MagisterCultuum
Great Sage
Xienwolf made "Worker Mod," and Veham borrowed it for Fall Further. Xienwolf also included it in his XML Cleanup & Expansion Modcomp, which will eventually be included in Fall Further and in my modmod.
Just to clarify, when you grant a promotion in xml-only spells it goes to every unit in the stack (excluding those not allowed by such tags as <bImmuneTeam>, <bImmuneNeutral>, <bImmuneEnemy>, <bImmuneFlying>, and <bImmuneNotAlive>) whose unitcombat is allowed to get the promotion. You will also have to make sure the promotion has
, the same way as if they were to purchase the promotion normally. The promotion will also need a prereq like TECH_NEVER to stop you from actually purchasing it.
Actually, you can grant promotions to units without unitcombat using an xml only spell, but that would change the way it works. Spells that only effect the caster (<bBuffCasterOnly>1) ignore what the caster's unitcombat is. If you'd rather Slavedrive be a spell that the player casts with the slave (it would be very simple to use <UnitClassPrereq>UNITCLASS_SLAVE</UnitClassPrereq> and <StateReligionPrereq>RELIGION_OCTOPUS_OVERLORDS</StateReligionPrereq> as the spells only prereqs) then you can forgo making a new unitcombat.
In Worker Mod and FF workers, slaves, and settlers (xienwolf's workers can upgrade to settlers) have unitcombat_worker, but in mine I have unitcombat_civilian, which also includes great people and will include corperatio executives (borrowed from Orbi modmod). Those probably shouldn't be allowed to be whipped to death, so I guess I'll have to split Civilian and Slaves into different but essentially identical unitcomabats (or use python)
Just to clarify, when you grant a promotion in xml-only spells it goes to every unit in the stack (excluding those not allowed by such tags as <bImmuneTeam>, <bImmuneNeutral>, <bImmuneEnemy>, <bImmuneFlying>, and <bImmuneNotAlive>) whose unitcombat is allowed to get the promotion. You will also have to make sure the promotion has
Code:
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_SLAVE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
Actually, you can grant promotions to units without unitcombat using an xml only spell, but that would change the way it works. Spells that only effect the caster (<bBuffCasterOnly>1) ignore what the caster's unitcombat is. If you'd rather Slavedrive be a spell that the player casts with the slave (it would be very simple to use <UnitClassPrereq>UNITCLASS_SLAVE</UnitClassPrereq> and <StateReligionPrereq>RELIGION_OCTOPUS_OVERLORDS</StateReligionPrereq> as the spells only prereqs) then you can forgo making a new unitcombat.
In Worker Mod and FF workers, slaves, and settlers (xienwolf's workers can upgrade to settlers) have unitcombat_worker, but in mine I have unitcombat_civilian, which also includes great people and will include corperatio executives (borrowed from Orbi modmod). Those probably shouldn't be allowed to be whipped to death, so I guess I'll have to split Civilian and Slaves into different but essentially identical unitcomabats (or use python)