Thanks for the debugging tip. I'll have to look into that. I suspect it's related to the fact that building a hothouse inserts a feature via Python?
IIRC we had no such unit! There is no quick way that I can think of to give a unit extra power vs. Barbs unless the Barb has access to a UNIT_CLASS that regular civ's don't. Actually, as I'm saying this, the "???" unit is an animal unit, so that could be what you are seeing.
Um, another way to do it (again, not simple but all in XML) is to give the Barbarians UU's that are in a special "Barbarian" COMBAT_TYPE, against which the Barb-killer has a bonus. But that means that the unit can't be both "Barbarian" and "Mounted" at the same time.
erikg88 said:Also, I had two modding questions for you, Pad. It looked like one of the units got a bonus against barbarians (maybe one of the borg units? Can't remember). I just ask because in the tooltip it had +100% vs. ???, and a barbarian slaying combat mod would be super-useful for one of my units in a mod I'm doing.
IIRC we had no such unit! There is no quick way that I can think of to give a unit extra power vs. Barbs unless the Barb has access to a UNIT_CLASS that regular civ's don't. Actually, as I'm saying this, the "???" unit is an animal unit, so that could be what you are seeing.
Um, another way to do it (again, not simple but all in XML) is to give the Barbarians UU's that are in a special "Barbarian" COMBAT_TYPE, against which the Barb-killer has a bonus. But that means that the unit can't be both "Barbarian" and "Mounted" at the same time.
The religions are still there -- I just took away their prereq techs, I think.The second question is - how'd you excise the unused religion slots? Did you just delete their information from the appropriate xml files?