Yudishtira
Spiritual/Creative
Yeah I'll pass on the guessing game, but I'm not objecting to Worldview Slavery, and cannibalism hasn't even been mentioned.Guess who put Worldview Slavery and Cannabalism into the mod Yudistira.
Yeah I'll pass on the guessing game, but I'm not objecting to Worldview Slavery, and cannibalism hasn't even been mentioned.Guess who put Worldview Slavery and Cannabalism into the mod Yudistira.
It was only fleshed out to the early medieval period. Historically all labour saving buildings are a bad idea if you have slavery because you are taking work away from slaves so they get a chance to look at their lot and realize that there are many more of them than masters. Slave revolts need still need to be implemented btw.I'm guessing you believe that slavery is too beneficial from either a gameplay or realism perspective, if those buildings remain available (all the mills and the Treadmill Crane are also deactivated, and none of those make any sense either). To me, it is just too unrealistic to consider, however good the reasons are otherwise.
To me it's like halving all your combat odds if you have Human Sacrifice, because the universe is angry with you.
You say it is part of the Slavery mod, but worldview slavery was in C2C for many versions before this happened, was it not?
He means me.Guess who put Worldview Slavery and Cannabalism into the mod Yudistira.
That's a fairly weak argument, but even accepting it completely, it's a reason for the buildings to give unhappiness and/or crime and/or instability - not for them to be magically unbuildable.Historically all labour saving buildings are a bad idea if you have slavery because you are taking work away from slaves so they get a chance to look at their lot and realize that there are many more of them than masters. Slave revolts need still need to be implemented btw.
Slavery can be removed by lawyers, judges and great people - such unit must be in capital.That's a fairly weak argument, but even accepting it completely, it's a reason for the buildings to give unhappiness and/or crime and/or instability - not for them to be magically unbuildable.
The factory I'm fine with for now, because a. it's at a time when slavery was abolished historically, and b. I can appreciate the argument that slavery (unpaid labour) made factories insufficiently economically viable.
Depending on the implementation, I will probably have no problem with slave revolts.
Only because I haven't gotten to them yetSlavery can be removed by lawyers, judges and great people - such unit must be in capital.
Buildings, that slavery blocks from building:
Street Cleaner, Treadmill Crane (its replacements are exempt from that), Watermill, Windmill, Donkey Mill, Lumber Mill, Modern Mill, Oxen Mill, Smelter (Steel), Factory.
Sounds like something inside python or dll glitched.Dont know what this is??
Traceback (most recent call last):
File "BugInit", line 128, in callInits
File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'
Given that that looks like only part of an error message it appears to be saying that one of the units has problems. The codeDont know what this is??
Traceback (most recent call last):
File "BugInit", line 128, in callInits
File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'
unitInfo = gc.getUnitInfo(eUnit)
BugUtil.debug("==== %s ====", unitInfo.getDescription())
# generic unit
classInfo = gc.getUnitClassInfo(unitInfo.getUnitClassType())
eGenericUnit = classInfo.getDefaultUnitIndex()
Yes, which would indicate that one of the units remaining in the assets you still have in place had its UnitClass type defined in that module.could it be from me taking out the module New_Cultures?
Might be. I have not done any testing on that one as it is not my mod. I do get the error when I turn New_Cultures off. Probably one of the bits in the later eras (Modern+) have been written assuming the unit was core. I'll see if I can trace it down.could it be from me taking out the module New_Cultures?
I'll take a look at it.SVN 10419 updated to 10451.
On pressing EOT, the game just hangs. (running man).
I have been essentially without bugs since last October by using the SVN regularly!I'll take a look at it.
I was told this was addressed. Huh. IMO, best way to address it would be to give the Barb leader trait a base +1 Culture (CommerceChanges).Could someone remind me of why a Barb city never grows?
Barbarian trait has +1% to culture, not +1.I was told this was addressed. Huh. IMO, best way to address it would be to give the Barb leader trait a base +1 Culture (CommerceChanges).
Barb Cities will never consider constructing buildings that give culture. I'm sure that's one of the main things. More eval could be done to determine more on the subject.
Barbarian culture building already provides +2 culture/turn.Is an autobuild that is only available to Barbarians that gives the +1possible? I think you can limit a particular nation in vanilla but only as a unique building, ie a replacement for a normal building.