

Is there a way to "unsummon" these new tagalongs? Wouldnt matter if it was one or all
. I didn't have time to look into that yet, wasn't sure if anybody wanted that feature since the mercenaries are not cheap (the future class-game mercenaries even less affordable).

At first since it's a mercenary company I only included humanoid mercs (dragonkin being an exception) but well including a monster's livestock is not a bad idea :) , as said Shadowrem 'the more the merrier'.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
KelinTor
 
Posts: 340
Joined: Wed Nov 18, 2009 2:43 am

Next

Return to Mod Showcase

Who is online

Users browsing this forum: No registered users and 2 guests