|
Post by chitoryu12 on Oct 17, 2017 2:42:58 GMT
I'm having some trouble with a Let's Play I'm doing, which revolves around playing 7.62 in a "turn-based" fashion where individual players control the actions of the squad members. The best way to describe it is tabletop RPG style.
I'm doing a permadeath where players are rotated out for new ones as their mercs die, which necessitates hiring new ones. Free mercs from the Blue Sun quests aren't a problem, but there's a lot of money you need to spend to get a month or two out of a merc to keep him on your team.
Editing the Blue Sun INI file doesn't seem to actually change their prices, but I swear I remember it working previously. What do I need to do to bring their prices to 0 or effectively 0 eldos to squad up?
|
|
|
Post by D.F.N. on Oct 24, 2017 13:10:02 GMT
I dont think you could even do that in the last versions of BSM. Prices have weighted algorithm that is used for calculations. No more abstract variables like "myprice". Anyway, you either edit the skills of the mercs making them worse = cheaper, or you are in for a bit of modding in the public source code. I m not sure that the skills arent encrypted too... which leaves only the modding option. Wait! I should have asked this first: What are you playing? 7.62mm vanilla? +BSM ? + Merca? Which versions?
|
|
|
Post by chitoryu12 on Feb 25, 2018 17:29:05 GMT
I'm playing Blue Sun on Steam with the latest version.
|
|
|
Post by D.F.N. on Feb 25, 2018 21:37:24 GMT
Without Mercapocalypse you ll run into the militia bug. I stronlgy suggest that you restart after installing Mercapocalypse.
|
|