Okay! The version full version of my module is up and running. Despite some text gaps, which I will fill in when I have the time, and some art button needs (I need buttons for the Slaver and Ghulam units) it is good to go!
Features:
Slavemarkets where you can buy and sell slaves (with the proper tech)
Two types of Civic only units the dread Slaver and the slave warrior Ghulams.
Slavers: Odious hunters who can capture enemy units as slaves or enslave the populace of a city to produce slave units.
Ghulam: Fanatical warrior slaves, raised from birth to defend their rulers.
Tweaks to the Slavery Civic.
A few civ specific uses for slaves including liberating them (converting them into regular workers), drowning them, or turning them into frostlings!
Changes:
Civic now inflicts diplo penalty with good leaders, added plantations to list of goodness.
Added Dwarven mines to list of goodness under slavery.
The Enslave spell now works properly.
Increased the weights of Slave Revolts and Slave Escapes under Slavery Civic to 500.
Future plans include:
-Using the market as a prereq building for some sort of Arena (also from TAM)
-Using the market as a prereq for a slave bazaar
-Continue to Tweak to Slavery civic to really make people want to stick with it
-Slavery based events involving spawning rebel slaves
All feedback is appreciated.
To install just create a modules folder in Assets, and unzip the folder to there and there you go! (after changing Modular Loading in FF50.ini from 0 to 1. Same holds for FFPlus, once it works.
Credits:
Winddelay and Woodelf for their Orc Slavepen model
The guys at TAM for their base market concept
Danrell for his Arabian Swordsman model
I used Jeckel's slavery button (i think). And of course to everyone involved with FFH2/FF for answering my questions and providing feedback.
Features:
Slavemarkets where you can buy and sell slaves (with the proper tech)
Two types of Civic only units the dread Slaver and the slave warrior Ghulams.
Slavers: Odious hunters who can capture enemy units as slaves or enslave the populace of a city to produce slave units.
Ghulam: Fanatical warrior slaves, raised from birth to defend their rulers.
Tweaks to the Slavery Civic.
A few civ specific uses for slaves including liberating them (converting them into regular workers), drowning them, or turning them into frostlings!
Changes:
Civic now inflicts diplo penalty with good leaders, added plantations to list of goodness.
Added Dwarven mines to list of goodness under slavery.
The Enslave spell now works properly.
Increased the weights of Slave Revolts and Slave Escapes under Slavery Civic to 500.
Future plans include:
-Using the market as a prereq building for some sort of Arena (also from TAM)
-Using the market as a prereq for a slave bazaar
-Continue to Tweak to Slavery civic to really make people want to stick with it
-Slavery based events involving spawning rebel slaves
All feedback is appreciated.
To install just create a modules folder in Assets, and unzip the folder to there and there you go! (after changing Modular Loading in FF50.ini from 0 to 1. Same holds for FFPlus, once it works.
Credits:
Winddelay and Woodelf for their Orc Slavepen model
The guys at TAM for their base market concept
Danrell for his Arabian Swordsman model
I used Jeckel's slavery button (i think). And of course to everyone involved with FFH2/FF for answering my questions and providing feedback.