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  • #16
    Originally posted by The Big Mc
    Wombat it’s a game. WE don’t need or want micromanagement which this would need.
    I agree. That was just the hypothetical steps needed to make the spreading-slaves feature realistic. If we accept that it will not be realistic, then IMHO it would be better to have unrealism which makes it harder for the human player than easier. Slavery is already overpowered without removing the small balancing factor that is there.
    Concrete, Abstract, or Squoingy?
    "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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    • #17
      Could slaves be treated as a good and it counts as 1 additional slave each turn if a route is present?
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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      • #18
        Originally posted by Peter Triggs
        Good point. While I remember (CityData::GrowOrStarve() ):

        Code:
         } else if(m_partialPopulation < 0) {
             //PFT 05 apr 05: slaves starve first
             if(SlaveCount() > 0 )
                ChangeSpecialists(POP_SLAVE, -1);
        
             g_gevManager->AddEvent(GEV_INSERT_AfterCurrent, GEV_KillPop,
        	GEA_City, m_home_city.m_id,
        	GEA_End);
        Will add this to the source once I verify that it works.
        Well this works but there is a problem, slaves are not only unpaid but they don't eat, either.

        That means if you kill a slave the city continues to starves until all slaves are killed.

        Originally posted by E
        Could slaves be treated as a good and it counts as 1 additional slave each turn if a route is present?
        So you mean after 60 turns I have 60 additional slaves.

        -Martin
        Civ2 military advisor: "No complaints, Sir!"

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        • #19
          E has a point.

          It is possible via the source code to add a slave so it is possible to create a slave unit which represents slaves it could then settle in a city so move slaves.
          "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
          The BIG MC making ctp2 a much unsafer place.
          Visit the big mc’s website

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          • #20
            Originally posted by The Big Mc
            It is possible via the source code to add a slave so it is possible to create a slave unit which represents slaves it could then settle in a city so move slaves.
            Of course you can add a flag like the flag that is used by settlers and make the city to lose one pop when the settler is built. And of course another flag and another event for adding it in the target city.

            But do you really want to this? Slave trading ala Civ2 trading, where you had to move the Caravan from A to B.

            -Martin
            Civ2 military advisor: "No complaints, Sir!"

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            • #21
              Well this works but there is a problem, slaves are not only unpaid but they don't eat, either.
              I'm not a fan of 'realism' arguments, but I think having these unfed slaves is stretching it a bit. We could put them on half rations or something.

              But do you really want to this? Slave trading ala Civ2 trading, where you had to move the Caravan from A to B.
              I think that the Activision team may have already tried this out. The enum for trade route types is:

              Code:
              enum ROUTE_TYPE {
                  ROUTE_TYPE_RESOURCE,   <= only this one implemented
                  ROUTE_TYPE_FOOD,
                  ROUTE_TYPE_GOLD,
                  ROUTE_TYPE_SLAVE, 
              };
              My guess is that they may have envisaged a real slave trade where you could send slaves from one city to another. If they got as far as implementing it, I also suspect that they may have dropped it because it made the slave system even more overpowered. And can you imagine trying to come up with non-offensive animated graphics for the travelling slaves?

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              • #22
                No but wombat does have a point about instantaneously transportation of slaves.

                However an abstract version will take a long time and bit a bit to much micromanagement.
                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                The BIG MC making ctp2 a much unsafer place.
                Visit the big mc’s website

                Comment


                • #23
                  [SIZE=1] Originally posted by Peter Triggs
                  My guess is that they may have envisaged a real slave trade where you could send slaves from one city to another. If they got as far as implementing it, I also suspect that they may have dropped it because it made the slave system even more overpowered. And can you imagine trying to come up with non-offensive animated graphics for the travelling slaves?
                  We can just use the Ctp1 worker sprite for a slave sprite. I'm not concerned by graphics but a trade route would be cool I think, so it can be raided and although I said add additional slave each turn, maybe something like add a slave from the original cities population or something, more like shifting population so a city would be size 1 but everytime it increased in size it would subtract (back to one0 and send a slave to the traded city, maybe only if it has a "slave good" in its radius. this way you'd have slave colonies...
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

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                  • #24
                    Originally posted by E
                    We can just use the Ctp1 worker sprite for a slave sprite.
                    Why the worker sprite CTP1 has its own slave sprite.

                    -Martin
                    Civ2 military advisor: "No complaints, Sir!"

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                    • #25
                      Originally posted by Martin Gühmann


                      Why the worker sprite CTP1 has its own slave sprite.

                      -Martin
                      works for me (I don't have ctp1 but I remeber seeing its workingin the ctp2 unit sprites)
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

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                      • #26
                        Slaves are unfed? Wow. It was bad enough in CtP1 when they were on half rations. I wonder why that was changed.
                        Concrete, Abstract, or Squoingy?
                        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                        • #27
                          i think the great library sez they are on half rations in CtP2...

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