What I am trying to do is get rid of a number of small bugs/problems. This is update 2, it is not save game safe. It is in addition to my
update 1 but replaces some files in it also so you need to apply update 1 then update 2.
Fixes
- Horses now reveled at Equestrian Domestication
- Lemons now usable at Orchards
- Minor "improvement" modification. A replacement for Wood Gatherer at Sedentary Lifestyle so that workers are not consumed when they build it.
- Generalstaff's Super Spy fix - Scotland Yard gives espionage units XP
- Unlimited missionaries for all religions
- Fix The Great Mosque of Djenne so it reduces the costs of the "new" religion cathedral buildings also.
- Routes fix. Paths don't give movement bonus and now they should display in the correct order for your workers.
I am expecting there to be one more of these. It will fix
- Mines not removing forest/jungle - unless there are howls of protest
- Subdue Animals "Naval Mascot" is giving the wrong promotion
- barbarian animal units (dogs) can be captured as slaves
"We" should probably review all the terrain improvements and bonuses. There have been many changes and I think some are not quite as "we" wanted them.
Edit: Just looking at the war dog becoming a slave problem. The test is on bAnimal which only works for wild animals. The war dog's combat type is melee while the guard dog combat type is gun.
SO are there any other animal units that should not be taken as slave and should they be captured instead? Should I add that part to a special part of Subdued Animals?
Edit2:Clarifications.
1. Awhile ago I suggested some changes to the terrain improvements, mostly to do with making it so that workers would not have the stone age improvements for ever. No one commented on the ideas so I just changed the one that was bugging me. Now gatherers can build the "wood gatherer" and be consumed by it. At Sedentary Lifestyle "wood gatherer" is upgraded to "lumberjack" which can be built by the worker without consuming them. Both improvements provide +1 hammer in forest and the prime timber resource.
2. War dogs becoming slaves problem. This is in the capture slaves component. I have changed it so that wild and subdued animals are not considered since that is done in the Subdue Animals mod. the two other animal units I know of are "War Dogs" and "Guard Dogs" I have stopped them being captured as slaves but need to know if they should be captured as something else or not.
One thing that has bugged me about the capture slaves mod is that there is no chance of capturing slaves while attacking a city but only if you raze the city. This is annoying when there are 10 defenders

. Should it be modified to give a slim (5-10%) chance of capturing a defending unit as a slave or is this just wrong?
Edit3: BTW some of the SA buildings are useless if War Dog and Guard Dog are nit animals.