Capture Slaves

Nope i used Subdue Animals for animal combat, completely different. Ok tweaking sounds great.

Actually in the slave mod I downloaded here gives you slaves from animal combat. Anyway, I changed few things in the CvEventManager.
  1. Slaves will be placed on the winner's plot
  2. You can no longer get slaves from animal combat
  3. There is about 20% chance to get slave from combat
Should work just by replacing the old EventManager with this.
 
Actually in the slave mod I downloaded here gives you slaves from animal combat. Anyway, I changed few things in the CvEventManager.
  1. Slaves will be placed on the winner's plot
  2. You can no longer get slaves from animal combat
  3. There is about 20% chance to get slave from combat
Should work just by replacing the old EventManager with this.

Sounds fantastic, thx for doing this and helping out ALOT!:goodjob:
 
Alright, just to clarify this for me, because this is one of the features I wanted in my mod. What is the current status of this modcomp as it stands? Both strategyonly's and NotSoGood's changes. What I mean by that is how does one work compared to how the other works?

Thanks a lot guys. :goodjob:

EDIT: Sorry, didn't read this last page, so let me amend my questions because it looks like NSG's is the one I'm going to want. Firstly, do you have to be running the slavery civic to get any of these benefits? Secondly, is there a way I can increase the probability of getting slaves to something like 40%? And finally, do you get slaves from winning a combat against a unit in a city? And on the same note, do you get any slaves from razing a city?

Thanks again.
 
Alright, just to clarify this for me, because this is one of the features I wanted in my mod. What is the current status of this modcomp as it stands? Both strategyonly's and NotSoGood's changes. What I mean by that is how does one work compared to how the other works?

Thanks a lot guys. :goodjob:

I just updated it using NotSoGood's EventManager.
 
Firstly, do you have to be running the slavery civic to get any of these benefits?
Yes, you can only get slaves when you're running slavery civic.
Secondly, is there a way I can increase the probability of getting slaves to something like 40%?
In CvEventManager onCombatResult
Code:
#mod#
		if (pWinner.isMadeAttack()):
			iAttacker = pWinner.getOwner()
			attacker = PyPlayer(iAttacker)
			if gc.getPlayer(iAttacker).isCivic(CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_SLAVERY')):
				if (pLoser.isAnimal() == 0):
					[COLOR="Red"]iChance = CyGame().getSorenRandNum(4, "Slave")
					if iChance == 1:[/COLOR]
						attacker.initUnit(gc.getCivilizationInfo(gc.getPlayer(iAttacker).getCivilizationType()).getCivilizationUnits(CvUtil.findInfoTypeNum(gc.getUnitClassInfo, gc.getNumUnitClassInfos(), 'UNITCLASS_SLAVE')), pWinner.getX(), pWinner.getY(), UnitAITypes.NO_UNITAI)
#mod#
Change the lines in red to this
Code:
					iChance = CyGame().getSorenRandNum(9, "Slave")
					if iChance <= 3:
That should do it.
And finally, do you get slaves from winning a combat against a unit in a city? And on the same note, do you get any slaves from razing a city?
I think it's yes for both.
 
Wait, you don't capture workers you capture slave units? Hmm, this complicates things a little bit for me.

Hmm that is major problem. I'll do some testing and more tweaking. Any other things you notice?

EDIT: Actually you can still get workers. But I think I'll add a check to the code so that when killing a unit that can be captured, you won't get slaves. I'll add a modifier which you can easily use to define the chance to get slave.
Also do you think getting slaves from attacking units in cities should be changed?
 
Hmm that is major problem. I'll do some testing and more tweaking. Any other things you notice?

EDIT: Actually you can still get workers. But I think I'll add a check to the code so that when killing a unit that can be captured, you won't get slaves. I'll add a modifier which you can easily use to define the chance to get slave.
Also do you think getting slaves from attacking units in cities should be changed?

Well, actually I may have misread the OP on this one. Basically some of the people I'm working with for my mod are concerned that it might make slavery overpowered if they are a special unit with all of these abilities. I kind of like that idea though, so we'll see what happens. If you want to change it, you can do that too.
 
Also do you think getting slaves from attacking units in cities should be changed?

I think getting slaves when defeating units in a city is not a good idea.
Getting some slaves when conquering that city is enough and more accurate IMO


EDIT: Just to be clear, my suggestion is not to get slaves when defeating units in a city
Get 1-2 slaves when conquering the city (this represents the units you defeated here earlier)
And get more slaves when you raze a city. At least 2 (in small cities), otherwise 2/3 of the population maybe

I made another suggestion on Capo's thread:
To avoid having super-powerful early cities, I think you should limit the number of joinig slaves in a city. Half, maybe 2/3 of the population or something like that
 
I suppose I should chime in here with some things because I want to add this to my mod.

Basically here is what I want to do with the slaves in my mod, I am probably going to repeat some things here that are already in the mod:
  • You can only capture slaves while running the slavery civic.
  • Rather than allowing a slave unit to upgrade into generic units, I think it should be a specified unit. Bakuel made a great Thraex Gladiator model, and I think this should be the unit a slave can be upgraded to.
  • I don't think the slave should be able to conduct a trade mission, it doesn't make sense because the other civ might not have slavery, and the other civ wouldn't get the slave.
  • The slave should be able to rush production, but it shouldn't be too many hammers, maybe 20 or so.
  • I like that the slave can be added to a city as a citizen specialist, but it is kind of odd that you get to keep it after you switch out of the slavery civic.
 
Well, it seems like that I'm the python coder of this mod comp so I don't think I can do anything else. Your suggestions do seem good to me, but the changes are up to strategyonly. But I'll do something to the city attacking...
 
Well, it seems like that I'm the python coder of this mod comp so I don't think I can do anything else. Your suggestions do seem good to me, but the changes are up to strategyonly. But I'll do something to the city attacking...

I could make most of those changes myself, I'm just a bit concerned about keeping the citizens after switching out of slavery. That's all, but I don't know if it is even possible to prevent that, so maybe we shouldn't allow them to join a city as a specialist at all?
 
It's a good idea to join cities this way, my only concern is still to limit the number of them somewhere based on the city's population
 
I think the only way to do that, and this might be the best way actually, would be to create a new slave specialist. If we did that we might be able to limit the number (maybe not per population, but limit it at like five) and have it only work while under the slavery civic.
 
Ok, now I uploaded a updated version. Everything it does:
  1. You can get slaves only if you've adopted the slavery civic
  2. There's a chance, that defines the probability to get the slave after combat
  3. Only the attacker gets slaves
  4. You can't get slaves from killing animals
  5. You can't get slaves from killing units in cities
  6. You can't get slaves from killing units that can be captured
  7. You get atleast two slaves from razing a city, it should be about 2/3 of the city population
I think that should be all.
 
Ok, now I uploaded a updated version. Everything it does:
  1. You can get slaves only if you've adopted the slavery civic
  2. There's a chance, that defines the probability to get the slave after combat
  3. Only the attacker gets slaves
  4. You can't get slaves from killing animals
  5. You can't get slaves from killing units in cities
  6. You can't get slaves from killing units that have capture unit type defined
  7. You get atleast two slaves from razing a city, it should be about 2/3 of the city population
I think that should be all.

Awesome, forgive me for my ignorance but what does "You can't get slaves from killing units that have capture unit type defined" mean?
 
Awesome, forgive me for my ignorance but what does "You can't get slaves from killing units that have capture unit type defined" mean?

Ok, I knew that would be difficult to understand. :D Because I'm not native English speaker, It was quite hard to get anything to write there. Basicly I mean units that can be captured. Like workers, settlers. Did you get it?
 
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