Module: Slavery isn't just wrong, its profitable!

deadliver

Loud Mouth Amateur
Joined
Oct 18, 2003
Messages
1,508
Location
Anvilania
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.
 

Attachments

reserved for future use
 
reserved for future use (yeah right)
 
just make it require the slavery civic. I really dislike alignment specific options. I want to RP a race that is good and holy in every possible way, except it enslaves it's enemies :)
 
just make it require the slavery civic. I really dislike alignment specific options. I want to RP a race that is good and holy in every possible way, except it enslaves it's enemies :)

True. I also want the market to improve the profits of selling slaves from 10 to 20 (course they still cost 30). I am toying with the idea of having slavery also add to mining productivity at the cost of extra unhealthiness though not sure about that one. Really slavery could also apply to farming but I think that may imbalance things.

edit: Oh! That was the way I wanted to do it initially but i couldn't find out anything about <CivicOption> or <civicbonus> easily
 
It is easy to enable buying slaves. Just make a copy of the "Buy Slave" spell. Remove the line of xml that requires Slave Trade, add a line for prereq building Slave market.


Selling is trickier, because the spell is currently broken. If you copy the current spell you need to add a line <AddPromotion>PROMOTION_NONE</AddPromotion> as well as removing the slave trade requirement. The profit is determined by the negative value you set in cost.
 
Might I just add a sugjestion.
The thing that strikes me is that I feel diferent races should get diferent bonuses from slaves.

The calibim might eat them for bonus XP, the dwarven races would probably get them to work for hamers ect. There are plenty of loreful ways this idea could be personalised to fit into the races.
This could be represented via race unique versions of the slave market.
 
The calibim might eat them for bonus XP, the dwarven races would probably get them to work for hamers ect.

I don't think this should be a slave thing, per se.

Rather, the "Feed" spell is just in need of reworking in general. It currently only works on a bloodpet, which is a bit silly.

I'd widen it to include any living unit, which isn't unitcombat Animal or Beast, and doesn't have Vampirism. The amount of health restored should depend on the strength of the unit fed upon
 
I don't think this should be a slave thing, per se.

Rather, the "Feed" spell is just in need of reworking in general. It currently only works on a bloodpet, which is a bit silly.

I'd widen it to include any living unit, which isn't unitcombat Animal or Beast, and doesn't have Vampirism. The amount of health restored should depend on the strength of the unit fed upon

This was not what I ment, and any living unit is a bad idea unles I can specificly chose witch one. Having my vampires eating my archers or worse, having the AI feed archers and paladins to vamps just becouse they can is a bad idea. It should be limited to blodpets and slaves only.

But about what I ment is that every nation would have diferent uses for slaves. Some would exploit them, others might sacrafice them to the gods or let them play in arenas for entertainment. I feel that at least for some of the races it would be nice to capture this aspect of their personality.

Also, you might want to consider baning the borg from having slaves.
 
It is easy to enable buying slaves. Just make a copy of the "Buy Slave" spell. Remove the line of xml that requires Slave Trade, add a line for prereq building Slave market.


Selling is trickier, because the spell is currently broken. If you copy the current spell you need to add a line <AddPromotion>PROMOTION_NONE</AddPromotion> as well as removing the slave trade requirement. The profit is determined by the negative value you set in cost.

Hey thanks man! I was banging my head against the wall trying to figure out why the sell spell wasn't working! yay!

edit: <AddPromotionType1>Promotion_None</AddPromotionType1> produces an xml error.
 
Okay this is what I have:

Code:
<Type>SPELL_SLAVE_TRADE_SELL</Type>
			<Description>Market Sale</Description>
			<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
			<UnitClassPrereq>UNITCLASS_SLAVE</UnitClassPrereq>
			<BuildingPrereq>BUILDING_SLAVE_MARKET</BuildingPrereq>
			<bHasCasted>1</bHasCasted>
			<bAbility>1</bAbility>
			<bSacrificeCaster>1</bSacrificeCaster>
			<iCost>-20</iCost>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_ENCHANTMENT</Sound>
			<bGraphicalOnly>1</bGraphicalOnly>
			<Button>Modules/Slavers/Slave2.dds</Button>

I want the Slave Market to be the prereq for selling slaves for 20 gold instead of 10. The pedia shows and explains this ability in the pedia but it does not show up when a slave enters a city with the Slave Market. Also after posting the above I tried including bInCity and bInBorders with no luck. Any ideas?
 
Sorry about that, I steered you slightly wrong.

What you need to have it add is PROMOTION_NO_PROMOTION.

The reason the sell slave spell isn't working is that you have all costs/requirements and no effect. If you give it something useless to do it will see the spell as valid to cast and...viola!
 
You could also give it a blank python effect and that would validate it. I don't see where you are going with the promotion thing, unless you create a promotion to match what you enter it'll just toss errors or not work. But since the unit is going to die, you could let it get a real promotion out of the spell if you wanted to (I'd go with Fatigued so that the text key isn't completely confusing, you could go with Hero though just to be funny...)
 
You could also give it a blank python effect and that would validate it. I don't see where you are going with the promotion thing, unless you create a promotion to match what you enter it'll just toss errors or not work. But since the unit is going to die, you could let it get a real promotion out of the spell if you wanted to (I'd go with Fatigued so that the text key isn't completely confusing, you could go with Hero though just to be funny...)


There is an actual, honest-to-goodness promotion called "NO_PROMOTION". :lol:
 
Must be my "You can take this when you are out of everything else just to heal and go up a level" one then. Never can remember what it is called. If it is that one, then it works nicely as you can take it multiple times, so the spell should even be available if somehow your slave already has the promotion.
 
I tried Promotion_No_Promotion and it did not register ingame past the pedia entry....blank python entry?
 
Okay. Got it to work using <PyResult>spellSlaveTradeSell(pCaster)</PyResult>. Thanks for the help guys! Now i can refine this.
 
Back
Top Bottom